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From: Pierre T. <p.t...@wa...> - 2000-07-15 01:02:52
|
...then why not the good ol' [Algorithms] ...? ----- Original Message ----- From: gl <gl...@nt...> To: <gda...@li...> Sent: Saturday, July 15, 2000 2:46 AM Subject: Re: [GDAlgorithms-List] Re: [Algorithms] Message format > > I'm doing this publically Tom to get a consensus (or otherwise). Can we > change the subject list title to be shorter? Right now it eats too much > subject real-estate. > > I suggest simply [GDAlgos-List], and if poss. drop the GD too. It might not > seem like much, but it matters to me (opinions?). > -- > gl > > ----- Original Message ----- > From: "Tom Hubina" <to...@3d...> > To: "Algorithms List" <alg...@3d...> > Sent: Friday, July 14, 2000 11:22 PM > Subject: [GDAlgorithms-List] Re: [Algorithms] Message format > > > > At 09:43 AM 7/14/2000 -0700, you wrote: > > >There has been some kind of breakdown of message formatting since moving > the > > >list to the new host. > > > > > >I read the list on two different mail readers from two diffferent sites. > > >One is Outlook Express the other Forte Agent. Since the changeover of > the > > >list host, the messages have been all but unreadable on Outlook Express, > and > > >they were perfectly OK before. The header information, author, subject > etc. > > >are all blank where they used to appear, but the entire header > information , > > >including all which used to be hidden, > > > is in the body of the message. > > > > > >Also I get lots of "=20"s at the end of lines and whole lines of "=20"s > at > > >the end of > > > > > >This makes the whole list practically unusable from the site where I use > > >Outlook Express. > > > > > >Interestingly, there is no change in the way the messages are presented > in > > >Forte Agent. > > > > From what I can tell, the temp server that was in place had garbled > > headers. The SourceForge stuff seems to be working correctly. If anyone > has > > a problem with a message with the new list name in the title, please let > me > > know at to...@3d... > > > > Tom > > > > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: gl <gl...@nt...> - 2000-07-15 00:46:29
|
I'm doing this publically Tom to get a consensus (or otherwise). Can we change the subject list title to be shorter? Right now it eats too much subject real-estate. I suggest simply [GDAlgos-List], and if poss. drop the GD too. It might not seem like much, but it matters to me (opinions?). -- gl ----- Original Message ----- From: "Tom Hubina" <to...@3d...> To: "Algorithms List" <alg...@3d...> Sent: Friday, July 14, 2000 11:22 PM Subject: [GDAlgorithms-List] Re: [Algorithms] Message format > At 09:43 AM 7/14/2000 -0700, you wrote: > >There has been some kind of breakdown of message formatting since moving the > >list to the new host. > > > >I read the list on two different mail readers from two diffferent sites. > >One is Outlook Express the other Forte Agent. Since the changeover of the > >list host, the messages have been all but unreadable on Outlook Express, and > >they were perfectly OK before. The header information, author, subject etc. > >are all blank where they used to appear, but the entire header information , > >including all which used to be hidden, > > is in the body of the message. > > > >Also I get lots of "=20"s at the end of lines and whole lines of "=20"s at > >the end of > > > >This makes the whole list practically unusable from the site where I use > >Outlook Express. > > > >Interestingly, there is no change in the way the messages are presented in > >Forte Agent. > > From what I can tell, the temp server that was in place had garbled > headers. The SourceForge stuff seems to be working correctly. If anyone has > a problem with a message with the new list name in the title, please let me > know at to...@3d... > > Tom > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Tom H. <to...@3d...> - 2000-07-14 22:54:06
|
At 03:45 PM 7/14/2000 -0700, you wrote: >Are all the old messages going to be moved to the sourceforge archive? > > I notice the old mailing list web archive no longer works, and the new web >archive is incomplete. It contains a note letting me know that the archive >is not yet available, and to check back in 24 hours. > >I would like to see the old messages transported to the new list since I'm >new to Algorithms list and it was nice to be able to go back and read old >threads, especially since you could search for a specific topic to see if it >had been discussed before, rather than bringing up an old topic that had >already been trampled to death before. Once the list itself is stable and messages are flowing without complication I'm going to turn my focus towards getting all the archives merged and put up on SourceForge. Tom |
From: Ceschi, B. <Ben...@br...> - 2000-07-14 22:46:51
|
Are all the old messages going to be moved to the sourceforge archive? I notice the old mailing list web archive no longer works, and the new web archive is incomplete. It contains a note letting me know that the archive is not yet available, and to check back in 24 hours. I would like to see the old messages transported to the new list since I'm new to Algorithms list and it was nice to be able to go back and read old threads, especially since you could search for a specific topic to see if it had been discussed before, rather than bringing up an old topic that had already been trampled to death before. > Ben |
From: Tom H. <to...@3d...> - 2000-07-14 22:08:53
|
At 09:43 AM 7/14/2000 -0700, you wrote: >There has been some kind of breakdown of message formatting since moving the >list to the new host. > >I read the list on two different mail readers from two diffferent sites. >One is Outlook Express the other Forte Agent. Since the changeover of the >list host, the messages have been all but unreadable on Outlook Express, and >they were perfectly OK before. The header information, author, subject etc. >are all blank where they used to appear, but the entire header information , >including all which used to be hidden, > is in the body of the message. > >Also I get lots of "=20"s at the end of lines and whole lines of "=20"s at >the end of > >This makes the whole list practically unusable from the site where I use >Outlook Express. > >Interestingly, there is no change in the way the messages are presented in >Forte Agent. From what I can tell, the temp server that was in place had garbled headers. The SourceForge stuff seems to be working correctly. If anyone has a problem with a message with the new list name in the title, please let me know at to...@3d... Tom |
From: Steve W. <Ste...@im...> - 2000-07-14 21:19:11
|
> From: Kirk Hammond <kha...@to...> > Date: Fri, 14 Jul 2000 16:27:23 -0400 > > This has been something I have mulled for some time. What _really_ > denotes scale in a 3D engine? I currently run a ROAM based terrain > engine with units like tanks, planes, yada yada. Obviously > the scale of > objects moving by the viewer affects the perception of speed > and size of > a world unit. > > So, this would lead one to believe that as long as you are consistent > with your units (as I am), then everything would be fine. And indeed, > if I put a 2000 m cruiser in space and fly in a ship at 200 > m/s it takes > 10 sec to fly by the ship. Fine and dandy. > > But... something about this just doesn't seem correct. I saw > a previous > thread on this but I still think I need someone to shed some light on > this for me... > > (e.g. if you have in the same 3D engine the view from an ant on the > ground and a view from a human walking above... aren't there viewport > changes from the two vantages beyond moving the camera around and the > fact that the camera is higher above the ground on the human? I mean, > if the human stuck his eye on the ground level with the ant's > viewpoint, > doesn't the human still see more of the terrain than does the ant?) > > -kirk > Kirk, Other than determining what texture size is large enough so that up close it won't get too grainy and small enough so it won't slow the engine down, I think this is something that we all "play" with until it "looks" right. Thankfully we only have to find a familiar perpective and the geometry pipline will make the world at that scale. Personally, I used a grid pattern of 1 unit squares for a floor, then placed a 8 cubit unit square box (2 units per side) on it and placed a optimal 256k bitmap on each side that included text (Front, Back, Left, Right, Top, bottom), then using cameraview stepped back from it, up to it, around it, and looked over it until I decided what that size means to me...if I didn't like it then I tweaked my pipeline with a different viewport and/or changed the speed at which I can move the cameraview around until it felt real and the box looked real. Hmm, now that you mention it the size WOULD be relative. To me one unit in my engine represents roughly 5' cause I'm 6' tall and my eyes line up with the text on the box which is located .2 units above the centerline. However, if someone about 4' tall (about 20% of target audience) was playing the game then they would think it's smaller...say 1 unit = 3.3'. If an ant was playing the game (I think anyone can get a credit card these days) then it would think it was like .1". There isn't that much of a difference between 4' and 6' until you get up close, and you mind will probably make up the difference far away. R&R |
From: Philip T. <pt...@mi...> - 2000-07-14 21:16:30
|
IIRC D3DRENDERSTATE_ZVISIBLE is valid with ExecuteBuffers. I would hazard a guess its still defined in the header files because you can still use DX3 interfaces and EBs. Not recommended,but possible. And still the only support on NT4 SP3. -----Original Message----- From: er...@3d... [mailto:er...@3d...] Sent: Friday, July 14, 2000 11:47 AM Subject: by "Algorithms List" <do...@3d...> with SMTP id <D0000005118.OUT>; Fri, 14 Jul 2000 10:52:56 -0700 Received: from mta03-svc.ntlworld.com [62.253.162.43] by mail.800hosting.com with ESMTP (SMTPD32-5.05) id A5B520870242; Fri, 14 Jul 2000 13:02:29 -0500 Received: from ultraviolet ([62.254.9.22]) by mta03-svc.ntlworld.com (InterMail vM.4.01.02.27 201-229-119-110) with SMTP id <20000714175722.YAM16423.mta03-svc.ntlworld.com@ultraviolet> for <alg...@3d...>; Fri, 14 Jul 2000 18:57:22 +0100 Message-ID: <00c101bfedbc$f5bc5be0$8c00a8c0@ultraviolet> From: "gl" <gl...@nt...> To: "Algorithms" <alg...@3d...> Date: Fri, 14 Jul 2000 18:57:21 +0100 MIME-Version: 1.0 Content-Type: text/plain; charset="Windows-1252" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.50.4133.2400 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4133.2400 X-RCPT-TO: <alg...@3d...> X-UIDL: 3728 Status: U List-Server: DOLIST Server Expert 3.4 B1999 More information <http://www.dolist.net> List-Help: <mailto:do...@3d...?body=help%20algorithms> List-Unsubscribe: <mailto:do...@3d...?body=leave%20algorithms> List-Subscribe: <mailto:do...@3d...?body=join%20algorithms> List-Post: <mailto:alg...@3d...> List-Owner: <mailto:lis...@3d...> List-Archive: <mailto:do...@3d...?body=search%20algorithms%20date%202000-07-14> List-Info: Algorithms List X-Tracking: #alg...@3d...# X-DOLIST-Unsubscribe: To leave, send 'leave algorithms' to 'do...@3d...' Subject: Re: [Algorithms] Resent-From: alg...@3d... Errors-To: er...@3d... Return-Path: er...@3d... Reply-To: "Algorithms List" <alg...@3d...> > Well my geometry is usually very complex and multi-textured. I'm using D3D > for a 3D software package and not a game, so the user may have extremelly > large datasets with lots of quality per mesh which might not even be seen. > Therefore, I would be flushing the pipeline, but in turn might save from > updating higher res animated textures, from performing bump-mapping routines > or any other complex material shader algo, from sending large amounts of > textures or geometry to the card... Much work may be saved. So that's > kindoff why I'm trying to weigh the pros and cons of this. But I see > ZVISSIBLE is not supported right? Still in D3D but not supported, why don't > they yank it out then, they must still think their is hope because it's > still in DX8 but still unsupported... (Outlook Express header hell...) Yep, it's one of those imponderables. Tony (if you're listening), why exactly is ZVISIBLE still around? If it worked, I'd use it of course, but as it stands ... -- gl -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To unsubscribe from this list, send an e-mail to "do...@3d..." with the following body: leave algorithms Web Archives of this list can be found at: http://216.101.212.117/cgi/doweb.exe?list=algorithms -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |
From: Patrick E. H. <hu...@tr...> - 2000-07-14 20:43:26
|
>fact that the camera is higher above the ground on the human? I mean, >if the human stuck his eye on the ground level with the ant's viewpoint, >doesn't the human still see more of the terrain than does the ant?) No. You can realistically get your eye down to hound-dog level though by laying flat out on the ground, ants way too low for a good example. This is why all Hollywood special effects done with miniature models work OK and the resulting shot doesn't look horribly out of place.. |
From: Michael S. H. <mic...@in...> - 2000-07-14 20:41:12
|
This can easily get WAY off topic for this list, but given your example below, no. The ant will see more of the terrain because of the placement and nature of his eyes. He won't see more because of where he is (assuming that placement doesn't make much difference), but rather because of how he sees. At 04:27 PM 7/14/00, you wrote: >This has been something I have mulled for some time. What _really_ >denotes scale in a 3D engine? I currently run a ROAM based terrain >engine with units like tanks, planes, yada yada. Obviously the scale of >objects moving by the viewer affects the perception of speed and size of >a world unit. > >So, this would lead one to believe that as long as you are consistent >with your units (as I am), then everything would be fine. And indeed, >if I put a 2000 m cruiser in space and fly in a ship at 200 m/s it takes >10 sec to fly by the ship. Fine and dandy. > >But... something about this just doesn't seem correct. I saw a previous >thread on this but I still think I need someone to shed some light on >this for me... > >(e.g. if you have in the same 3D engine the view from an ant on the >ground and a view from a human walking above... aren't there viewport >changes from the two vantages beyond moving the camera around and the >fact that the camera is higher above the ground on the human? I mean, >if the human stuck his eye on the ground level with the ant's viewpoint, >doesn't the human still see more of the terrain than does the ant?) > >-kirk > > > > >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >To unsubscribe from this list, send an e-mail to >"do...@3d..." with the following body: > >leave algorithms > >Web Archives of this list can be found at: >http://216.101.212.117/cgi/doweb.exe?list=algorithms >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |
From: Tom H. <to...@3d...> - 2000-07-14 03:24:02
|
If everyone seems to get this email I'll be setting up the alg...@3d... address to forward emails to the new address at GDA...@li.... That should make replies to old emails end up on the new list. Everyone will need to adjust their mail filters to pick up the new list topics and To: fields and people who used to receive digests will need to reset themselves with the new list. I'm sure there will be a few minor configuration changes over the next day or two, but hopefully they will resolve themselves quickly. After that I'll work with the SourceForge people to get the complete archives (I still have every email ever sent to this list) up and sorted properly. Thank you for you understanding, and hopefully we'll have a very clean, robust list server very shortly! Tom |
From: Jeff M. <jef...@gi...> - 2000-07-13 21:28:55
|
I want to finish Project 23 Jeff Myers Gibbs and Associates Software Developer je...@Gi... |