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From: Christopher T K. <ki...@ia...> - 2001-10-07 00:14:45
|
Hey, I'd like off this list and it doesn't seem like I can do that myself. Anyone want to help me out? Chris. --------- This is an automated response. There were problems with the email commands you sent to Mailman via the administrative address <isu...@li...>. To obtain instructions on valid Mailman email commands, send email to <isu...@li...> with the word "help" in the subject line or in the body of the message. If you want to reach the human being that manages this mailing list, please send your message to <isu...@li...>. The following is a detailed description of the problems. ***** unsubscribe >>>>> Usage: unsubscribe <password> [<email-address>] |
From: Kevin M. <ke...@vr...> - 2001-10-05 23:39:14
|
wiki is really cool. you have to be careful cause it doesn't solve anything. for example we've had troubles _starting_ a document there. usually we need to hash out the ideas first over something a little more communicative like email or in person (irc or instant message too)... basically wiki isn't good cause you can't put casual text in it. when you do it tends to get really cluttered, especially when people don't agree (arguments in wiki isn't fun)... @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Fri, 5 Oct 2001, Chad Austin wrote: > whoa! I just realized that WikiWebs (thanks, Kevin!) are *perfect* for group collaboration on a > design document! We gotta set one up for the club. :) > > I really cool Wiki implemention is UseModWiki, available at > http://www.usemod.com/cgi-bin/wiki.pl?UseModWiki. I set it up (on Windows, no less!) in ten > minutes. The only reason it took so long is because I was going very slowly, as these things > usually take more time. :) > > -- > Chad Austin > http://aegisknight.org/ > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Ben S. <bs...@vr...> - 2001-10-05 21:58:16
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i guess i'm a fan of present tense. it generally sounds better to me. besides ... it usually takes less words to write in present tense. ^_^ all that really matters though is to just pick one and stick with it since it'll read poorly if you continuously switch tenses. ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 5 Oct 2001, Chad Austin wrote: > Which do you guys prefer? Present or future tense for the design docs? "The player selects an > action..." as opposed to "The play will select an action..." I think I'm learning towards present. > > -- > Chad Austin > http://aegisknight.org/ > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Chad A. <ae...@ae...> - 2001-10-05 20:40:42
|
Which do you guys prefer? Present or future tense for the design docs? "The player selects an action..." as opposed to "The play will select an action..." I think I'm learning towards present. -- Chad Austin http://aegisknight.org/ |
From: Chad A. <ae...@ae...> - 2001-10-05 17:58:49
|
whoa! I just realized that WikiWebs (thanks, Kevin!) are *perfect* for group collaboration on a design document! We gotta set one up for the club. :) I really cool Wiki implemention is UseModWiki, available at http://www.usemod.com/cgi-bin/wiki.pl?UseModWiki. I set it up (on Windows, no less!) in ten minutes. The only reason it took so long is because I was going very slowly, as these things usually take more time. :) -- Chad Austin http://aegisknight.org/ |
From: Chad A. <ae...@ae...> - 2001-10-03 20:01:24
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http://www-106.ibm.com/developerworks/components/library/co-single.html IBM writes lots of awesome articles. :) Here's one about XPCOM: http://www-106.ibm.com/developerworks/components/library/co-xpcom.html -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-10-03 12:41:17
|
A friend of mine found this 3D font library: http://romka.demonews.com/projects/glf/index_eng.htm If you try it and like it, maybe let the list know? (i haven't tried it yet) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2001-09-26 20:43:45
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http://pyrallis.aegisknight.org/gamedevdemo.zip I challenge you folks to beat me. ^_^ (*cough* sound would help *cough*) -- Chad Austin http://aegisknight.org/ |
From: Chad A. <ae...@ae...> - 2001-09-26 00:56:56
|
I said I'd e-mail you guys information about my audio library, so here we go. Unfortunately, SF won't let me do mass subscriptions to the mailing list, so I'm manually bcc'ing all of you. ^_^ Well, here we go. http://aegisknight.org/audiere.html http://sf.net/projects/audiere/ Here's a little tutorial: ADR_CONTEXT context = AdrCreateContext("", "", 0, 0, 0, 0, 0, 0); // let's use the standard file I/O functions if (!context) { // oops, let's die gracefully } ADR_STREAM stream = AdrOpenStream(context, "song.mp3"); if (!stream) { AdrDestroyContext(context); // die gracefully } // begin playback AdrPlayStream(stream); // do whatever, wait a bit or something // shut down AdrCloseStream(stream); AdrDestroyContext(context); // end tutorial Look in audiere.h for information about every function. Please feel free to e-mail aud...@li... with any comments, problems, or suggestions you have. -- Chad Austin http://aegisknight.org/ |
From: Kevin M. <ke...@vr...> - 2001-09-20 15:57:44
|
found a really cool toolkit that essentially extends STL. http://www.boost.org (learn about STL at: http://www.sgi.com/tech/stl) what I found in boost that I think is especially cool was their regex library, and 4 smart ptr classes. the smart ptr called "shared_ptr" does automatic reference counting on arbitrary memory pointer you supply. This will be really nice for keeping track of shared resources in a game (sounds, images, textures, material properties, entities). When the last shared_ptr is deallocated, it automatically deletes it data ptr. nice.... no more ref() and unref(). :) if you need to ref count an array, they also have a shared_ptr for use with arrays. with the regex lib, you can parse your config and other ascii file formats with ease using regular expressions. no more buggy state machine programming! NOTE: for file formats with a hierarchy, regex isn't so good, you really need to define a grammar, which regex doesn't really do.... for this, you'd want to use something like lex and yacc (lexical analyser)... I use regex's to parse the alias|wavefront OBJ file format, and it works pretty robustly. @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2001-09-11 22:14:01
|
hahahahahahahahaah.... just kidding. :) @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |