nah nah nah naaaahhh!!!!
ahem...
I think it's fairly obvious why Gabe posts at HL2F... ME. I'm quite possibly the most brilliant person who has ever lived and ever will. Only people of Gabe's intellectual stature can see it, but it's true.
To create parallax? That would definately be worth it.
Another sugestion would be to add particles with simple collision detection and physics. They can do alot for a game... any game.
I think you will see it on Suprnova at least a day before it's released.
I just pre-ordered it from Amazon UK and the confirmation e-mail claimed it would most likely reach me on the 16th. It better be at the very most be the 14th.
I wouldn't get too excited because:
1)it's a wrapper and therefor causes over head, meaning it will go slower in games than the normal OGL driver.
2)ATi's magic OGL drivers might actaully exist makeing it redundant unless there are some graphics cards that don't support OGL or have worse OGL...
I think all moderation (except for links to external sources) should be stopped and absolute anarchy allowed to previal.
Surely I'm not the only one who would like to see what would happen?
Anyway I like some of the staff here then there are ones I don't and thats to be expected as there...
Did you know that invertible also means homosexual? :upstare:
One day I will understand linear transformations and vector space... maybe in my next life or something.
The second the words "matrix" and "transform" come into play I run for the hills.
If your good at maths then game programming certainly isn't beyond your reach. If you can work out the cosine of the angle between two vectors without using cosine then your on the right track. What i said...
What would you class as a big project? Not in the number of lines but in overall complexity and size. I tend to find line numbers are not a good indication of how complex a project is, especially if you count GUI code.
The only limitations of Java that piss me off are no multiple inheritence...
You can do things with scripted sequences that simply can't be done without them. The dynamic environment required for such things can't be created in real time yet.
Doom 3 is a horror movie poseing as a game, it takes a movies percision scripting and mixes it with a games abuility to make...
I tried to program my own 2D rigid body physics by joining nodes together to create a physically simulated object. I still havn't worked out how to get rotational forces to work, mainly due to a lack of experties in the field of mathmatics.
Anyway this explains how ODE does it...
I lurk in the beyond3d forums, there by far the best place to find this sort of stuff out. There are quite alot of developers that post there.
I also visit a range of hardware sites the best one being EliteBastards.com.
As for the Source article I spent alot of time scouring the internet...
Yes that and months of intelligence gathering on the FX's dire performance with pixel shaders. It suffers in SM1.1 (DX8) never mind SM2.x (DX9) with floating point percision. The 9600 beats the 5900 for gods sake...
With half percision the 5900 runs ok but the question is does image quality...
Except flight simulators :thumbs:
Lets see how well HL2 performs before we start this discussion. Neither BF:v nor FC have particularry good performance and there distant dependant LOD isn't much good.
If your posting links to the Alpha then thats why.
Basically the alpha was full of macros that Valve had recorded from real gameplay events.
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The Source engine doesn't have any scripting because it doesn't have a scripting language. However you can program an...
http://gamesradar.msn.co.uk/features/default.asp?siteid=60§iontypeid=8&subsectionid=1639&pagetypeid=2&articleid=27384&page=2
So either Valve are lieing or the AI really is that good :dozey: