[QUOTE=Icedshot;28186810]Son of a bitch. Are there ANY good 3d resources around anywhere?[/QUOTE]
[url]http://www.swiftless.com/opengltuts/opengl4tuts.html[/url]
Found that with couple minutes of searching. If you're planning to got into 3D properly, a book is a good investment. I can personally recommend the fifth edition of [url=http://www.amazon.co.uk/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_1?ie=UTF8&qid=1298299602&sr=8-1]OpenGL SuperBible[/url].
[QUOTE=raBBish;28186896][url]http://www.swiftless.com/opengltuts/opengl4tuts.html[/url]
Found that with couple minutes of searching. If you're planning to got into 3D properly, a book is a good investment. I can personally recommend the fifth edition of [url=http://www.amazon.co.uk/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_1?ie=UTF8&qid=1298299602&sr=8-1]OpenGL SuperBible[/url].[/QUOTE]
Using it for my contex creation and it's great.
[QUOTE=raBBish;28186896][url]http://www.swiftless.com/opengltuts/opengl4tuts.html[/url]
Found that with couple minutes of searching. If you're planning to got into 3D properly, a book is a good investment. I can personally recommend the fifth edition of [url=http://www.amazon.co.uk/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_1?ie=UTF8&qid=1298299602&sr=8-1]OpenGL SuperBible[/url].[/QUOTE]
Aha thanks :v: ive been looking around for ages, and didnt turn anything up myself. Maybe you're just a better google ninja than me
Yeah ive seen people recommending that book everywhere, i might get it depending on if i make any good progress with opengl
Would it be legal to decompile and post excerpts of the Minecraft source code, just for learning purposes?
[QUOTE=Nigey Nige;28186947]Would it be legal to decompile and post excerpts of the Minecraft source code, just for learning purposes?[/QUOTE]
probably, but why would you need to post code extracts from it?
And more to the poit, if you dont say how will we know its from minecraft :v:
I doubt that'll be legal, but who is gonna care.
I don't even need to, actually, if all I want to ask is:
[img]http://i.imgur.com/kqecf.jpg[/img]
Is that good design? Having shit-tons of classes with randomly-assigned letters instead of names strikes me as being a bit herp.
[editline]21st February 2011[/editline]
they all just have shit like this in them:
[code]import java.util.Random;
public class ox extends cb
{
private bf[] a;
private int b;
public ox(Random paramRandom, int paramInt)
{
this.b = paramInt;
this.a = new bf[paramInt];
for (int i = 0; i < paramInt; i++)
this.a[i] = new bf(paramRandom);
}
public double[] a(double[] paramArrayOfDouble, double paramDouble1, double paramDouble2, int paramInt1, int paramInt2, double paramDouble3, double paramDouble4, double paramDouble5)
{
return a(paramArrayOfDouble, paramDouble1, paramDouble2, paramInt1, paramInt2, paramDouble3, paramDouble4, paramDouble5, 0.5D);
}
public double[] a(double[] paramArrayOfDouble, double paramDouble1, double paramDouble2, int paramInt1, int paramInt2, double paramDouble3, double paramDouble4, double paramDouble5, double paramDouble6) {
paramDouble3 /= 1.5D;
paramDouble4 /= 1.5D;
if ((paramArrayOfDouble == null) || (paramArrayOfDouble.length < paramInt1 * paramInt2)) paramArrayOfDouble = new double[paramInt1 * paramInt2]; else {
for (int i = 0; i < paramArrayOfDouble.length; i++) {
paramArrayOfDouble[i] = 0.0D;
}
}
double d1 = 1.0D;
double d2 = 1.0D;
for (int j = 0; j < this.b; j++) {
this.a[j].a(paramArrayOfDouble, paramDouble1, paramDouble2, paramInt1, paramInt2, paramDouble3 * d2, paramDouble4 * d2, 0.55D / d1);
d2 *= paramDouble5;
d1 *= paramDouble6;
}
return paramArrayOfDouble;
}
}[/code]
What's happening here?
You decompiled it. That isn't the actual source code.
ooooh, okay. I learned something new today. Thanks!
[QUOTE=Fox-Face;28182498]GPL is a viral license, if you use any part of a software licensed with it, you have to use GPL as well for your software.[/QUOTE]
...So if I use GIMP to create graphics for my project, it needs to be licensed under the GPL?
I don't think so.
[QUOTE=vepa;28187258]...So if I use GIMP to create graphics for my project, it needs to be licensed under the GPL?
I don't think so.[/QUOTE]
Nope, if you use GIMP's source code to make a project you do
Got FOV working, although I don't really understand what the hell the code does. I'm using this: [url]http://roguebasin.roguelikedevelopment.org/index.php?title=LOS_by_Odd[/url]
I'm wondering how that compares to this:
[url]http://roguebasin.roguelikedevelopment.org/index.php?title=Eligloscode[/url]
They seem to be very similar, but I'll analyze them a bit more deeply later. [EDIT: Just so I don't seem like a complete idiot, I understand what los() does in the first one, but I don't really get what drawline_mod() does.]
Anyway, here's a video:
[media]http://www.youtube.com/watch?v=9WrsQ3SNTkg[/media]
Mind anyone telling be how SFML's rotations work? Where is 0 and in which direction it starts increasing.
I wanna know the same with C++ cmath functions like sin, so I can actually use them to mess with rotations in SFML.
[QUOTE=Icedshot;28186810]Son of a bitch. Are there ANY good 3d resources around anywhere?[/QUOTE]
If you're serious about it just buy a good book.
[QUOTE=sim642;28187370]Mind anyone telling be how SFML's rotations work? Where is 0 and in which direction it starts increasing.
I wanna know the same with C++ cmath functions like sin, so I can actually use them to mess with rotations in SFML.[/QUOTE]
Probably like everywhere else. Right is 0, positive rotation is CCW.
[QUOTE=spear;28187315]Got FOV working, although I don't really understand what the hell the code does. I'm using this: [url]http://roguebasin.roguelikedevelopment.org/index.php?title=LOS_by_Odd[/url]
I'm wondering how that compares to this:
[url]http://roguebasin.roguelikedevelopment.org/index.php?title=Eligloscode[/url]
They seem to be very similar, but I'll analyze them a bit deeper later. [EDIT: Just so I don't seem like a complete idiot, I understand what los() does in the first one, but I don't really get what drawline_mod() does.]
Anyway, here's a video:
[media]http://www.youtube.com/watch?v=9WrsQ3SNTkg[/media][/QUOTE]
I'm using the second one, by the way. I don't really know what the difference is to be honest.
[QUOTE=Darwin226;28187411]Probably like everywhere else. Right is 0, positive rotation is CCW.[/QUOTE]
Just remember that the standard library's sin, cos, etc.. uses radians, while SFML uses degrees.
[QUOTE=Richy19;28187283]Nope, if you use GIMP's source code to make a project you do[/QUOTE]
And that's why Fox-Face's argument makes no sense - you can use a GPL documentation generator with your source code without needing to license it under the GPL.
[QUOTE=Overv;28184999]Now you just need to get rid of the redundant @Name parameter and parse the C++ namespace/class structure yourself.[/QUOTE]
I probably will but I'm going to work on the project that this was intended for.
[QUOTE=Nigey Nige;28187062]ooooh, okay. I learned something new today. Thanks![/QUOTE]
[url]https://spreadsheets.google.com/ccc?key=0Aq-trhVh-49ldE8teWREdnNDMi0wSjl2RU00NHVPd2c&hl=en_GB&authkey=COrI4skP&pli=1#gid=2[/url]
If you want to know the real names.
why wont this work? [url]http://pastebin.com/ajSD5uS7[/url]
Error 3 error LNK2019: unresolved external symbol "void __cdecl Test<int>(int)" (??$Test@H@@YAXH@Z) referenced in function _main Main.obj
Because templates are evaluated at compile-time (not link-time). The definition must be present in the header.
[QUOTE=ZeekyHBomb;28188610]Because templates are evaluated at compile-time (not link-time). The definition must be present in the header.[/QUOTE]
ok, same with class template?
In my opinion there's only a few places GPL should be used.
In development tools, if a company wants to use things on their platform they'll have to keep some things open, or make their own tools.
In potentially marketable projects, like open source gaming efforts that may lack polish and could potentially be ported to a handheld or mobile and sold, or something like that. You'd want to be able to have everyone benefit from those changes.
But in general purpose libraries? GPLing those hurts hobbyists and such much more than it does companies or the like.
[QUOTE=iNova;28188324][url]https://spreadsheets.google.com/ccc?key=0Aq-trhVh-49ldE8teWREdnNDMi0wSjl2RU00NHVPd2c&hl=en_GB&authkey=COrI4skP&pli=1#gid=2[/url]
If you want to know the real names.[/QUOTE]
That's deprecated, but you can use the Minecraft Coder Pack to decompile and deobfuscate it automatically: [url]http://mcp.ocean-labs.de/[/url]
[QUOTE=Nigey Nige;28186982]I don't even need to, actually, if all I want to ask is:
Is that good design? Having shit-tons of classes with randomly-assigned letters instead of names strikes me as being a bit herp.
[editline]21st February 2011[/editline]
they all just have shit like this in them:
What's happening here?[/QUOTE]
It's obfuscated.
[QUOTE=Jawalt;28188718]But in general purpose libraries? GPLing those hurts hobbyists and such much more than it does companies or the like.[/QUOTE]
I don't know pretty much anything about licenses, so what would you recommend for those? I've usually used LGPL for anything I care about, MIT otherwise.
I usually use the zlib license for my projects.
[QUOTE=raBBish;28188762]I don't know pretty much anything about licenses, so what would you recommend for those? I've usually used LGPL for anything I care about, MIT otherwise.[/QUOTE]
LGPL is acceptable, but MIT is most definitely preferable.
Even LGPL is a bit of an ass to handle.
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