[QUOTE=Robber;19724730]What IDE are you using? NetBeans and Eclipse show all available overloaded versions (that means it has the same name, but different parameters) of a method when you start entering it.
It even shows what the different parameters do and how to use it.[/QUOTE]
I assume that IDE is the program that I'm using, the program I'm using is jGRASP, it's easy and my school is using it too so I figured I might aswell use it too.
FUCK!
Took for ever to update holly :c . Had to rewrite a lot of the internals because I updated my CHooks class, had to replace my Callbacks class with boost::signals and made a settings class so that the gui dll can modify settings. Worked out nicely having the GUI in a separate dll though. And if they don't want to use the .net gui then I have the default action of opening the form to reload the settings file. That way they at least don't need to reload ollydbg just to change a setting.
[QUOTE=TehDoomCat;19725025]If he was going to university I doubt he'd be doing three seperate subjects, unless he's superman and can juggle 3 degrees :v: I think he meant college as college.
Congrats on getting into Cambridge :D I got an offer to Aberystwyth to do Artificial Intelligence & Robotics, it's gonna be sooo coool.[/QUOTE]
Nah, mate, American degrees are weird... At least, from what I know they are - you can pick to do loads and loads of different bits.
Thanks, and you! I'm just so looking forward to it! Awesomeness awaits.
[QUOTE=dezek;19724695]I'm also going to university soon, but I still haven't decide if I should go computing or physics. 5 years of real education, can't wait! :D[/QUOTE]
Don't do physics, quite a few of my friends (who were [b]REALLY[/b] into physics) took it and hate it so far. According to them the course is no where near as interesting as high school physics.
If you enjoy the 'practical' side of physics, ie real world mechanics then do an engineering course. Mechanical engineering is what you would want to do.
[QUOTE=Mattz333;19726884]Don't do physics, quite a few of my friends (who were [b]REALLY[/b] into physics) took it and hate it so far. According to them the course is no where near as interesting as high school physics.
If you enjoy the 'practical' side of physics, ie real world mechanics then do an engineering course. Mechanical engineering is what you would want to do.[/QUOTE]
I am currently doing Civil Engineering at university, it is great if you like physics and maths.
[QUOTE=Pj The Dj;19718238]I have no idea how you missed that joke[/QUOTE]
Jokes are not yet implemented in my alpha brain.
[QUOTE=TheBoff;19724391]Hahah, in England we would call it a "University". You crazy yanks! ;)
I recently got an offer from Cambridge University to do Computer Science. I was so happy... I'm going to Churchill College, if anyone cares.[/QUOTE]
I am from england :P
[QUOTE=CarlBooth;19724427]What's wrong with you...Physics is awesome![/QUOTE]
I quite like physics but I think because my current teacher is so incredibly boring it seems more like stabbing yourself in the face than anything else...
I've been working on a small AS3 physics engine using verlet integration.
Use the mouse to drag.
Triangle:
[url]http://elevweb.vgsa.no/~habj2410/files/flash/verlet/[/url]
Chain:
[url]http://elevweb.vgsa.no/~habj2410/files/flash/verlet/chain/[/url]
neat... The chain spazzed out for me...
[QUOTE=Mattz333;19726884]Don't do physics, quite a few of my friends (who were [b]REALLY[/b] into physics) took it and hate it so far. According to them the course is no where near as interesting as high school physics.
If you enjoy the 'practical' side of physics, ie real world mechanics then do an engineering course. Mechanical engineering is what you would want to do.[/QUOTE]
Forgot to mention it's Civil Engineering so if I'm going for computer science I still have to read some physics.
I would love to work in game development, but right now it's like "Dude, Dice made bf1943 I really wanna work there!!!". So I'm not really sure if it's my thing, I enjoy doing stuff at home but I don't really know how it's like working for a company like that. If I'm lucky I may have the chance to spend some days at Dice later this year. :v:
Physics and computer science is my two main interests (Not only in school) so it's a difficult choice.
I'm getting an art degree, because it's just a piece of paper. Although I sure am taking a lot of mathematics and physics for an art degree. :B
School is weird.
[QUOTE=Chandler;19728542]I'm getting an art degree, because it's just a piece of paper. Although I sure am taking a lot of mathematics and physics for an art degree. :B
School is weird.[/QUOTE]
Why would you pay all that money for "just a piece of paper" when you could go get a roll of toilet paper, and also a physics or engineering degree for the same amount of money and have it actually be useful?
Got 90% of the brush vertex editing shit done. Materials are obviously next in the chain. But fuck that for now. I'm gonna give this some polish first.
[IMG]http://dl.dropbox.com/u/3590255/Screenshots/Botch/19Jan2010_005.png[/IMG]
[QUOTE=Loli;19724190]Just got the news... I'm going to college next year and here is what I have to take...
Computing (for obvious reasons)
Maths (Yah, also pretty obvious)
Physics (Aww hell naw... Meh, it's alright I suppose)
I wanna be a game programmer[/QUOTE]
That's what I did with the inclusion of Further Maths. I'm sure you can change the subjects before you start the year.
Hm I have a problem....
In my raytracer I want to implement Ambient occlusion...
Now I have the hitpoint and the hitnormal and I want to shoot rays along the hemisphere of the hitnormal.
Right now I am just rotating the normal vector with 3 rotation matrices.
I apply random x,y and z rotation from -90 to 90 degrees.
But somehow it won't work....
Anyone able to tell me how to rotate the normal vector properly in a hemisphere?
Just use N random directions that you've pre-generated. Check to make sure they're in the hemisphere of the normal (N dot R > 0), otherwise just negate them.
You always help me out, thanks :)
[QUOTE=s0ul0r;19731735]You always help me out, thanks :)[/QUOTE]
Anytime :)
-snip-
Yeah well, this is what i get -.-
I don't know why this occurs but... I get Values from 0.5 to 1.0 for the AO value.
Then I just multiply the color by this value.
result:
[IMG]http://img200.imageshack.us/img200/2302/fuckingrender.png[/IMG]
How exactly are you doing the occlusion calculation and how exactly are you generating the random directions?
[QUOTE=Cathbadh;19729104]Why would you pay all that money for "just a piece of paper" when you could go get a roll of toilet paper, and also a physics or engineering degree for the same amount of money and have it actually be useful?[/QUOTE]
You can't get a small bidness loan without a degree, unfortunately. Also it's a BA in computer science. (How they classified it as that is beyond me :I)
edit: for clarification, I went into the school under the impression it was a BS. I'm still taking physics, mathematics, and all that fun stuff.
Just less general science stuff, such as chem, biology, and what I believe is known as "interpretive dance".
And I've already paid money so that's that. :|
[QUOTE=TheBoff;19724560]Hahahah, indeed. It's "the nations tribute to Churchill", by which I assume it means the war leader, rather than the comic dog. That would explain the huge bust of churchill they have, although maybe that's only for open days :D.
Also, I like the way Churchill warrants a single university college, whilst the Americans built Teddy Roosevelt, who didn't even have anything to do with the war, a huge fucking museum.[/QUOTE]
Most of those named museums/schools aren't even federally funded. There are like a MILLION schools/parks/museums/etc. named after the same thing. The most popular is probably Martin Luther King. Cities make the decisions to build giant shit and name them after people.
[QUOTE=nullsquared;19732670]How exactly are you doing the occlusion calculation and how exactly are you generating the random directions?[/QUOTE]
Here I create the 16 random Vectors.
[cpp] Vector3[] testVectors = new Vector3[16];
for (int i = 0; i < testVectors.Length; i++)
{
testVectors[i] = new Vector3(r.Next(-100, 100), r.Next(-100, 100), r.Next(-100, 100));
testVectors[i].Normalize();
}[/cpp]
[cpp]double AOvalue = 1.0;
double hits = 0.0;
bool needsSphereCheck = true;
if (useAO)
{
for (int Samples = 0; Samples < testVectors.Length; Samples++)
{
needsSphereCheck = true;
Vector3 v = testVectors[Samples];
if ((v * nvecFinal.ReturnNormalized()) <= 0.0)
v *= -1.0;
for (int t = 0; t < primCollection.triangles.Count; t++)
{
Hit h = DoesRayIntersect(primCollection.triangles[t], hitpointFinal, (nvecFinal.ReturnNormalized() * 0.01) + v);
if (h.HasHit)
{
if (new Vector3(h.HitPos - hitpointFinal).Length() < 5.0)
{
hits += 1.0;
needsSphereCheck = false;
break;
}
}
}
if (needsSphereCheck)
{
for (int s = 0; s < primCollection.spheres.Count; s++)
{
Hit h = DoesRayIntersect(primCollection.spheres[s], hitpointFinal, (nvecFinal.ReturnNormalized() * 0.01) + v);
if (h.HasHit)
{
if (new Vector3(h.HitPos - hitpointFinal).Length() < 5.0)
{
hits += 1.0;
break;
}
}
}
}
}
AOvalue = 1.0 - (hits / (testVectors.Length));
[/cpp]
Hm, your random vectors aren't very good (long story, basically you'll get more of them in corners of a cube rather than on a sphere, google it) but that shouldn't be the problem you're getting...
Only wrong thing I see is this parameter for DoesRayInterset: (nvecFinal.ReturnNormalized() * 0.01) + v (your ray direction becomes non-normalized so it might fuck with your intersections if you don't normalize it)...
Try generating more random vectors, see if it helps out.
[editline]07:43PM[/editline]
Other than that, not sure what's wrong. Try out this method for generating the vectors (not actually random, these are uniformly distributed over a sphere, but I find that looks nice):
[cpp]
template<typename T>
T randrng(T low, T high)
{
return T(double(std::rand()) / RAND_MAX * double(high - low) + low);
}
int randsgn()
{
// 0 or 1
int ret = int(randrng(0.0f, 1.0f) + 0.5f);
// -1 or 1
return ret * 2 - 1;
}
const int NUM_RAND_UNIT_VECS = 1024 * 1024;
std::vector<vec3> randUnitVecs;
void fillRandUnitVecs()
{
randUnitVecs.resize(NUM_RAND_UNIT_VECS);
// def pointsOnSphere(N):
// N = float(N) # in case we got an int which we surely got
// pts = []
//
// inc = math.pi * (3 - math.sqrt(5))
// off = 2 / N
// for k in range(0, N):
// y = k * off - 1 + (off / 2)
// r = math.sqrt(1 - y*y)
// phi = k * inc
// pts.append([math.cos(phi)*r, y, math.sin(phi)*r])
//
// return pts
float inc = (float)M_PI * (3.0f - (float)std::sqrt(5.0));
float off = 2.0f / NUM_RAND_UNIT_VECS;
for (int i = 0; i < NUM_RAND_UNIT_VECS; ++i)
{
float y = i * off - 1 + (off * 0.5f);
float r = std::sqrt(1.0f - y * y);
float phi = i * inc;
randUnitVecs[i] = vec3((float)std::cos(phi) * r, y, (float)std::sin(phi) * r);
}
}
[/cpp]
(C++ but should be easy to understand)
Yeh 16 samples is not very much, especially with completely random vectors.
And you don't need to shoot them in every direction, you can use the normal to cut half of the sphere ( I didn't read into this too much.. voxels don't have normals.)
I'm wastin' time in my programming class workin' on remaking Mario in XNA...
[img]http://i12.photobucket.com/albums/a234/benjy355/rhpmscreenie.png[/img]
Running into an issue getting the side scrolling to do, not sure how to handle it... Anybody got any ideas?
[QUOTE=Benjy355;19737869]I'm wastin' time in my programming class workin' on remaking Mario in XNA...
[IMG]http://i12.photobucket.com/albums/a234/benjy355/rhpmscreenie.png[/IMG]
Running into an issue getting the side scrolling to do, not sure how to handle it... Anybody got any ideas?[/QUOTE]
Change the x value each time you move or something? Or if you want auto-scroll for timed levels, set in the Update function, the x value being taken away from.
[QUOTE=Blynx6;19738144]Change the x value each time you move or something? Or if you want auto-scroll for timed levels, set in the Update function, the x value being taken away from.[/QUOTE]
Errr... What?
Have a set point on the left, and a set point on the right that if you exceed it, it scrolls the level so you're aligned with that set point
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