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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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