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Comments:

<0> really? nice
<1> it looks like a mess
<2> Ghaleons!
<0> Ghouly
<1> MeshLeons
<2> how was the wedding :)
<1> gud
<1> I will hab soon
<3> hab?
<4> man according to that DDO was a complete flop
<5> yeah, it was
<2> why did I ever decided to write my own templates for lists and vectors
<2> when i could be using all that lovely stl::map stuff with hashing
<2> foolish me >_<
<4> lol@u
<2> i still absoloutely hate the way STL makes your code look though



<4> yes
<4> and theres a bug in sharko in one of the stl lists that causes reboots
<2> lol
<4> hard to believe thats brooklyn
<4> http://www.electricspine.com/image.php?id=47
<0> MeshMan, ne'er too late to switch to STL :)
<4> i wrote my list cl*** to be interchangeable with STL
<0> hi Dr_Mario
<0> er
<0> and Dr^Nick
<4> what do yo uguys think of this navigation http://www.electricspine.com/exhibits.php
<0> good
<0> it's clear, and has text in the links themselves
<0> theres nothing worse than an array of icons
<0> :)
<4> :)
<4> im hoping she lets me enable the image comments soon
<2> thast really smart slz
<4> thanks
<2> http://www.electricspine.com/image.php?id=40
<2> thats nice
<4> :)
<4> its our baby
<4> it doesn't really say electricspine.com on it
<2> yeah heh
<6> Okay guys
<6> I said I'd be back when the server was online!
<6> so check it out: www.Exi***change.com
<6> lots more game content to be posted soonish!
<6> and here's a catalog if you want to see what else will be for sale soon: http://www.Exi***change.com/Catalog.htm
<2> nice Peter
<6> Thanks man :)
<0> wup
<2> needs a poly count though
<0> those models look nice
<2> and specify if they are skinned or not
<2> err, ignore that last statement hehe
<2> guns wouldnt be skinned :)
<6> well, the guns do have animations.
<6> Although, it's transform animation.
<6> I do have a content pack coming soonish with 1st person hands , and those are skinned.
<6> want a quick video of that?
<2> nice that they come in .X form too :)
<2> yeah, thatd be cool
<6> yea, I figured you guys would want .x's
<6> http://www.exisinteractive.com/images/a_ak47.avi
<2> made them all yourself?
<6> I have a team who works with me.
<6> I did air vehicles and so forth
<6> the apache and aircrane which will be online soonish.
<2> id like to see some space related things on there ;)
<2> sci-fi
<6> also thinking of making a pack from this guy: http://www.exisinteractive.com/face_1.jpg
<6> Yea, we're going to expand the exchange until it has a huge database of moderated content.
<4> thats cool peter
<4> good luck
<6> thanks man :)
<2> hmmm
<2> slightly challening this game
<2> i find myself looping over the scenes actor list many times
<2> im sure that will be costly when theres hundreds of actors



<7> it's still O(n) though is it?
<2> always yes
<7> good
<2> except the physics
<7> oh?
<2> im not sure what that is in Big O
<7> if you've got for (int i=0; i<numactors; i++) for (int j=0; j<numactors; j++) then it's O(n^2) ...
<7> same if you've got j<i or whatever
<2> well its nearly like that
<2> for (int i=0; i<numactors; i++) for (int j=i+1; j<numactors; j++)
<2> notice j=i+1
<7> yep, that's O(n^2)
<2> so it cant be
<7> it's O(n^2) whether you like it or not :P
<2> ok :)
<7> the number of executions of the inner loop's body will be ...
<7> probably: 1/2 n (n-1)
<7> which is 1/2 n^2 - 1/2 n
<2> mhm
<7> if not it'll be something very similar
<7> and when writing down the O() thing, you take the one that grows fastest, which is n^2, and discard its coefficient - so it's O(n^2)
<2> roger that
<6> gamedev.net seems to be having some trouble with their forumns
<7> is this for collision detection?
<2> yes entheh
<7> then what you should do
<7> is keep the actors sorted by one of their coordinates
<2> swx sent me his sweep and prune code yesterday
<2> Radix Sort algorthm
<2> sorted by AABB's
<2> ive yet to implement that
<7> and for each i, the j will have a very small range to traverse
<7> it'll still be O(n^2) but the coefficient will be very small
<2> eventually ill need to implement a quad-tree
<7> or if the available range in the chosen coordinate is proportional to n and you ***ume an even distribution of actors, it'll actually be O(n) :D
<2> because i plan on my scene being a large world
<2> and ill be tracing rays and such
<7> a quadtree is another way of keeping the number of collisions down, yeah :)
<7> collision tests even
<2> well, it will be used for everything
<2> rendering, collision testing, ray casting
<2> s/casting/tracing
<7> fair enough
<7> you've got a good idea of how the whole thing will work together, which is good :D
<1> MeshMan.sort(radishes);
<2> yeah :)
<2> this all real fun though hehe
<7> Ghaleon Ghaleon ;>
<2> never implemented anything quite so in-depth
<2> heck, last year, id struggle with implementing an AABB
<7> fun is how it should be :D
<1> entheh entheh
<1> Nothing Acts Faster Than Ghaleon.
<7> so you're married now I guess ^^
<7> I feel so behind
<7> ............ frum da baq
<8> Ghaleon stop slakxing
<8> u uber slaxer
<2> one thing i haven't overcome yet entheh, which you might have an idea for
<7> try me
<2> an Actor in the my world can suddenly be killed, removed, destoryed from the world list
<2> but many other objects had a pointer to it
<2> and they are now danglign
<7> are you using a garbage-collected language?
<2> thats beside the point
<2> if an actor is removed from the world
<2> the GUI for example, should no longer need to keep it on its radar
<7> answer the question
<2> no its not
<1> chandler_: now is the time of the slaxxening, when the stroke of a keyboard can release the slothening
<7> hmm
<1> there can be only one
<7> well, how about this


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