Log for #gamedev on 2007-01-29


Session Start: Mon Jan 29 00:00:00 2007
Session Ident: #gamedev
[00:00] * Disconnected
[00:00] * Attempting to rejoin channel #gamedev
[00:00] * Rejoined channel #gamedev
[00:00] -bleeding_- Welcome to #gamedev, jJones. No warez, no triggers, no servers, no banners, no
[02:15] <kozmonaut> wh
[03:44] <EviLDeD> http://youtube.com/watch?v=ct-hzYodttU
[03:44] <EviLDeD> bawhahah
[06:08] * PcChip is now known as Pc[Gone]
[06:11] <Fly_Mario> lol @ Evilded's youtube post
[06:54] * Epoch_ is now known as Epoch`_
[07:07] * _Zaxx is now known as Zaxx
[07:08] <flashed> hi
[07:27] <Ultyma> :O
[07:42] <Ultyma> I love my wii mario
[07:42] <Ultyma> i just need to find another wiimote
[08:14] * __senate- is now known as senate-
[08:41] * senate- is now known as __senate-
[08:46] <Ultyma> im going insane.
[08:47] <Ultyma> Ive called every walmart within 150KM
[08:51] * Nutter` is now known as Nutter
[08:58] * Nutter- is now known as Nutter
[09:08] * Nutter- is now known as Nutter
[09:31] <honkykong> anyone know how to save a zbuffer for later?
[09:31] <honkykong> in dx9
[09:35] <honkykong> http://img166.imageshack.us/img166/2917/screen17as3.jpg
[09:37] <honkykong> finally got my reflections going the way i'd like
[09:41] <bewl> looks nice man :)
[09:42] <honkykong> tyty
[09:50] * Pc[Gone] is now known as PcChip
[09:51] * PcChip is now known as Pc[Gone]
[09:51] * Pc[Gone] is now known as PcChip
[09:51] <MeshMan> anyone ever had a hotmail account hacked?
[09:51] <MeshMan> how the heck do i go about reporting it?
[09:51] <Epoch`_> should be an option in support
[09:52] <PcChip> ok so A and D rotate the helicopter counterclockwise and clockwise
[09:52] <PcChip> the angle is stored in float Angle
[09:52] <PcChip> how do i figure out what to do when the user presses forward
[09:52] <PcChip> just use SIN and COS and add to X and Y ?
[09:52] <honkykong> pretty much
[09:52] <PcChip> is that really how everyone does it ?
[09:52] <honkykong> and add y to the x and x to the y when you're strafing
[09:52] <honkykong> its how i do it
[09:53] <honkykong> one sec
[09:53] <PcChip> because i mean i have some badass code i copied for the camera movement
[09:53] <Epoch`_> honkykong, You know, the shader on the lake would look hot if you had a bum
[09:53] <PcChip> rotating with the mouse
[09:53] <PcChip> but i cant figure out how to use it with the heli
[09:53] <honkykong> player.position.x -= gmLookVec.x * mvScale * forwardScale * boostScale;
[09:53] <honkykong> //gmCamera.y -= gmLookVec.y * mvScale;
[09:53] <honkykong> player.position.z -= gmLookVec.z * mvScale * forwardScale * boostScale;
[09:53] <honkykong> Epoch`_ yeah as is it fades an image over top of it to vary the reflectio
[09:54] <honkykong> that gmLookVec.x/z etc is basically the same as the sin/cos like you're t
[09:54] <PcChip> i mean that's what I did in my DirectDraw game, but this is Direct3D, it has
[09:55] <honkykong> save a d3dxvector3 of your current motion direction then
[09:55] <honkykong> dont calc sin/cos every update
[09:55] <PcChip> ok
[09:55] <honkykong> otherwise, pretty much the same thing
[09:55] <PcChip> how do i get a d3dxvector3 of my current angle
[09:56] <honkykong> i dunno, how are you changing that angle?
[09:56] <honkykong> thats where you'd need to set that vector up
[09:56] <honkykong> in that same chunk of code
[09:56] <PcChip> i'm using some code that i copied from ... probably c-unit or something, for
[09:56] <honkykong> atan2(y2-y1, x2-x1) if nothing else
[09:57] <honkykong> well i guess you could also GetTransform maybe
[09:57] <honkykong> or something like that
[09:57] <PcChip> i mean the code for the camera that i jacked is sexy
[09:57] <honkykong> you'd be best off making record of that angle as you manipulate it
[09:57] <PcChip> D3DXVECTOR3 vDirection;
[09:57] <PcChip> D3DXVec3Normalize(&vDirection,&(vLookAtPt - vEyePt));
[09:57] <PcChip> if(pInput->KeyPressed(DIK_W))
[09:57] <PcChip> {
[09:57] <PcChip> vEyePt += vDirection * (fSpeed * 4);
[09:57] <PcChip> vLookAtPt += vDirection * (fSpeed * 4);
[09:57] <PcChip> }
[09:57] <PcChip> tell me that's not sexy
[09:57] <honkykong> that aint that sexy
[09:57] <PcChip> it works great
[09:58] <PcChip> smooth as a baby's ass
[09:58] <honkykong> what if you wanted to strafe
[09:58] <PcChip> if(pInput->KeyPressed(DIK_S))
[09:58] <honkykong> strafing would immediatley unsexify that code
[09:58] <PcChip> err
[09:58] <PcChip> not S
[09:58] <PcChip> A or D
[09:58] <honkykong> cause you'd need the...uh? dot3? of the forward vectory
[09:58] <PcChip> if(pInput->KeyPressed(DIK_A))
[09:58] <PcChip> D3DXVec3Cross(&vDirection,&vDirection,&vUp);
[09:58] <PcChip> D3DXVec3Normalize(&vDirection,&vDirection);
[09:58] <PcChip> and then it's the same
[09:59] <honkykong> then there ya go
[09:59] <honkykong> vDirection has what you need
[09:59] <PcChip> but i dont know how to do that for my heil
[09:59] <PcChip> heli
[09:59] <honkykong> that code is seriously not sexy tho ;)
[09:59] <PcChip> see i rippe that code out of the camera class
[09:59] <honkykong> if it was sexy they'd use a map of strings and function pointers
[09:59] <PcChip> because now i want the cam to be stationary above the terrain
[09:59] <honkykong> like i do
[09:59] <honkykong> then another map of keyvalues and strings
[09:59] <honkykong> and as keyvalues are scanned as 'down', add their event string to the eve
[10:00] <PcChip> that's so over my head i can't even understand what it means
[10:00] <honkykong> then once per frame process everything in the event stack
[10:00] <honkykong> well the beauty of it is it easily allows you to assign the exact same co
[10:00] <honkykong> and allows any of that shit to be remapped easily
[10:00] <PcChip> aah
[10:00] <PcChip> or you could just do it all, and put a variable in instead of the one
[10:00] <PcChip> and then just change the variable at the top.
[10:01] <honkykong> the who?
[10:01] <PcChip> instead of what key
[10:01] <honkykong> i dont store what key
[10:01] <honkykong> i only check if keys ar edown and store their associated event code
[10:01] <Decept404> WITH FIRE
[10:01] <honkykong> so that several inputs could result in the same event code
[10:01] <honkykong> yes
[10:01] <honkykong> and burning
[10:01] <honkykong> BURN MOTHERFUCKER
[10:01] <honkykong> BURN
[10:02] <bewl> i should try to get back into game coding
[10:03] <honkykong> those reflections arent even shader based actually
[10:03] <honkykong> thats a clipplane mirror
[10:03] <honkykong> hey pcchip didnt you used to hang out in my chan?
[10:03] <honkykong> when i was box_ maybe?
[10:05] <aav> hullo
[10:05] <PcChip> yes
[10:05] <honkykong> ah ok, thought ya seemed familiar, hows been ma
[10:05] <honkykong> n
[10:05] <PcChip> pretty good
[10:06] <PcChip> working a lot
[10:06] <aav> sup honky
[10:06] <honkykong> on helicopter games?
[10:06] <bewl> sup
[10:06] <PcChip> no
[10:06] <PcChip> for some reason i just felt like playing with it again
[10:06] <honkykong> not much aav, just takin a break from getting thes reflections working ri
[10:06] <PcChip> i havent coded in months
[10:06] <honkykong> see the screener?
[10:06] <honkykong> ah k
[10:06] <aav> ah i saw some prickly snow thing :) looked promising
[10:06] <honkykong> ah no this is much better
[10:06] <aav> although sould probably have been brighter
[10:06] <aav> oh
[10:06] <honkykong> http://img166.imageshack.us/img166/2917/screen17as3.jpg
[10:06] <aav> do show :)
[10:07] <PcChip> that looks cool
[10:07] <aav> ahh nice
[10:07] <honkykong> thanks :)
[10:07] <aav> what did you end up doing?
[10:07] <bewl> Yea, it looks fun actually
[10:07] <MeshMan> hey guys
[10:07] <honkykong> yeah the reflections arent perfect, but they fool the eye
[10:07] <bewl> OMG ITS MESH!Q
[10:07] <MeshMan> bewl!
[10:07] <honkykong> aav for the reflections? clip plane mirrors
[10:07] <bewl> <3's all around
[10:07] <MeshMan> <3's fo sh0
[10:07] <aav> also why are the pine trees missing from the refls? :P
[10:07] <aav> ah okay
[10:07] <honkykong> yay, anona<3
[10:07] <aav> hi Meshm
[10:08] <honkykong> yeah cause i didnt make billboard imposters for them yet
[10:08] <aav> ohh
[10:08] <MeshMan> hi aav
[10:08] <honkykong> and i kinda dont want to use the meshy version for the reflections
[10:08] <bewl> Mesh, do you still play BF2?
[10:08] <aav> honkykong, clever!
[10:08] <MeshMan> i dont game at all bewl
[10:08] <bewl> what happened to my meshy?!
[10:08] <honkykong> yeah works well enough eh :) nice frame rate too
[10:08] <MeshMan> lifes gone way too busy
[10:08] <aav> kewl
[10:08] <MeshMan> any spare time i get i choose to spend it away from the desk ;)
[10:08] <Decept404> MeshMan has lost touch with his inner child
[10:08] <honkykong> what have you been upto aav
[10:08] <bewl> yea, his inner child ran away :(
[10:08] <honkykong> yall gonna let me see some screen shots some day?
[10:09] <aav> oh finishing up editor, and been implementing a sky model
[10:09] <MeshMan> yo Decept
[10:09] <aav> used the Preetham paper
[10:09] <honkykong> cool
[10:09] <honkykong> hey you havent seen any good ROAM implementations have you?
[10:09] <honkykong> i kinda want to play with two dynamic terrains overlapped over each other
[10:09] <aav> well ROAM is dead now
[10:10] <honkykong> yeah it seems it
[10:10] <aav> there just isnt any point spending that much CPU on dynamic lod
[10:10] <honkykong> but i think it could maybe be good for what i'm doing
[10:10] * Nutter` is now known as Nutter
[10:10] <aav> hm
[10:10] <aav> overlapped over each other?
[10:10] <honkykong> cause i need to have the snow change as people walk on it
[10:10] <MeshMan> aav: what replaced ROAM?
[10:10] <aav> ah
[10:10] <honkykong> yeah i want the snow to be dynamic, and then as you walk around on it, it
[10:10] <aav> MeshMan, well its much faster to e.g. keep a few static lod levels and just swi
[10:10] <honkykong> or if you grab snowballs to throw etc
[10:11] <aav> geomipmapping, or even geoclipmapping
[10:11] <aav> honkykong, ah i see
[10:11] <MeshMan> yeah, they are the ones through shaders i think
[10:11] <MeshMan> i thought they were the l33t atm
[10:11] <MeshMan> like what that guy used for landing from space to land
[10:11] <aav> honkykong, but your maps are quite small arent they?
[10:11] <Decept404> as opposed to landing to space FROM land?
[10:11] <aav> couldnt you use something like a straight patch of quads
[10:11] <honkykong> yes quite, atm, but soon, they'll be expanding
[10:12] <honkykong> as is its already bigger than it looks
[10:12] <honkykong> i just never go far from that pond
[10:12] <aav> (which makes it easy to modify heights since there's barely no processing)
[10:12] <honkykong> in my screen shots
[10:12] <aav> ok :)
[10:12] <honkykong> hmm i dunno maybe could go with bunch of quads
[10:13] <PcChip> that's what _I_ would go with.
[10:13] <honkykong> i just kinda liked the sound of roam, though it surely sounds like a mons
[10:13] <PcChip> definately.
[10:13] <PcChip> :P
[10:13] <honkykong> yeah i gotta get the random monsters jumping around in here and it will s
[10:13] <aav> bintree tesselation can be a nice and simple way to optimize unchanging patches
[10:13] <honkykong> all the enemies have an event struction now
[10:13] <aav> hehe
[10:13] <PcChip> then you can send it to me for beta testing =)
[10:13] <honkykong> kk will do
[10:13] <aav> hi PcChip btw
[10:14] <PcChip> hi aav :D
[10:14] <honkykong> struction? structure even
[10:14] <aav> :)
[10:14] <aav> well i better get back to coding
[10:14] <honkykong> so as is i have the snowmans onUpdate set to turn them towards the player
[10:14] <Fly_Mario> yea aav do that
[10:14] <honkykong> have fun
[10:14] <aav> as far as screenshots go, we may have some coming up soon
[10:15] <honkykong> cool url me when you do man
[10:15] <aav> main art guy's setting up some beauty shots in the coming weeks
[10:15] <aav> whlie i finish up the sky/lighting/fog solution
[10:15] <aav> oki
[10:15] <honkykong> cool
[10:15] <Ultyma> your mom
[10:15] <honkykong> you projective texturing some clouds onto your terrain?
[10:15] <honkykong> i bet that'd work awesome
[10:15] <aav> not yet, but i think we might :)
[10:16] <honkykong> no Ultyma
[10:16] <honkykong> Your mom.
[10:16] <Ultyma> :O
[10:16] <Ultyma> You didnt just go there
[10:16] <honkykong> YOUR MOM Ultyma
[10:16] <honkykong> oh i went there
[10:16] <honkykong> i went there, took some pics and flew back already
[10:16] <Ultyma> :O
[10:16] <honkykong> ok
[10:17] <honkykong> ok... important announcement
[10:17] <Ultyma> lol
[10:17] <honkykong> ACHTUNG
[10:17] <honkykong> smoke weed
[10:17] <honkykong> that is all
[10:17] <Ultyma> :O
[10:17] <aav> just do it in moderation
[10:17] <honkykong> yeah, i'm down to four blunts a day now
[10:18] <aav> :P i can say not everyone remains as sharp as you seem
[10:18] <honkykong> its a carefully maintained illusion
[10:18] <aav> heh
[10:18] <honkykong> i'm as blunt as they come
[10:18] <aav> :D
[10:18] <palisade> he's sharp?
[10:18] <palisade> hihi
[10:19] <honkykong> inorite
[10:19] <honkykong> hehe loo
[10:19] <honkykong> hihiheyhi
[10:19] <Ultyma> brb... going to buy twilight princessz0r
[10:19] <palisade> ;p
[10:20] <PcChip> is the wii really worth it ?
[10:20] <Ultyma> yes
[10:20] <PcChip> like REALLY or is it all just hype
[10:20] <Ultyma> i thought it was hype
[10:20] <Ultyma> then i played it
[10:20] <Ultyma> bought one the next day
[10:20] <Ultyma> :D
[10:20] <PcChip> i played wii sports
[10:20] <PcChip> it's "ok"
[10:21] <Ultyma> did you play it alone
[10:21] <Ultyma> or with like 10 people
[10:21] <Ultyma> Wii is a party system
[10:21] <PcChip> 3 people
[10:21] <PcChip> i mean it was fun
[10:21] <PcChip> but not something i would want to go spend 250+games on
[10:21] <Ultyma> the price point is why its good :|
[10:21] <Ultyma> go buy a ps3
[10:22] <Ultyma> comes with a mortgage on your house
[10:23] <bewl> lol
[10:23] <Ultyma> Seriously like goto best buy or whatever.. and look at the price tag
[10:23] <Ultyma> $699.99*
[10:23] <Ultyma> *After speaking with a financial consultant and signing over your house.
[10:24] <LaRssA> lol
[10:24] <PcChip> http://i86.photobucket.com/albums/k90/crunchgear/January%202007/isuppo.jpg
[10:26] <Ultyma> :P
[10:26] * Disconnected
Session Close: Mon Jan 29 10:26:34 2007