Effects & Algorithms
category: general [glöplog]
yeah and this is reply #100 so why don't we just shut up
CASE CLOSED.
CASE CLOSED.
yeah and this is reply #101 so why dont we
I bet most of us had help in some sence, that be other people,other peoples source, books etc etc.
if someone know a good reliable source to get a look into things why not tell it to one who ask?, i know i would!
when i tracked i usually gave out my sounds and tunes to others to help them get started, and it payed off, one bloke ended up with amazing stuff and is now the daily leader of our label, not me. Thats great, may the better man enlighten the world if you know what im saying :)
when i did some asm code on the amiga, i usually gave out my source to people who knew less, because they might end up amazing me,and a few did, i stopped they got the hang of it and one is now making games for core, and others made some impressive demos for us all to enjoy.
and so on and so on...
information wants to be free right?? or is that only something sceneres used to say without any real weight behind it?
if someone know a good reliable source to get a look into things why not tell it to one who ask?, i know i would!
when i tracked i usually gave out my sounds and tunes to others to help them get started, and it payed off, one bloke ended up with amazing stuff and is now the daily leader of our label, not me. Thats great, may the better man enlighten the world if you know what im saying :)
when i did some asm code on the amiga, i usually gave out my source to people who knew less, because they might end up amazing me,and a few did, i stopped they got the hang of it and one is now making games for core, and others made some impressive demos for us all to enjoy.
and so on and so on...
information wants to be free right?? or is that only something sceneres used to say without any real weight behind it?
OpenGL vs DX ... lol!!!
68k asm rulz, only aga/cgx, no lame API for real scener!
68k asm rulz, only aga/cgx, no lame API for real scener!
tolkien...nah-kolor i think my dawg Mad-e used to cruise with you, aint that right? :)
code is for loser.
Stop wasting your time here.
Stop wasting your time here.
AGA and Acceleration killed the scene
highres is for whores
and
acceleration for assholes
highres is for whores
and
acceleration for assholes
drop acid not bombs
why do you need a 3d api anyway?
Every scene-coder should make his own 3d-engine
Which basically proves JDruid doesn't understand what d3d or opengl is.
I can make a 3D API for my 3D engine, if I like...
MACAW_3DAPI::CreateCube
MACAW_3DAPI::RotateCube
MACAW_3DAPI::ScaleCube
MACAW_3DAPI::DrawCube
MACAW_3DAPI::RotateCube
MACAW_3DAPI::ScaleCube
MACAW_3DAPI::DrawCube
MACAW_3DAPI_CreateCube
macaw: so you're a C guy.
Time to start a NEW flamewar!! (though not many C diehards are left)
C++ kicks C's ASS!
Time to start a NEW flamewar!! (though not many C diehards are left)
C++ kicks C's ASS!
Nope, I'm an OpenGL guy, not C ;-)
asm kixx c++ arse really bad!
I agree with raver! ;)
OpenGL Kicks All!!! YAAARGH!
macaw: just thought so because you removed the :: and replaced with _ ...
asm, c, c++, lalr, xml whatever
fact is, writing code is repetititive and boring. isn't that what we have computers for? so, we need a program that writes other programs. hmm, though, there are plenty of such and writing yet more them is pretty boring and repetitive. thus, we need something that makes programs that make programs. now, of course, there will be an infinite amount of generations in that whole idea, like programs that write other stuff thru 49 steps of indirection etcetc, which we'll now have a brand new need to fill so wouldn't that be a computers' job already hey i know let's write program to do that for us... argh now that i think i could have several ways of expressing ways of doing that but they're still quite similar in the sense and generating such is quite a bit tedious stuff which could be automated using a 2^n+1th generation quasimetapseudoparalanguage.. or rather, a set of such...
no i'm not stoned, just tired.
fact is, writing code is repetititive and boring. isn't that what we have computers for? so, we need a program that writes other programs. hmm, though, there are plenty of such and writing yet more them is pretty boring and repetitive. thus, we need something that makes programs that make programs. now, of course, there will be an infinite amount of generations in that whole idea, like programs that write other stuff thru 49 steps of indirection etcetc, which we'll now have a brand new need to fill so wouldn't that be a computers' job already hey i know let's write program to do that for us... argh now that i think i could have several ways of expressing ways of doing that but they're still quite similar in the sense and generating such is quite a bit tedious stuff which could be automated using a 2^n+1th generation quasimetapseudoparalanguage.. or rather, a set of such...
no i'm not stoned, just tired.
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarrrrrrrgh!
And i clicked the link to get some OpenGL info..
Gee, how did i use to dream when thinking the LEET_SCENE™ would be friendly like these children on the UNICEF banner (or was it amnesty?), and no one would even know about such bad words like "Flame war™"
Go all to the corner and shame =)
(btw. gl kicks dx's ass. definetly. obviously. let's close this thread now...)
And i clicked the link to get some OpenGL info..
Gee, how did i use to dream when thinking the LEET_SCENE™ would be friendly like these children on the UNICEF banner (or was it amnesty?), and no one would even know about such bad words like "Flame war™"
Go all to the corner and shame =)
(btw. gl kicks dx's ass. definetly. obviously. let's close this thread now...)
Arrr, arrr!
I am the evil monster from the planet Baba, and I come to you in the intention of eationg all your API's!
I am the evil monster from the planet Baba, and I come to you in the intention of eationg all your API's!
Ahhhh! HELP!!!
wtf, wasn't this usenet?
or well, let's try..
gamedev has ok tutorials i guess, but the real learning comes from playing around with things (ok, take the tutorials and alter random lines etc) so it doesn't matter even if they were full of shit, just don't take everything seriously.
however, at some point you'll need a reference so try googling for "opengl specification" (1st link there). now, the problem is that although that is how it should be done, it's not from the real world so a couple of tips are in place. (dunno where you could find someone telling these things)
1. just about all 2d-api-stuff is insanely slow unless you have an sgi or something.
2. an exception for that is glcopytex(sub)image(1/2)d. (not really in 2d-api; reads from screen and stuffs that into texture memory)
3. you can fake almost everything in #1 with that
now you can do all state of the art (not the demo) layered blended crap in minutes once you get used to it. whee.
sorry, i don't know any site telling about oldchsool demo fx because i mostly know them already but part of the fun used to be trying to find out yourself. who cares what it's called anyway..
simple effects are mostly about playing with sinuses and cosines or blending numbers together etc, but more complicated stuff are usully projects that take weeks to finish if not more (in case you want to do it right, that is). so you can safely spend some time looking for them individually. (oh might be hard when you dont know what they are.. dang. well, metaballs are blobs, torusknots are torusknots, fdtunnels are raycasting/tracing, water is liquid, galaxies are particles, lensflares are sprites, fractals are trees mandelbrots and fernleaves, blurring is recursive filtering and 2d-bump is a lookup table. the advanced stuff has even more obvious names, like shadows:)
or well, let's try..
gamedev has ok tutorials i guess, but the real learning comes from playing around with things (ok, take the tutorials and alter random lines etc) so it doesn't matter even if they were full of shit, just don't take everything seriously.
however, at some point you'll need a reference so try googling for "opengl specification" (1st link there). now, the problem is that although that is how it should be done, it's not from the real world so a couple of tips are in place. (dunno where you could find someone telling these things)
1. just about all 2d-api-stuff is insanely slow unless you have an sgi or something.
2. an exception for that is glcopytex(sub)image(1/2)d. (not really in 2d-api; reads from screen and stuffs that into texture memory)
3. you can fake almost everything in #1 with that
now you can do all state of the art (not the demo) layered blended crap in minutes once you get used to it. whee.
sorry, i don't know any site telling about oldchsool demo fx because i mostly know them already but part of the fun used to be trying to find out yourself. who cares what it's called anyway..
simple effects are mostly about playing with sinuses and cosines or blending numbers together etc, but more complicated stuff are usully projects that take weeks to finish if not more (in case you want to do it right, that is). so you can safely spend some time looking for them individually. (oh might be hard when you dont know what they are.. dang. well, metaballs are blobs, torusknots are torusknots, fdtunnels are raycasting/tracing, water is liquid, galaxies are particles, lensflares are sprites, fractals are trees mandelbrots and fernleaves, blurring is recursive filtering and 2d-bump is a lookup table. the advanced stuff has even more obvious names, like shadows:)