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<0> i really only know how to do 2d graphics
<1> 3d is definitely not less h***le.
<1> at all.
<2> am modeling a mclaren atm =p
<1> the f1 lm?
<3> well, for me it is cause i know my way around 3d modeling packages and it took me all in all 15minutes to do basic stuff in opengl for the first time
<0> freed: good at doing people?
<2> yea
<2> ive only done one head, was of an ogre
<0> freed: know how to do graphics programming?
<1> opengl isn't that bad.
<2> not really, am starting to learn mel
<3> e_roder, moment i'll igive ya a link
<1> i was rendering some stuff using glide in like a half hour
<0> |Serp: thanks
<3> e_roder: nehe.gamedev.net/ <-- you'll love it.



<2> http://www.7mdesign.com/wip/mclaren/
<2> some build pics...started fri night
<0> i've got another problem
<3> sweeeet!
<0> the computer i'm using to do most of my coding (this p2), the graphics card is incompatible with the OS
<0> it's too old
<0> lol
<0> and i'm only running windows 2k
<3> why polys though? i thought nurbs was the way to go
<4> nite'
<2> i use both
<3> oh
<2> but for all projects i start with poly, then switch to sub d's
<3> took me a long time to understand nurbs but nowdays if i wanna build a car, i dont even touch polys :D
<2> use nurbs for some things
<2> i did the front of that same car all with birailed curves, but wasnt getting the control i wanted
<3> yea understandable
<5> 3D is much simpler than 2D, by the way
<1> ...
<6> what is a good gui cross-plataform library?
<5> wxWindows, Qt
<5> .NET, I suppose
<6> mmmmm
<6> .net is ok?
<6> for linux as well?
<6> which one would you pick :) ?
<5> Did you ever write a UI?
<1> gtk?
<6> yes, but on java
<5> Then use Java
<6> no i want to learn win32 api
<6> and c++
<6> for that matter
<6> but i know about windows
<6> so
<1> booo win32 api.
<5> Then use win32
<6> windows procedure and such
<5> Why do you ask for a crossplatform library if you want to use win32
<1> win32 api isn't cross-platform though.
<1> jinx
<6> i know...im downloading several libs that are cross plataform
<6> like threads... for instance
<5> ...
<6> i dont want to use win32...but im on windows
<6> i want to use whatever is easy and cross plataform
<6> and not java...i dont like java
<5> HTML is easy and crossplatform
<1> i'm using html for my project :P
<6> lol, that's not what im asking for
<6> so let me check those libs...qt , wxWindows and .net
<1> gtk?
<6> gtk also for windows?
<6> didnt know that
<1> i'm not sure what gtk is even.
<1> but gaim uses it.
<1> and gaim has a gui.
<6> cool
<6> thks
<0> NineVolt: you use aim?



<0> er gaim
<0> rock on
<1> unfortunately.
<1> i'd use aim but i hate ads.
<6> good i consulted this channel...i was using another library, not sure if it was good
<1> gaim is ghetto as all hell, i'm surprised anyone uses it.
<0> it had a lot of innovations
<0> but AIM stole them
<0> well, deadAim did too
<0> what's a 'wrapper'?
<5> Something that wraps
<5> So what's the name of this future game?
<0> haven't got one yet
<0> want to do the honors?
<5> iLlNeverExistQuest
<0> NeverQuest it is
<3> lol
<5> It's the game that'll never exist, not the quest
<3> ehh
<3> i'm still struggling with my own game
<3> :/
<3> anything graphics-wise or graphics-programming-wise is not a problem, the rest is still a mystery to me :/
<3> i'm talking about game loop
<5> I'm talking about high order surfaces
<3> of how the game looks from the inside
<5> Scenegraph
<3> i understand individual words but not what you are talking about :/
<5> There was only one word anyway
<3> i mean, what are high order surefaces?
<3> what is geometry shader? or scenegraph?
<3> :D
<5> I thought anything graphics-wise was not a problem
<3> well, so did i!
<3> <3
<5> Scenegraphs are just the most basic thing in graphics rendering
<5> NURBS is an example of high order surfaces
<5> And geometry shaders are shaders that generate geometry, between vertex and pixel shaders...
<3> oh, well i wouldn't use nurbs in anything that has to be rendered in real time
<3> even 3d packages conver it to polys before rendering
<5> NURBS render just fine
<3> ...afaik maya coverts them before rendering
<5> Doesn't mean they're not NURBS
<5> How do you expect to render a curve using something that only understands points and triangles?
<7> Ashe` is there any implementation of geometry shaders yet? i mean i know they will be available in dx10
<5> s/will be/are
<5> Or were 2 years ago
<3> :/
<3> Ashe`, ok you're right, but what i meant was: i can model most of the things i need, and texture, i can create polys in opengl, but beyond that, the core of the game is what im having problems with
<5> Yes, but what you said is 0.5% of graphics programming
<3> but i was not aware that the other 95% existed :D
<5> (99.5)
<3> errr
<3> yea
<3> me stupid
<3> as proven above :D
<3> i'm still trying to structure it somehow in my mind, i run a game, what happens first?
<5> Create the window? :)
<5> Initialize DGraphics/Sound/Input/Winsock
<3> good, initialize whatever renderer/sound/input/winsock if required, what next?
<5> Add your menu scene to the scenegraph
<3> ok
<3> now i need explanation
<5> About?
<3> what do you mean, add your menu scene to scenegraph? and by menu scene you mean the game menu itself?
<5> Yes, the game menu
<5> And a scenegraph is just some kind of tree with just about anything as its nodes
<5> Like a button, a model, a part of a model, a room, etc
<3> hmmm i understand what it does, but not what it is :/
<3> in fact i've never heard of it
<5> What do you mean what it is?
<5> It's a tree, I just told you
<3> hmmm


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