Anthony

Show:

What's happening?

  • Followup: RE: References

    Try opendx.org, IBM's Open Data Explorer. It has extensive functionality in this domain. One of the demos even has voxel rendering with cross sections of a frog volume scan. http://opendx.npaci.edu/animations/biology/frogdisc.mpg.

    2003-11-19 21:47:25 UTC in The Nebula Device

  • Comment: Graphics Scalers (hq?x)

    Logged In: YES user_id=45501 I too am something of an addict of the filters and have been looking for a way to get hqxx in for some time. I tried and made a just-barely-working (or maybe not quite) version of the smart interframe blending and submitted it, which I guess expressed enough interest that forgotten went and wrote it up as a proper addition. Anyway my question is now...

    2003-10-30 02:00:08 UTC in VisualBoyAdvance

  • Followup: RE: crystal space

    there's nothing simple about a straight line in 3D, and the game world is in 3D, no? As in, how does this tank hug the ground as it moves in a straight line? Do we just let it float because that's computationally simple? No. A non-trivial problem that crystal space provides the tools to solve, among myriad others. So, cs 3D graphics is good for frontend, but cs 3D physics is good for the...

    2001-11-26 02:40:24 UTC in Abstract RTS Engine

  • Followup: RE: Ok

    Nothing unified is done. We go about this by finding the time and writing the code. It all starts with a well-thought-out header file. That's what I'm doing.

    2001-11-16 07:03:41 UTC in Abstract RTS Engine

  • Followup: OK

    That's enough for me to declare it official. Crystal-space based for graphics and physics. Now most urgently needed are: o RTS object model o Interface o AI.

    2001-11-13 05:45:41 UTC in Abstract RTS Engine

  • crystal space

    Now that they have stabilized their API, I think crystal space becomes the best choice to get us past the part we are stalled on and avoid duplicating their work and concentrate on the RTS part of the project and generally the parts we are really interested in and not just trying to get out of the way etc. All in favor?.

    2001-11-04 07:07:19 UTC in Abstract RTS Engine

  • coord class in codedump

    I noticed that whoever wrote the coord class in the codedump didn't extend Vec3. That was bad, but understandable given the state of disorganization. I should be moving ahead on that now though, so nevermind. I have a useable debugger now and a bit of time so Vec3 will go up soon.

    2001-10-20 19:46:47 UTC in Abstract RTS Engine

  • Followup: REG: Portable runtime

    My vote is for PLIB. I'll maybe add a method to my Vec3 class to let it export a PLIB sgVec3 object so that my cylindrical / spherical code won't have been written in vain. In any case, PLIB is a portable game runtime with much useful 3-d built in. Beats nspr obviously, have to compare further with SDL to see though. Maybe I could just PLIB physics for my own use and build on top of SDL...

    2001-09-25 19:37:24 UTC in Abstract RTS Engine

  • Followup: RE: Portable runtime

    (kudzu of bigiron.sourceforge.net)

    2001-09-21 22:29:34 UTC in Abstract RTS Engine

  • Followup: RE: Portable runtime

    Our colleague Kudzu has found that even the STL was too slow for his uses. I don't know how much use we can make of pre-packaged anything given his experience there. Speaking very empirically about Mozilla, I've seen it perform horrendously on my Linux system. I can't really imagine it in a game context. Let me reiterate, I don't know.

    2001-09-21 22:29:08 UTC in Abstract RTS Engine

About Me

  • 2000-06-28 (9 years ago)
  • 45501
  • theconstable (My Site)
  • Anthony

Send me a message