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Messages - BRPXQZME

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General Discussion / Re: Best site name out of these four?
« on: November 26, 2012, 04:21:42 pm »
every article tagged “pic unrelated”

Gaming Discussion / Re: Re: Gaming Progress Thread
« on: November 26, 2012, 04:15:11 pm »

The initial learning curve is steep, but the fun in games like DF is that once you get past that, the learning never stops. There is always, always something new to invent to prevent whatever was the last disaster you had.

This has been around for like 3 years or so. Deuce did not have nice things to say about it at the time, and... some... of his points were valid, even. The whole “this is my project” thing, well, yeah I’ve got an ego, too, but at least I try to clean up after it, friends ::)

Okay sure, it could be a matter of finding someone who is willing to translate it and doesn’t mind certain technical issues this particular code presents. But it is not a trivial amount of text we’re talking here by any means.

General Discussion / Re: Is JWPce still tops?
« on: November 25, 2012, 02:25:04 pm »
And these days even Google has an IME if you are finding Microsoft or Apple’s solution lacking. I think I’ll just stick with Kotoeri, but... it’s tempting.

Gaming Discussion / Re: any good browser based RPGs?
« on: November 24, 2012, 11:46:54 pm »
I used to play MUDs because all the school computers came with a client :P

it’s kind of like that one time we optimistically rationalized that the camping trip wasn’t totally boned only to see Jack jump by with a roman candle down his shorts going ow ow ow ow

I read years upon years ago that the PS1's processor had inaccurate math processing concerning buffer depths, and thus you got your wobbly textures and such things.  I am not even about to go and track down sources for that though.  Fundamentally I believe it was a hardware issue not a programming one, and I'll leave it at that.
I think that’s something different. mz’s link is intriguing since it may well make this a non-issue for me.

The simplified and not-necessarily-technically-correct way to put it is: PSX 3D works by drawing from point to point. But because these were the early days of 3D and doing it accurately would be too computationally expensive, these points are quantized to pixels to start with, so enhancey plugins are stuck with that unless you want to do something fancier, i.e. to go deeper into the representations and figure out how that point was arrived at, then use more accurate math. But that part is easier said than done, so yeah. Awesome.

Programming / Re: Organized Battle System.
« on: November 22, 2012, 11:49:41 pm »
It doesn’t make any sense at all. Two calls to rand() is like rolling a die twice; plus, rand()%4 will always be greater or equal than 0, and rand()%4 will always be less than or equal to 8 so you might as well omit the conditional ;)

General Discussion / Re: Apple patents rectangle with rounded corners
« on: November 22, 2012, 09:53:06 pm »

Programming / Re: Organized Battle System.
« on: November 22, 2012, 09:49:31 pm »
On these forums, double posting or editing will mark the thread new, but without bumping it.

Programming / Re: Organized Battle System.
« on: November 22, 2012, 09:12:45 pm »
srand() seeds the RNG with the single argument. It gives it a starting point for faking random numbers. They’re not actually random, but for most purposes it’s really close enough. On a conceptual level, you give the RNG a “seed” number. For every call to rand(), you do crazy stuff to that seed until it looks like a random number and spit it out; that random number is the new seed. Actual implementation may vary. You probably don’t want to call srand() with the same value every time unless you are testing something, as on the same system, it will always give the same sequence from rand().

time(0) returns time in seconds since midnight 1 January 1970 (as long as the system clock is set accurately). This isn’t good enough a seed for security but for most games it is, since very few people would bother to stack randomness in their favor by setting the system clock. This way, you get a different sequence of random numbers depending on what time the srand() function was called.

Programming / Re: Organized Battle System.
« on: November 22, 2012, 08:30:26 pm »
This is how a typical program should use srand():

<start program>
<rest of program with rand()s in it; never calls srand again>
<end program>

Every call to rand() will return a random number this way.

Programming / Re: Organized Battle System.
« on: November 22, 2012, 08:14:10 pm »
Code: [Select]
[20:13:02] brp@eva:~$ cat test.c
#include <stdio.h>
#include <stdlib.h>

int main(int argc, char *argv[]) {
    printf("%d ", rand());
    printf("%d ", rand());
    printf("%d\n", rand());
    printf("%d ", rand());
    printf("%d ", rand());
    printf("%d\n", rand());
[20:13:09] brp@eva:~$ cc -o test test.c
[20:13:13] brp@eva:~$ ./test
2521050 2521050 2521050
2521050 1569098057 731858839
[20:13:15] brp@eva:~$
Please. Only seed once!

I’ve only seen one episode of Humanity Has Declined, but if you’re after something more lighthearted it has a devilish sense of humor. I recommend jumping right into episode one (it’s crunchyroll-able) since Google Image Search spoils that one moment where basically it shoots fireworks and drops confetti in your head with a marching band parading around under a banner saying SUBTLE!!

I don’t recall being Blame! mentioned in the last thread, and I didn’t see it myself, but I am assured by people who would know whether it’s messed that it’s messed. My guess is, Dank, that you will either love it or hate it very much.

But the pseudocode doesn’t say that, which I think is a good demonstration of why it is not necessarily the best way to write a similar loop ;)

The thing that bothers me with that is that vertices jump between the pixels at the original resolution due to how PSX 3D works, which makes shapes in motion look a bit off (e.g. look at Marcus’ sword change width constantly...). When I was playing FF9 it was so noticeable that I opted to just play at low res and let my imagination fill in the blanks.

Sakimoto’s music doesn’t often get enough discussion. I was dissecting his work on FFT the other day, because I have a hard time hearing how he constructed certain bits (FFT’s music is a little too reverb-drenched for my tastes... by the time of Vagrant Story he worked on seems to have backed off that just enough to accomplish the same effect). Man, certain things he does with timbres and integrating orchestral parts are simply amazing—the thing I was trying to figure out what he was doing to make a “brass” section sound like this... but in fact was just the interplay of that and the bells that made it sound like there was some movement going on. All because it’s carefully made to blend together just enough.

General Discussion / Re: Isn't the world supposed to end sometime soon?
« on: November 21, 2012, 11:09:30 pm »
You don’t need an excuse to stock up on whiskey. Or whisky, as the case may be.

I pasted the exact snippet I was referring to. I don’t know PHP, but if you did this in C, the loop would never end no matter how much you messed with the string, on virtue of never changing the thing you check.

Then again, if you did this in C you would just check the first character being equal to 0.

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