[QUOTE=Icedshot;29172399]I dont think garry can win against an almost infinite amount of money[/QUOTE]
"almost infinite" is an interesting concept.
[QUOTE=CarlBooth;29172500]I need a way to script camera animation. I was thinking along the lines of a data file:
Time | X | Y | Z | Pitch | Yaw | Roll | Lerp Speed From Last Pos.
Is this a good way to do it?[/QUOTE]
You cant lerp between pitch/yaw/roll values properly so you might as well go and store the quaternion values directly if you aren't going to edit them manually. Also how can you have time [i]and[/i] lerp speed?
Linear interpolation looks awful with camera angles anyway. You might want to at least allow the use of quadratic interpolation.
Nice one garry!
[QUOTE=sLysdal;29172522]Minus Swedish tax and PayPals share...
He only gets 40% of what he earns due to Sweden taking its share ;)
Same in Denmark :([/QUOTE]
That's still a stupidly high amount of money for an indie game.
[QUOTE=iNova;29171959]Ha ha, wow, he did.
[editline]14th April 2011[/editline]
[img_thumb]http://i54.tinypic.com/qxneol.png[/img_thumb][/QUOTE]
Garry is the only person who donates $2,000 for a laugh.
[editline]14th April 2011[/editline]
I also love how a single person (garry & notch) have donated more than a company (OnLive)
[QUOTE=r4nk_;29172600]You cant lerp between pitch/yaw/roll values properly so you might as well go and store the quaternion values directly if you aren't going to edit them manually. Also how can you have time [i]and[/i] lerp speed?[/QUOTE]
"Time" is the timestamp that the action takes place, lerp speed is the weighting on the Lerp.
e.g.
[code]00:00:05 | 4 | 4 | 0 | -10 | 0 | 0 | 0.1[/code]
Means "At gametime == 5 seconds, move to X:4 Y:4 Z:4 P:-10 Y:0 R: 0 with a lerp weight of 0.1"
[editline]14th April 2011[/editline]
Also pitch/yaw/roll lerping works fine with the lights, why wouldn't it work with the camera?
[QUOTE=garry;29172226]Notch is gonna beat me so hard.. [sp]and I'm gonna have to act like I don't love it[/sp][/QUOTE]
Change your name to Garry'); DROP TABLE Donators;--
[QUOTE=CarlBooth;29173664]"Time" is the timestamp that the action takes place, lerp speed is the weighting on the Lerp.
e.g.
[code]00:00:05 | 4 | 4 | 0 | -10 | 0 | 0 | 0.1[/code]
Means "At gametime == 5 seconds, move to X:4 Y:4 Z:4 P:-10 Y:0 R: 0 with a lerp weight of 0.1"
[editline]14th April 2011[/editline]
Also pitch/yaw/roll lerping works fine with the lights, why wouldn't it work with the camera?[/QUOTE]
[url]http://en.wikipedia.org/wiki/Gimbal_lock[/url]
So it's my fault garry donated $2000? :)
[QUOTE=DeadKiller987;29173800]Change your name to Garry'); DROP TABLE Donators;--[/QUOTE]
I'm pretty sure they sanitize the string before. :v:
[QUOTE=CarlBooth;29074602]Cool. There seem to be some that quickly slide to different places though. Why is that?
Also, maybe you could put hats on the arrows to complete the experience :v:[/QUOTE]
demoman rush. and is this live updating?
EDIT: and teleporters
[QUOTE=Dj-J3;29174006]I'm pretty sure they sanitize the string before. :v:[/QUOTE]
Having a middle name like that would still be awesome.
did some benchmarking on performance:
Type Pieces Ticks [second]
Uniform 20 0
Uniform 32 0
Uniform 64 0
Uniform 100 0
Uniform 128 0
Uniform 256 0
Uniform 512 1
Uniform 1024 3
Uniform 2048 6
Uniform 4096 11
Uniform 8192 22
Point 32 0
Point 64 0
Point 128 0
Point 256 1
Point 512 1
Point 1024 3
Point 2048 6
Point 4096 12
Point 8192 25
Line 32 0
Line 64 0
Line 128 1
Line 256 1
Line 512 1
Line 1024 3
Line 2048 5
Line 4096 12
Line 8192 23
Plane 32 0
Plane 64 0
Plane 128 0
Plane 256 1
Plane 512 2
Plane 1024 3
Plane 2048 5
Plane 4096 11
Plane 8192 23
Volume 32 0
Volume 64 0
Volume 128 0
Volume 256 1
Volume 512 2
Volume 1024 3
Volume 2048 6
Volume 4096 11
Volume 8192 23
Hardware: 3GHz single thread.
Since all of them share the same performance, I just plotted one chart:
[img]http://img690.imageshack.us/img690/3104/unledwa.png[/img]
It's O(n), n being the pieces you want to get at the end.
Basically,
@3GHz, you get n / 400 seconds to shatter.
and this is my shatter plugin, as a reminder:
[url]http://www.facepunch.com/threads/1078301-Maya-Shattering-Plugin[/url]
[QUOTE=Dj-J3;29174006]I'm pretty sure they sanitize the string before. :v:[/QUOTE]
They're using App Engine anyway. They'd have to try pretty hard to make SQL injection possible there since it doesn't even use SQL.
[QUOTE=Dj-J3;29174006]I'm pretty sure they sanitize the string before. :v:[/QUOTE]
I was trying to be funny and reference an xkcd comic...
[QUOTE=DeadKiller987;29173800]Change your name to Garry'); DROP TABLE Donators;--[/QUOTE]
Yeah lets try and fuck with indie game devs who were kind enough to offer out their games for any price and allow you to choose what goes to charity / to the devs etc. They really deserve it, right? Besides, they're too smart to forget about safeguarding against SQL injection.
[QUOTE=r4nk_;29173995][url]http://en.wikipedia.org/wiki/Gimbal_lock[/url][/QUOTE]
In that case it might be because my Camera doesn't roll.
I wasn't planning to implement it either, I just added roll for completeness.
[QUOTE=Jallen;29174459]Besides, they're too smart to forget about safeguarding against SQL injection.[/QUOTE]
Even the guys who made MySQL did at some point.
Yup, Mysql.com was compromised... by SQL injections...
[url]http://techie-buzz.com/tech-news/mysql-com-database-compromised-sql-injection.html[/url]
Thats kinda ironic..
[QUOTE=sLysdal;29174914]Yup, Mysql.com was compromised... by SQL injections...
[url]http://techie-buzz.com/tech-news/mysql-com-database-compromised-sql-injection.html[/url]
Thats kinda ironic..[/QUOTE]
ALL MY CLOCKS
[QUOTE=Jallen;29174459]Yeah lets try and fuck with indie game devs who were kind enough to offer out their games for any price and allow you to choose what goes to charity / to the devs etc. They really deserve it, right? Besides, they're too smart to forget about safeguarding against SQL injection.[/QUOTE]
It was obviously a joke. Don't take it so seriously. D:
[QUOTE=CarlBooth;29174731]In that case it might be because my Camera doesn't roll.
I wasn't planning to implement it either, I just added roll for completeness.[/QUOTE]
Then use quaternions for completeness. There is no point in opening yourself to reuse, then having to change it if you do use it again.
Huh, when I do this it works fine
std::string h = file.ReadString();
int i = file.ReadInt();
std::cout << "VAL:" << h << ":" << i << std::endl;
But if I do
std::cout << "VAL:" << file.ReadString() << ":" << file.ReadInt() << std::endl;
I'm using a quick custom binary file io library (technically it's a wrapper of fstream that deals with the complications of my file format) so that's whats up with the weird names.
That's because file.ReadInt() is executed first.
[QUOTE=BlkDucky;29174948]It was obviously a joke. Don't take it so seriously. D:[/QUOTE]
Yeah, what's your problem jall? [img]http://i54.tinypic.com/dqon4j.png[/img]
[QUOTE=ghettochip;29156613]do multiple uniform shadow samples for eye sex.[/QUOTE]
[IMG]http://i.imgur.com/jSlhr.png[/IMG]
I even added this fancy dialog box to my map editor
[IMG]http://i.imgur.com/FC3LN.png[/IMG]
[QUOTE=Xerios3;29175399][img_thumb]http://i.imgur.com/jSlhr.png[/img_thumb][/QUOTE]
Are those... numbers in the bottom right?
1337? :v:
[QUOTE=BlkDucky;29175462]Are those... numbers in the bottom right?
1337? :v:[/QUOTE]
What a huge coincidence.
[QUOTE=BlkDucky;29175462]Are those... numbers in the bottom right?
1337? :v:[/QUOTE]
Yeah, it's actually written on the map :V:
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