I wouldn't know how much better 1.5 is than 1.4 because I have only used 1.5 but I have seen a couple of changes in the API documentation and the latest beta uses OpenGL acceleration in Java3D.
I'll try adding columb and line number, it won't be the same columb and line number you would get...
lol well um I meant to do that...
I forgot to add that it may not work properly on 1.4, on 1.5 you don't have to specifiy the content pane. Apart from that though I don't think I have used any other 1.5 features so it should be OK.
I'm not to bothered about the Source code, just ignore the...
http://homepage.ntlworld.com/j.palethorpe/Programming/ITF/ITF.jar
I'll let you work out what it does :thumbs:
I'll post sections of the code if there's anything anyone wants to see in particular.
You learn something new everyday.
I'm not sure why I made a connection between templates and operator overloading. Although the most usefull thing I could think of doing with it would be to allow vectors and binary trees to be added together or have "greater than" type operations performed on...
Base types and templates are completely different arn't they?
Can you give me a link to a tutorial on the syntax of base types?
On the subject of Java's speed you can compile it to native code if you only use AWT and some other API components or so I heard. Never bothered trying it myself...
Um well I learnt Java after C++ and the Java API is alot easier to learn and so is the way it treats pointers.
C++ is very similiar to Java, but what really matters is how complex the HL2 SDK is. The Java API is very easy to learn in comparison to the windows API. Although I have been told...
It's definately a reflection of the wall, I'v turned the brightness and contrast right up and you can clearly see the plastic bag inside the bin, the bin lid, the opening and the reflection of the adjacent wall or one of the walls opposite it. The pattern on the top of the bin is very similiar...
You can say that you should only have 32 players in one area at a time but the fact is that won't happen (unless you split it up but then you might as well have one 32/64 player server). On a 256 player server there is a good chance that 128 of those players will end up in close enough proximity...
Has anyone considered a LAN event yet? I rekon one quad Opteron server could handle it. Bandwidth wouldn't be a problem, not if you had a star network on 1GB/s to 3 switches which play host to a 100mb ring network each. You would have barely any lag on that setup.
You would still have the...
I doubt you will ever see 256 on one server.... not in this iteration of the Source engine's life time.
128 seems more reasonable, although I think the max you will see on a HL2 MP game will be 64.
If however you can daisy chain servers then 128-256 player game becomes more probable, but...
eh if it was legal then people would have less reason to go to a illeagal prostitute.
I don't think it matters whether or not it's legall, people will still get exploited. Making it legal might make forcefull prostitution less profitable. It's up to the individule if they want to sell there...
No thats just a static glare effect from the Sun, it's an effect that can be produced through the use of HDR but doesn't require it.
HDR has only been demoed by Valve once in the DX9 Source vid.
no problem.
I'm just trying to remember where I got the link from now... I think it was from a engine demo, I doubt it was UE3, that uses Nova i think. All the other games that use physics I can think of either use Havok, there own or that open Source one.
Download the Dvix off the front...
You could write a completely new AI and insert it in to the Source engine but that wouldn't be very practicle.
I think creating an AI with new behaviour based on the Source's AI frame work shouldn't be too hard. I take it thats what you want and not the first thing I said?
You can thank Mr Bond as well for proof reading it. I'm not sure how much he changed it (there's no way in hell I'm reading it again) but from the looks of the first paragraph he got rid of the more wordy disjunctioned stuff.