| ? posted by Yak_Fighter |
|
|
That better be a joke, and if not, please don't teach that to people new to mapping...
[addsig]| ? posted by Yak_Fighter |
|
|
That better be a joke, and if not, please don't teach that to people new to mapping...
[addsig]of course it was a joke gorby....hes a king in the realm of wiseass-dom....![]()
Doc B...

Since with... yes, I guess almost every last map I've ever made, I've always attempted to mimic nature, invalid solid structures were like a plague for me for a year or so, but once you figure out why they occur they aren't no nothin's to fix and avoid.
What I found out about QERadiant that made me fall in love with it is that if you make a shape that Hammer would call an invalid, it just splits it into triangles. I was giggling like a schoolgirl (wow, that sounded gay) when I was able to make a room flooded with bumpy rubble in about ten minutes for a Hammer job of a few hours.
In general, I am likely to ditch a map straight off if it's structure is not very solid and clean... Fool's Paradise is the sole exception; those rocks are all over the place. Since then, my rockwork has gotten amazingly better.
[addsig]| ? posted by Dr Brasso |
|
of course it was a joke gorby....hes a king in the realm of wiseass-dom.... Doc B... |
Just clarifying, we don't want to teach the young'uns the wrong ideology in the beginning, or else it could get ugly trying to rework 'em. ![]()
| ? quote: |
|
Well, I got a leaky fawcett... and I get memory leaks in my code sometimes because I forgot to free it up before the program was over...If I actually get back into mapping, I'm sure I'll create more leaks. |
you sick sick sick sick recursive bastard!!! But at least that'll crash, which is good thing. Here's worse
int main(void)
{
while(1);
return 0;
}
This won't crash but...
[addsig]
yeah, but can you do this??...![]()
Doc Brass...

Alright, enough with the coding, and back to the leaking.![]()
I took a leak today...
[addsig]
| ? quote: |
| yeah, but can you do this??... Doc Brass... ![]() |
| ? posted by Crono |
Edge, have you ever written in Cg? When writting to the GPU, of course. |
Actually I just downloaded the stuff from the Nvidia developer site http://developer.nvidia.com/page/home.html (for those interested who haven't looked into it...) I haven't gotten around to working with it, but I will once I get through my final project.
And yes recursion is great, especially if you like to work with trees. It's just when you first learn about it, your brain kinda goes "guurp" and shuts down. Same thing happened when I first tried to understand function pointers....
[addsig]

man, after trying to decipher the lingo you two are putting out, im gonna take a couple a aspirins and go back to the religion thread....sheeesh....![]()
Doc Brass...

| ? posted by Dr Brasso |
|
man, after trying to decipher the lingo you two are putting out, im gonna take a couple a aspirins and go back to the religion thread....sheeesh.... Doc Brass... |
how about, we call the doctor in the morning.. its Omaha guys, Omaha Ne

| ? quote: |
| man, after trying to decipher the lingo you two are putting out, im gonna take a couple a aspirins and go back to the religion thread....sheeesh.... Doc Brass... ![]() |
Function pointers can be used very well in C++ (as pointers to member functions) to provide one interface to many different methods ,ergo Run Time Polymorphism. In C, I am yet to see a good use though.
BTW: anyone who wants to feel the power of recursion, attempt the Towers of Hanoi problem without recursion and then debate ![]()

The use I will be making of them is to carry out the current state in a playstation game, written in C. Rather than having huge amounts of switch cases or else ifs, just set the function pointer based on user input or any other determinant on what state will be active (eg. splash screen, initialisation, level 1, etc...) and then call the function that the pointer is pointing to...or something.
Man I suck at programming.
[addsig]this IS a nice town, friendly folks, good place to raise my kids.....![]()
Doc B.....

| ? posted by Crono |
| Yeah, I've never had much need for function pointers to be honest, it's like one of those things that you should learn so you can best others lol. I'm sure it has its own uses, but I've never really needed it. The stuff I'd like to do is overload useful operators. such as with a tree, it'd be real nice if the treenode class (I usually make them a struct and have no working functions on it) had some overloaded operators, like = . Then inside the tree class, overload all operators, oh man, people would love you lol. However, if you were smart (even though templates are bad) you would use a template and overload everything you can imagine and release some notes with it, meaning you can make a tree for almost anything and people will just have to say Tree += newtreenode or something like that, man that would kick ass . . . anyway. I was asking that because I saw a book on it and I was like "whaa" and I started reading some stuff about it. I'd go get the dev kit, but I personally don't even know the openGL libraries, so. But I will . . . I will lol. |
Well, if you really didn't want template classes, you could just use a void pointer to keep track of the data. Granted now any type of data could be in the tree...but hey, there's probably some strange time when you'd want that, I've seen stranger things in game code before. Might have some trouble with the operator overloading though...
[addsig]
