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<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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