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From: Kevin M. <ke...@vr...> - 2002-02-22 03:19:52
|
Hi, some guys were asking me after the club about my example app "aster". I don't think I caught their names, so hopefully they are on the list... anyway, I was talking to Josh about how to do the rotations in 3D using sin/cos as aster currently does it. If matrices scare you, then I have a much easier way for you: first, aster kept track of ship rotation using [theta]. since you want to include pitch (rotation about x axis), then you'll want another rotation variable, lets call it [phi]. you manipulate this var to control your ship's pitch. ok, so [theta] is rotation about Y axis, and [phi] is rotation about X axis. then for each one, calculate your heading. for [theta] we did this according to what we've learned in trig class: // get the forward vector of ship in the XZ plane yaw_vector_x = cos( deg2rad( theta + 90 ) ); yaw_vector_y = sin( deg2rad( theta + 90 ) ); well, for [phi[, you'll do something very similar... // get the forward vector of ship in the ZY plane pitch_vector_z = cos( phi + 180 ); pitch_vector_y = sin( phi + 180 ); that 180 might be off, so you may want to play with it. THEN... you'll simply add the vectors to get your ship's forward vector: shipForward[0] = yaw_vector_x; shipForward[1] = yaw_vector_y + pitch_vector_y; shipForward[2] = pitch_vector_z; then you should normalize this vector: norm( shipForward ) now the length is 1.0 instead of 2.0... hope this works, I haven't tried it but the math looks right... -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-02-19 01:11:21
|
I wrote an article about creating binary-compatible DLLs in C++. You can read it at http://aegisknight.org/cppinterface.html (for those of you have already read it, I added a little section on why you shouldn't inline memory allocation functions in header files) |
From: Kevin M. <ke...@vr...> - 2002-02-18 04:58:35
|
I've just uploaded Armin's sketchbook: take a look at all the cool stuff! http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/isugamedev/aki/doc/gallery.html many thanks go to Armin for his effort in helping us to visualize what Aki's Quest looks like. Take a look, and see if any of these spark creative ideas about what other images we need to see, story plot twists, or even level designs... Also, for the modelers, these can be a good reference. @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-02-17 19:31:07
|
Good discussion on a matrix/vector library at flipcode: http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-MassivelyParameterizedMatrixClass&forum=cotd&id=-1 |
From: Kevin M. <ke...@vr...> - 2002-02-16 07:31:29
|
try to upgrade to 2.96.98 thats what i'm using... (3.0 should be good too...) versions before 2.96.98 were very very flakey... @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sat, 16 Feb 2002, Johnathan G. wrote: > The internal compiler error I mentioned at the Thursday meeting. The error > occurs whenever I try to make the gamekernel. It is being caused by line 173 > of shared_ptr.h in the xmlpp library. One of the authors mentions in the > comment block above this line not to split the preprocessor macros into two > lines as it causes problems for some 2.95.2 builds of gcc. > > Apparently my compiler (gcc 2.95.3) is having issues with the friend > declaration of the class shared_ptr on line 173. Has anyone run into this > issue before, or am I the first one? In the meanwhile, I'll try to fix it, > but if anyone has had this problem before, please let me know! > > > Johnathan > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Johnathan G. <da...@us...> - 2002-02-16 07:27:39
|
The internal compiler error I mentioned at the Thursday meeting. The error occurs whenever I try to make the gamekernel. It is being caused by line 173 of shared_ptr.h in the xmlpp library. One of the authors mentions in the comment block above this line not to split the preprocessor macros into two lines as it causes problems for some 2.95.2 builds of gcc. Apparently my compiler (gcc 2.95.3) is having issues with the friend declaration of the class shared_ptr on line 173. Has anyone run into this issue before, or am I the first one? In the meanwhile, I'll try to fix it, but if anyone has had this problem before, please let me know! Johnathan |
From: Kevin M. <ke...@vr...> - 2002-02-14 14:07:08
|
operator*, +, -, etc... all need to return by value. there is no other way to do it - since returning ref to temporary is invalid. you can optimize it though if it is inline by returning a constructor. then the compiler will make one less temporary. // slower Vec3f Vec3f::operator-( const Vec3f& rhs ) { Vec3f temp; temp[0] = vec[0] - rhs.vec[0]; temp[1] = vec[1] - rhs.vec[1]; temp[2] = vec[2] - rhs.vec[2]; return temp; } // faster because of the return value optimization Vec3f Vec3f::operator-( const Vec3f& rhs ) { return Vec3f( vec[0] - rhs.vec[0], vec[1] - rhs.vec[1], vec[2] - rhs.vec[2] ); } of course, -= is the fastest since it does it by reference: // fastest Vec3f& Vec3f::operator-=( const Vec3f& rhs ) { vec[0] -= rhs.vec[0]; vec[1] -= rhs.vec[1]; vec[2] -= rhs.vec[2]; return *this; } if you want to see an example, or just use a math lib that has already been built see the isugamedev/lib/math directory in CVS. It has Vec2, Vec3, Vec4, Matrix, Quat, and some others... kevin @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Wed, 13 Feb 2002, Andres Reinot wrote: > We're trying to re-make my vector library, right this time, with overloaded functions. Now when I'm returning, I want to return a reference right? so that I can chain my addition/subtraction etc.? But now for some functions I don't actually want to change the values of *this, I want to return a temporary vector I created in the operator+() function for example. Can I return temp as a reference without problems of it going out of scope? What's the best way of doing what I'm trying to do? > |
From: Chad A. <ae...@ae...> - 2002-02-14 08:00:55
|
You want to return references for preincrement, predecrement, and all operator= variants (+=, *=, etc.). The others return the type by value. If you're returning an object by value, you should probably make it const so that you can't do things like: (v1 + v2).normalize(); // useless code! normalizes the temporary! Don't return a reference to a local object. Return it by [const] value. example code: Vector2f operator+(const Vector2f& lhs, const Vector2f& rhs) { return Vector2f(lhs.x + rhs.x, lhs.y + rhs.y); } Vector2f& operator=(Vector2f& lhs, const Vector2f& rhs) { lhs.x = rhs.x; lhs.y = rhs.y; return lhs; } > We're trying to re-make my vector library, right this time, with overloaded > functions. Now when I'm returning, I want to return a reference right? so > that I can chain my addition/subtraction etc.? But now for some functions I > don't actually want to change the values of *this, I want to return a > temporary vector I created in the operator+() function for example. Can I > return temp as a reference without problems of it going out of scope? What's > the best way of doing what I'm trying to do? |
From: Andres R. <and...@ho...> - 2002-02-14 04:42:58
|
We're trying to re-make my vector library, right this time, with = overloaded functions. Now when I'm returning, I want to return a = reference right? so that I can chain my addition/subtraction etc.? But = now for some functions I don't actually want to change the values of = *this, I want to return a temporary vector I created in the operator+() = function for example. Can I return temp as a reference without problems = of it going out of scope? What's the best way of doing what I'm trying = to do? |
From: Ben S. <bs...@vr...> - 2002-02-13 07:11:02
|
ok, i think i may have an answer for you. you say you've got direction, speed and rotation of the wheels relative to the direction the teapot is driving. i was getting all turned around thinking about how to relate the angle of rotation of the front wheels to the circular rotation of the car. thankfully Car Physics for Games (http://home.planet.nl/~monstrous/tutcar.html) pointed me in the right direction. it turns out that the angle of rotation of your front wheels is the same as the angle at the center of the circle. Let's call that angle a. given the distance between the centers of the rear wheel and the front wheel is L, you can calcular the radius (R) of the circle you are turning around: R = L / sin(a) of course if the steering angle (a) is 0, the sin goes to zero (undefined) - so we're traveling in a straight line. from the radius (R) and your speed (s), you can get your rotations per second (w) as w = s / R where the units of w is radians/sec obviously, the web page i cited explains this much better with pretty pictures as well. ^_^ i hope this gets that teapot racer ticking along. cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 8 Feb 2002, Andres Reinot wrote: > I've almost incorporated ticks into my teapot, but now I've screwed up my fragile hack-n-slash pot turning equation. > > Does anyone know real car turning physics? I've got the direction, speed, and the rotation of the front wheels, what do I do with em? I need to know what is the rate of rotation of the pot... > > |
From: Kevin M. <ke...@vr...> - 2002-02-11 13:35:34
|
I'm leaning towards the -1 to 1, since then you know when the device swings the other way (like in a joystick)... I guess it is arbitrary though. On Mon, 11 Feb 2002, Chad Austin wrote: > > I'd say it should always return some sane value such as: > > > > [0..1] (normalized 0 to 1) > > [-1..1] (normalized -1 to 1) > > Yes, definitely. > In fact, I was just discussing input devices with a longstanding programmer > friend (my mentor, if you will) about input devices, and he even implements > digital devices as being an analog device that only outputs 0 or 1 (square > wave). I'm starting to think our Interface classes should provide this for digital, and a delta capability for analog. this makes it a little more complex, but these are so often used in games: DigitalInput: binary 2-state data, edge triggered 4-state data AnalogInput: analog data, delta'd version of ana data. I can think of cases where all 4 versions would be very convienient to have, which would also make game code more readable. > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-02-11 08:18:06
|
> I'd say it should always return some sane value such as: > > [0..1] (normalized 0 to 1) > [-1..1] (normalized -1 to 1) Yes, definitely. > [0..127] (7bit) > [0..100] (0 - 100%) > [0..255] (8bit) > [0..65530] (16bit) Not so cool. ^^ > I think it would enable robust applications with less code. > > The other possibility would be to have the app set the value... but then > the driver would have to know how to scale to any arbitrary value (not too > hard to do considering it would have to anyway)... > > I'd hate to make the driver very complex, so I'd definately take that into > consideration.. Yeah, I don't really like this idea. In fact, I was just discussing input devices with a longstanding programmer friend (my mentor, if you will) about input devices, and he even implements digital devices as being an analog device that only outputs 0 or 1 (square wave). |
From: Kevin M. <ke...@vr...> - 2002-02-11 03:00:02
|
if it is normalized, then applications who don't normalize it themselves will not be screwed up by a substitution from one device for another. I'd say it should always return some sane value such as: [0..1] (normalized 0 to 1) [-1..1] (normalized -1 to 1) [0..127] (7bit) [0..100] (0 - 100%) [0..255] (8bit) [0..65530] (16bit) I think it would enable robust applications with less code. The other possibility would be to have the app set the value... but then the driver would have to know how to scale to any arbitrary value (not too hard to do considering it would have to anyway)... I'd hate to make the driver very complex, so I'd definately take that into consideration.. @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sun, 10 Feb 2002, Ben Scott wrote: > we currently don't have a spec for what kind of float data is returned > from an AnalogInput on an AnalogDevice. Should the application query for > the range (i.e. Mouse goes from (0-640) or (0-480) depending on the > screen), always constrain to the range [-1,1] or allow the application to > set the range of the data that should be returned? > > ----- > Ben Scott > President ISU Game Developers Club > Treasurer ISU Ballroom Dance Company > bs...@ia... > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Ben S. <bs...@vr...> - 2002-02-11 02:13:39
|
we currently don't have a spec for what kind of float data is returned from an AnalogInput on an AnalogDevice. Should the application query for the range (i.e. Mouse goes from (0-640) or (0-480) depending on the screen), always constrain to the range [-1,1] or allow the application to set the range of the data that should be returned? ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... |
From: Kevin M. <ke...@vr...> - 2002-02-10 23:02:05
|
#1 is interesting... I'm assuming you want to make a network input part of the GameInput class.. I had planned the GameInput to be for devices only, not gamestate. I think for gamestate a separate project could be made which is a simple dispatcher of events, unless you think game events need to be built into the gamekernel? regarding a networked device in the GameInput class, it might make sense if you wanted to remotely control a game with a device connected to a remote machine (device server) (like if you wanted to have 2 computers and one was your device server, and the other was your image generator)... this would be especially cool if you planned to support some magnetic tracker or other more complex input device that needed a fair amount of signal processing before the data was usable... I'd think this would be not needed by most games though, unless you had a different idea? maybe to support a location based entertainment type of thing, or bring some VR style stuff to the home market? #2 sounds like it would be a method of distributing objects. these objects would know how to serialize themselves over the wire and reassemble on the other side... this would be useful. what would your protocols be? would it be peer to peer or server based? UDP or TCP? If client/server based, would one game run the server, or would you run the server in a separate process (without graphics)? how scalable would you make it, just 2 computers, or infinite connections? what about security concerns? people generally think that you only get security with a client/server based approach since there is a central authority. I think peer to peer sec is doable, but trickier maybe... I'd say #2 sounds more promising, but should be implemented as a separate project to be used generally by any application wanting to pass lowlatency data - unless you can think of a need for it to be directly coupled to the gamekernel? I envision a general game event system that could be generalized. it would get its events from various subsystems (pluggable) such as network, ai, and input. (the input subsystem is already implemented - GameInput). This is just small speculation about this event system. maybe it should be a generic state machine instead? anyway, I think the statemachine and the input and the network might be able to be decoupled (at least the network and input could be - the state machine might just be a listener for AI, network and input events provided by the generic subsystems).. just some thoughts, we can probably talk more about them later.. :) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sun, 10 Feb 2002, Johnathan G. wrote: > I haven't decided yet how I want to do that. I was considering doing two > things at the least. > > 1) Implement a networked input device so that an application could receive > input events for it's devices over the wire. Obviously this would only be > useful for LAN applications and is not really feasible to use as a network > module. > > 2) Implement a hierarchy for network events. In other words, their will be > an abstract base class for network events containing a bare minimum of > fields, and a set of frequently used events derived from the base network > event class. Beyond that, users will need to implement their own types of > events for their specific application derived from the base network event > type. How this will all behave is still on the drawing board (or in the air). > > Let me know what you think. > > Johnathan > > On Saturday 09 February 2002 11:21, you wrote: > > cool to see this commit! > > i was also curious what you meant by network support... how you planned > > to implement, etc... > > > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > > Kevin Meinert __ _ __ > > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > > Virtual Reality Applications Center \ ||.-'|--\ > > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > > ----------------------------------------------------------- > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Johnathan G. <da...@us...> - 2002-02-10 10:32:50
|
I haven't decided yet how I want to do that. I was considering doing two things at the least. 1) Implement a networked input device so that an application could receive input events for it's devices over the wire. Obviously this would only be useful for LAN applications and is not really feasible to use as a network module. 2) Implement a hierarchy for network events. In other words, their will be an abstract base class for network events containing a bare minimum of fields, and a set of frequently used events derived from the base network event class. Beyond that, users will need to implement their own types of events for their specific application derived from the base network event type. How this will all behave is still on the drawing board (or in the air). Let me know what you think. Johnathan On Saturday 09 February 2002 11:21, you wrote: > cool to see this commit! > i was also curious what you meant by network support... how you planned > to implement, etc... > > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > Kevin Meinert __ _ __ > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > Virtual Reality Applications Center \ ||.-'|--\ > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-02-09 03:09:54
|
Try ssh'ing into SourceForge's CVS server once. You won't be able to connect, but it should set up the proper directories on the server... After that, you can use CVS. ssh -l daren cvs.isugamedev.sf.net > Per Ben's suggestion I was trying to add the partially complete sdl driver > for the game kernel to the cvs repository, but I kept running into some > issues. I tried using the ssh method, but the server complained that it > couldn't change directory into it's directory. > > Does anyone use it through ssh or not? A little assistance would be greatly > appreciated! |
From: Andres R. <and...@ho...> - 2002-02-09 03:08:04
|
I've almost incorporated ticks into my teapot, but now I've screwed up = my fragile hack-n-slash pot turning equation. Does anyone know real car turning physics? I've got the direction, = speed, and the rotation of the front wheels, what do I do with em? I = need to know what is the rate of rotation of the pot... |
From: Johnathan G. <da...@us...> - 2002-02-09 02:57:13
|
Per Ben's suggestion I was trying to add the partially complete sdl driver for the game kernel to the cvs repository, but I kept running into some issues. I tried using the ssh method, but the server complained that it couldn't change directory into it's directory. Does anyone use it through ssh or not? A little assistance would be greatly appreciated! Johnathan |
From: Kevin M. <ke...@vr...> - 2002-02-06 21:49:01
|
ok, cvs is restructured. feel free to commit now. let us know if there is any problems. ========================================================== if you care... changes: /projects/toenet removed /projects/tankwars moved to /examples /projects/six_kingdoms moved to root /xdl removed /aki/ copied to /lib/gamekernel and restructured for gk use /examples/aster.glut moved to /examples/aster /web was removed, added again soon... :) NOTE: if you need to change your cvsroot in a checked out project, then you can run the attached sh (or bash) script. run it from within your checked out project... $ cvschroot usage: cvschroot [-d work_directory] new_cvsroot [new_module] cvschroot -d . you...@cv...:/cvsroot/isugamedev six_kingdoms -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-02-02 16:43:42
|
What I've done is map a key to exit() in the keyboard function void keyboarddown( char k, int x, int y) { switch (k) { case 'q': exit( 0 ); } } To give the appearance of "waiting". you can pop up a message when the game is over that says press 'q' to exit. you can have bool flags that are set when you want this message to appear, which also disable any gameplay. you'd test for these flags in your idle/draw function and draw game graphics if true, or "time to quit" text if false (for example). basically, you just let glut (and your graphics loop) continue running until you trigger the 'q' key. if you wanted something to happen after you hit 'q' (like an animation or someone waving goodbye for example), then your 'q' could flip a flag which is detected in your draw loop. then the conditional section in your draw loop would now (seeing this flag) operate an animation. at the end of the anim, you'd enter a state in which you'd then call exit(0). basically what you're looking at dong is a state machine. whether it is some formal statemachine data structure, or just coded into your app (most people do this on simple games), a state machine is just a series of flags that causes your code to operate differently on... example draw() void draw() { switch( gamestate ) { case 0: // draw intro graphics. // draw text: "press any key to start game" case 1: // draw game graphics // do pong physics case 2: // draw text: "game over, press q to quit, or r to restart" case 3: // draw exit animation // when anim done, set gamestate = 4; case 4: exit( 0 ); } } then in your keyboard func void keyboard() { switch( k ) { case 'q': if gamestate == 2 then set gamestate = 3; break; case 'r': if gamestate == 2 then set gamestate = 1; break; } // the "press any key case" if gamestate == 0 then set gamestate = 1; } @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Sat, 2 Feb 2002, Lou Herard wrote: > I've been trying to get glut to wait for a user input before the window closes at the end of my program, but I can't do it. I have tried making a stop condition to let the program "know" that it has ended, and then test the stop condition in the keyboard function; that doesn't work. I've also tried using getchar(), but that just freezes the program. How do I get glut to wait for user input in a function other than my keyboard callback function? > > -Lou > > P.S. The program is my Pong program. If you haven't seen it, it's probably because it's not up on source forge yet. > |
From: Lou H. <lh...@ia...> - 2002-02-02 11:00:37
|
I've been trying to get glut to wait for a user input before the = window closes at the end of my program, but I can't do it. I have tried = making a stop condition to let the program "know" that it has ended, and = then test the stop condition in the keyboard function; that doesn't = work. I've also tried using getchar(), but that just freezes the = program. How do I get glut to wait for user input in a function other = than my keyboard callback function? -Lou P.S. The program is my Pong program. If you haven't seen it, it's = probably because it's not up on source forge yet. |
From: Chad A. <ae...@ae...> - 2002-02-01 22:41:15
|
I've been using SCons in Cygwin for all of my simple glut programs (mostly for 519 things), and look how simple the SConstruct (sort of like a makefile) is: Default('.') env = Environment(LIBS=['glut32', 'opengl32']) env.Program( target = 'breakout', source = 'breakout.cpp game_state.cpp null_state.cpp') It does automatic dependency analysis and stuff. That's cool. :D http://www.scons.org |
From: Ben S. <bs...@vr...> - 2002-02-01 18:34:45
|
thanks for the clarification kev, i can see where people would get confused. ^_^ cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 1 Feb 2002, Kevin Meinert wrote: > > to clarify what ben just sent... > > if you only want to _read_ from the repos, that should be fine... > > most of you are probably going to want to play with the examples that were > presented last night, so have fun! "Frozen" is only on commits, not > checkouts. > > in short, > CVS checkout --> good > CVS commit --> bad (until we notify you it's not frozen) > > -- > @--@---@---@----@-----@------@------@-----@----@---@---@--@ > Kevin Meinert __ _ __ > http://www.vrac.iastate.edu/~kevn \ || \| \ / ` > Virtual Reality Applications Center \ ||.-'|--\\ > Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, > ----------------------------------------------------------- > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Kevin M. <ke...@vr...> - 2002-02-01 16:55:30
|
to clarify what ben just sent... if you only want to _read_ from the repos, that should be fine... most of you are probably going to want to play with the examples that were presented last night, so have fun! "Frozen" is only on commits, not checkouts. in short, CVS checkout --> good CVS commit --> bad (until we notify you it's not frozen) -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |