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Comments:

<0> quiet here tonight
<0> lets talk about shaders
<0> does anyone use shaders extensively here?
<0> or has a good grasp on them
<1> i grope them regularly
<1> havent been caught yet
<0> heh
<2> lol aav
<1> MeshMan, that was my way of saying "yeah" :) but gotta head into a meeting in 15 mins
<0> =)
<0> im curious to know why there havent been any 3d engines developed that completely abstract shader work
<0> like, SetPostProccesEffect(MOTION_BLUR, TRUE);
<1> what do you mean?
<1> oh
<1> well
<0> ActivateParallaxMapping()



<1> why?
<0> EnablePerPixelLights()
<1> shaders are programmable
<1> thats their benefit
<1> so why fold it into a fixed function framework
<1> then again
<3> then again is, like, anyone here who doesn't have a vow of silence or something
<0> the benefit being so we can make awesome graphics with them
<1> i'm exposing flags and parameters to the artists
<1> so in that interface, it's kinda fixed function
<0> it has to be fixed at some point
<0> yes
<4> MatrixQuantizer->RasterizeBananaByThreadExA(); keeps returning "gg" ??
<0> i wish there was a web-site dedicated to the practices of these advanced effects
<1> well there's still some black magic in how you combine them all
<0> certainly
<3> i heard certainly was :-)
<0> and the DXSDK is no way to be learning them :/
<0> even a shader coding book i bought is poop
<1> i've just been feeling my way forward
<0> ive been trying to do that for ages
<0> its a no go
<1> well
<0> the only success i had was with GLSL, more supported for some reason
<1> you need a concrete project to work on
<0> i did parallax mapping
<1> can't just make an engine in limbo
<0> sure you can
<0> i want to bump map my asteroids
<0> and add motion blur
<0> but no resources
<1> well the reason i'm saying making an engine without a game is bad, is that you have no goal then
<0> the DXSDK is a bag of crap for learning from nowadays
<1> no reason for the systems and structures being the way they are
<1> so its *********ion rather than um, procreation ;)
<0> heh
<1> you should be able to find stuff on bumpmapping
<1> normalmapping
<5> the DXSDK has lots of useful shader stuff
<5> like the postprocess manager :D
<5> really nice
<5> I stole the design for my engine ;)
<0> wheres that?
<5> in the Samples directory? ;)
<0> the post process manager
<5> wait a sec
<5> C:\program\Microsoft DirectX SDK (February 2006)\Samples\C++\Direct3D\PostProcess
<5> it allows you to cascade postprocess effects easily :)
<0> yikes
<5> It almost works the way you wrote a while ago ;)
<0> i guess thats why you dont see much advanced code around like that
<0> its pretty innovative stuff
<6> like what
<3> like is like similar
<6> like, WHOA
<7> Hello :)
<3> Why hello there Mr. [Relic]. Perhaps you should've knocked first.
<8> PitDroid shutup
<3> Sorry, _nx, I'll keep my mouth shut.
<7> :)
<9> anyone play oblivion here?



<8> what a question
<8> there are probably 5 oblivion addicts in this channel
<9> im trying to figure out how to pick a lock
<9> i dont get it
<9> i push one pin up, and it just goes back down
<8> IRL you have to exert torque on the lock to prevent pins from resetting.
<8> use a tensioner.
<10> click when the tumbler is up
<10> and if you're talking about a IRL standard 7 pin lock, well that's a lot more fun
<9> no not rl.. in oblivion
<10> I've picked a few 7 pinners, but that's hard and usually you need a real kit
<10> oblivion is easier
<10> :)
<10> just click the mouse when the tumbler is in the up position
<9> god.. ive gone through over 20 picks i still cant do this 3 pin
<10> and when it sticks
<9> it keeps cracking
<9> when i do that
<10> move to the next one
<10> you might be clicking too fast
<10> try just a hair later
<9> ahhhh
<9> from 40 pins im down to 14
<5> lockpicking is way too easy in Oblivion ;)
<10> I thought it was a decent compromise of twitch and statskill
<9> ah **** this
<9> i wasted all 40 picks
<10> heh
<5> :P
<10> do you have pick skills?
<9> i hate u guys
<10> lawl
<10> n00b
<9> i dont know
<5> I can usually pick a very hard lock without loosing a single lockpick ;)
<9> how
<5> even when I didnt have as much lockpicking skill
<5> patience ;)
<10> I think mess is messing up on the timing
<5> you look for a pattern in how the pins move
<5> and the pin will move slightly slower into position when its time to click
<10> yeh
<5> so when it moves slower => click when in position
<10> I thought the speechcraft took longer to get used to myself
<5> you usually have a couple of 100 milliseconds or something to click
<5> when its the right "iteration", otherwise you'll have much less time
<11> speechcraft SUX
<11> worst interface ever
<11> and the instructions were like "dude, wtf, shut up"
<12> startkeylogger.slz
<12> =D
<13> StoneCyqh
<13> bizarritude
<13> http://www.rafb.net/efnet_cpp/quotes/chan.html?channel=%23html apparently you added a quote by me on #html in 2004
<13> haha
<13> i keep running into you
<10> s/you/walls
<14> hmm
<14> firefox crashes whenever i try to go to my wiki
<14> and IE just outright crashes when i launch it
<14> all browsers ****
<15> I am 18 a day before the day after tomarrow.
<15> huzzah!
<16> ok
<17> Hey, is anyone in here a programmer or computer engineer?
<18> http://www.hjo3.net/orly/gal1/orly_japanese.jpg
<17> Is that URL in response to my question?
<17> Hey, is there anyone alive in here?
<19> hello
<17> Hi
<3> hola, bioengine


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