Session Start: Fri Sep 15 00:00:00 2006
Session Ident: #gamedev
[00:30] <PaRaDoX[D> Здрасте
[00:30] <MistaN> hey :)
[00:31] <PaRaDoX[D> Народ помогите!!!
[00:31] <MistaN> :|
[00:33] <PaRaDoX[D> Как в игре использовать модели с анимацией в игре?(OpenGL)(Какой plugin н
[00:33] <PaRaDoX[D> тьфу
[00:33] <PaRaDoX[D> Из Blendera 2.42a
[00:35] <PaRaDoX[D> неделю сижу. кодить надоело:(
[00:36] <_sort> :(
[00:38] <MistaN> lol
[00:39] <Dr_Rambo> WTF is that
[00:39] <_sort> rush'n
[00:40] <Scottc> lol
[00:40] <Scottc> probably Russian
[00:41] <aav> or something
[00:41] <Scottc> maybe he was trying to sell us porn
[00:43] <MistaN> hi, can someone help me understand modulous better?
[00:43] <MistaN> im on the verge of getting it
[00:43] <Scrat0364> if you want numbers to fall into a certain range
[00:43] <Scrat0364> you can use it
[00:43] <Scrat0364> x % 10 = (0 - 9(
[00:43] <Scrat0364> x % 50 = (0 - 49)
[00:43] <_sort> 9(
[00:44] <Scrat0364> numbers will fall into that counting range and wrap aorund again
[00:44] <Scrat0364> it's the remainder of dviision
[00:44] <MistaN> yea i get that part, about being the remainder
[00:44] <Scrat0364> so if you have rows and cols, every max_row, you go to thenext coloumn an
[00:45] <Scrat0364> so number % max_row = rowindex
[00:45] <MistaN> oh, didnt realize that was you scrat, lol i was reading that as scott
[00:46] <aav> for( int i = 0; i < width * height; i++ ) { int x = i % width; int y = i / w
[00:46] <aav> another example
[00:47] <MistaN> i dont get how it would work for position 3 scrat, with my example
[00:47] <Scrat0364> 3 - 1 = 2 2 % 3 = 2
[00:48] <MistaN> how does 2 % 3 = 2?
[00:48] <MistaN> lol oh ok
[00:48] <MistaN> im getting into decimals and stuff
[00:49] <MistaN> so if it cant go into that number, the remainder = w/e the number was in the
[00:49] <_sort> you may be over thinking it
[00:49] <aav> :P
[00:49] <aav> getting into decimals eh
[00:49] <MistaN> lol, i over think programming
[00:50] <MistaN> i always missed the 1st 20 or 30 mins of class
[00:50] <MistaN> which was the explaining portions :(
[00:51] <MistaN> my professor was telling me about alternating by way of modulous
[00:52] <MistaN> like, checking every other row in the same column
[00:54] <MistaN> ok, scrat...i get the concept but im not really sure how i would go about co
[00:55] <_sort> if(line % 2 == 0)
[00:55] <wkr4k4r> why ==0?
[00:56] <_sort> to alternate
[00:56] <wkr4k4r> use !
[00:56] <wkr4k4r> heh
[00:56] <_sort> then you have to !()
[00:56] <wkr4k4r> it will alternate either way
[00:56] <wkr4k4r> its fucking modulus
[00:56] <wkr4k4r> you can also and it
[00:56] <wkr4k4r> to make it 'faster'
[00:56] <wkr4k4r> lol
[00:56] <_sort> right
[00:56] <_sort> the point is, MistaN doesnt get it :)
[00:57] <MistaN> lol, its still a little wacky for me....god i wish i got to class on time an
[00:58] <MistaN> i would be freaking coding and coming up with my own concepts and figuring o
[00:58] <MistaN> i just cant do that yet because i have a lot of loose ends to tie up
[00:58] <MistaN> stupid fate
[00:58] <Scottc> Anyone know why MD2s use a normal table?
[00:59] <aav> Scottc, plain old cheapness
[00:59] <Scottc> Is it not cheap to precalculate them for each model?
[00:59] <aav> so they store a byte instead of three floats
[00:59] <aav> what?
[00:59] <aav> its more like compression
[00:59] <Scottc> :\
[00:59] <MistaN> ok time for me to sleep....lol
[00:59] <aav> they have a list of 256 normals that are roughly spread out evenly
[00:59] <MistaN> im gonna get confoosed reading this
[00:59] <Scottc> 256?
[00:59] <aav> on the sphere
[01:00] <aav> or table_length
[01:00] <Scottc> the list I found was 162
[01:00] <Scottc> :|
[01:00] <aav> i dont remember how many
[01:00] <aav> well ok
[01:00] <aav> 162
[01:00] <aav> but the point is, the index is a byte
[01:00] <aav> 8 bits to store per vertex
[01:00] <aav> instead of 3*sizeof(float)
[01:00] <aav> so its lossy compression
[01:00] <aav> see?
[01:01] <Scottc> big freakin deal
[01:01] <Scottc> bleh
[01:01] <Scottc> damn MD2s
[01:02] <aav> heh what?
[01:02] <Scottc> The normals could be calculated at runtime :\
[01:02] <aav> no, thats rarely a good idea
[01:02] <Scottc> Or I could be using a better file format :)
[01:02] <Scottc> why do you say that aav?
[01:02] <aav> because there is no universal definition of what a vertex normal represents
[01:02] <aav> it's supposed to be a surface normal, but it's not
[01:03] <aav> the surface itself is discontinuous on a triangle model
[01:03] <aav> so
[01:03] <aav> it's up to the modelling application to supply normals that make sense given th
[01:04] <aav> at runtime, all you can do pretty much is average neighboring triangle face nor
[01:04] <MistaN> i hate you all because you GET this crap and im stuck on freaking TTT
[01:04] <MistaN> lol
[01:05] <Scottc> TTT?
[01:05] <aav> experience helps :P
[01:05] <Scottc> MistaN
[01:05] <Scottc> I'm probably as newb as you
[01:05] <aav> just smarter?
[01:05] <Scottc> I'm glad to see that someone is having as rough of a time as I did/do
[01:05] <aav> heh
[01:05] <Scottc> Really when people are trying to explain concepts to me
[01:05] <Scottc> Its like i'm freakin braindead
[01:05] <MistaN> tic tac toe
[01:05] <Scottc> like WTFF how does that work?!?!?!
[01:06] <Scottc> that makes no sense at all, no comprende.
[01:06] <MistaN> yea, exactly
[01:06] <Scottc> heh
[01:06] <Scottc> The key is to find the perfect explanation
[01:06] <Scottc> or keep at it until you figure it out
[01:06] <Scottc> a lot of stuff I didn't understand until after I implemented
[01:06] <aav> right, and the more experience you gain, the more concepts will start to gel to
[01:06] <MistaN> but someone told me that with C++...most things are like "THATS JUST THE WAY
[01:06] <aav> and you'll be able to figure out new things based on prior knowledge
[01:06] <aav> and so on
[01:06] <aav> :P
[01:07] <Scottc> That someone sucks at explaining.
[01:07] <MistaN> lol
[01:07] <Scottc> heh I remember back when pointers made no sense at all
[01:07] <Scottc> I was trying to make a class too
[01:07] <MistaN> i havent even gotten to pointers yet
[01:07] <Scottc> and I was trying to set variables within the class
[01:07] <Scottc> like class Blah{ int hehe = 1; };
[01:07] <Scottc> and people were explaining that I couldn't do it but they made sure to use a
[01:07] <Scottc> no = not
[01:08] <MistaN> lol
[03:14] <aav> mhm
[04:28] * erimOff is now known as erim
[04:37] * Disconnected
[04:37] * Attempting to rejoin channel #gamedev
[04:37] * Rejoined channel #gamedev
[04:37] * Topic is 'XNA Competition? Vote @ ziggyware.com :: http://www.agi32.com/Extra/TechnicalDo
[04:37] * Set by Dr_Rambo!Dr_Rambo@212.158.165.4 on Tue Sep 12 08:40:24
[04:37] -bleeding- Welcome to #gamedev, jJones. No warez, no triggers, no servers, no banners, no
[04:48] <Fly_Mario> newbs
[05:03] <KimmoA> Ah. Chocolate milk! The essence of life!
[05:04] <KimmoA> Wat iz ^, niggaz?
[06:47] <J-Rod> so many newbs, so little time
[06:50] <Rangar> O - I just thought they were incarnations of all your personalities bud
[06:54] <J-Rod> syntax error
[07:20] <Decept404> hey buttfreaks
[07:57] * Disconnected
Session Close: Fri Sep 15 07:57:06 2006