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<0> evning
<1> Good Evening Sir
<0> Thank you for the friendly welcome Paladin_m
<1> hehe
<2> ;[
<3> http://en.wikipedia.org/wiki/GooRoo
<4> haha!
<5> http://en.wikipedia.org/wiki/Ultyma
<5> lol nice vid card jenga
<5> send me some of those
<3> ultyma: what do you want your wiki page to say?
<5> i dunno lol
<5> "LOL"
<5> :D
<5> oh noes zerg rush!!! kekekekeke
<5> brb dinner :D



<3> http://en.wikipedia.org/wiki/Ultyma
<5> lol nice
<3> hey someone deleted my page
<6> vanity pages on wikipedia should not exist
<7> Hello :)
<5> 01:10, 28 January 2006 BorgQueen deleted "Ultyma" (content was: '{{db-empty}}LOL')
<5> you say tomato.. i say tomato
<8> dang why can't I find a decent webdesigner tonight?
<6> for what
<8> for a little fps project.
<6> what're you paying
<8> I'm not sure what my budget is yet ... I guess it's pretty flexible.
<8> how good are you? :D
<6> fairly
<8> any samples online?
<9> Chuck Norris is currently suing NBC, claiming Law and Order are trademarked names for his left and right legs.
<9> LOL
<6> it seems dr rambo found the chuck norris page
<3> Wilt Chamberlain claims to have slept with more than 20,000 women in his lifetime. Chuck Norris calls this "a slow Tuesday"
<3> http://everydaychuck.ytmnd.com/
<9> Every time Chuck Norris smiles it saves the life of a dying man. Ironically, Chuck Norris only smiles after he kills someone.
<9> trojan website
<9> asking to install freaking pluginx
<10> hi :D
<11> anyone awake?
<4> no?
<4> maybe?
<11> cool :)
<4> :]
<6> NEIN
<11> I have an export interface to 3ds max, and when I expected to get the position of an object by calling LocalMatrix().getColumn(3) , as I feel this would resolve to glMatrix[12]-[14], but instead I found the position was stored in getRow(3) . odd don't you think?
<11> and the export interface (being IGame), has conversion managers that convert the coordinate system to opengl, or so I would ***ume, since it is supposed to support it.
<4> hmm. :)
<4> have you researched this behavior on the web to see if it's officially broken?
<4> or could it be something misconfigured
<12> is it a opengl specific exporter?
<12> otherwise, why would you expect it to use the opengl notation?
<11> swx:no it's not, but it has a conversion-manager that converts data to the system you want. supports D3D,OGL from the get go
<12> usually coordinate conversion is a completely separate thing... coordinate systems is about the direction of the base axes, not whether the matrices are row or column major
<12> anyway, read the docs and see what it says about the matrices...
<11> swx:I agree. it seems this is the case then. just strange it doesn't do that conversion as well, especially since the matrices seems to go through the same conversion-interfaces, anyhow, I get the expected outbut by accessing row, so I'll just do that then.
<11> *output
<12> well, it probably swaps the vectors and/or negates their directions...
<12> I think 3dsmax has Y and Z swapped
<12> and then the Z vector might need to be negated...
<11> of course, yeah, *smacks head*... talk about typing before thinking
<13> slaqr
<11> uhm. I get a #QNAN (Quiet Not a Number), in my output (which is ascii for debugging purposes), will the read-back fail then?
<13> yesch
<13> it means bad things happened
<11> I agree. I have an animated bone system which has been keyframe animated by rotation, but my exporter exports some position-keys as well..
<12> look for division by 0 and stuff like that
<13> division by QNAN
<11> I think it just was that pGameContr->GetQuickSampledKeys(key,IGAME_POS) , didn't overwrite the old key, so I think my problem solved itself by using another key-variable for the positions
<14> I need some help with building my project plan :) any helpers?
<13> step 1, use Unreal Engine
<6> huhu not a chance
<13> step 2, give Ghaleon $100,000 USD/yr
<14> Ghaleon :)
<15> 128kUSD/yr ok?
<15> i really thought that gamedevers only made 40k, but it looks like i am wrong



<14> I think the mean is 65k
<6> no
<6> the mean is $43,800
<15> how quickly can a two person team make a game, nowadays?
<6> depends entirely on the game, the tools and the budget
<6> you can write tetris in an afternoon alone
<15> zero budget, free tools...
<15> oh nice
<15> stone, using a graphical api, huh
<6> no
<6> from the ground up
<6> tetris isn't complex
<15> i get stumped on those border conditions when trying to implement tetris =/
<14> Aeplus: I would say about 2 years if both worked fulltime.
<15> things like how to deal with an attempt to rotate when the rotation is obstructed one way or another
<6> don't listen to ruebiayat
<6> he just makes **** up
<6> um
<6> handling rotation is easy
<15> heh
<6> 1) project the new shape
<14> Aeplus: I mean if you're building a 3D engine + models + animation.
<6> 2) walk the squares in the shape to see if any of them are occupied
<6> 3) ???
<6> 4) profit
<15> lol
<6> seriously, tetris is like a 4 hour job
<6> i did it in 1:14 on the gameboy advance once, on a dare
<15> k, stonecyph... so i guess i should predetermine that behavior, and not try to fix the inputs... (i've only come to doing that recently... not correcting inputs)
<6> whut?
<6> predetermine?
<15> err determine
<15> given a 4x4 grid of tetrinoes, determined what will be the result of rotation
<6> oh
<6> yeah, it's honestly fairly easy
<6> you just swap the x and y coordinates and negate one
<6> done
<15> there are still special cases, i just don't like special cases
<6> what special cases?
<15> for example, the 4-box line tetrino rotating left or rotating right along the side of the game area...
<6> oh
<6> huhu
<6> if that's your idea of a special case, you might want to rethink game development
<6> no offense intended but that's hella mild
<15> heh
<6> anyway, if that's the sort of thing that bothers you, there are alternate well puzzle games which have no such cases
<6> puzzle fighter comes to mind
<6> or columns
<15> i'm basically starting out as a total newb when it comes to gamedev =/
<6> well, there's no better way than to just jump in and try it
<15> i'll probably create a couple of maps using a map generating with some games, see what features they use...
<6> at least in my opinion
<6> well
<6> do remember that many people - i'm one of them - feel that the best way to fail is to start too big
<6> you might want to consider starting small and working up
<15> yeah
<15> i'll do something that is very attached to the underlying APIs
<14> Aeplus: Luckily I am creating a game engine which has an importer for maps.
<15> i think overengineering really kills me, so i've tried to stop doing that
<14> Aeplus: better to overengineer.
<6> haha
<6> the word bull**** comes to mind
<15> so, i'm doing my dev'ing with managed dx
<6> again
<6> you're starting too large
<15> looks easy enough
<6> start with something simple
<15> really?
<6> yeah
<6> there's no need for directx here
<14> Aeplus: I am using OpenGL
<6> just get a canvas and draw on it
<6> you can worry about speed and whatever later (tetris isn't a highly taxing application)
<15> k


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