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What's on your mind?; Your daily crap.
Topic Started: Jul 29 2010, 05:18 AM (64,057 Views)
skarik
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kitten eating scum
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Post whatever is on your mind at the moment. It doesn't matter what, just post it!
Blog|EHS
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Dr. Best
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PoniesForPeace
Jul 15 2012, 04:56 AM
Dr. Best
Jul 15 2012, 02:32 AM
PoniesForPeace
Jul 15 2012, 02:21 AM
shoulders hurting cuz on the computer too long cuz homeworks due tommorow -_-
You are a good student...
lol my picture is 50% ironic :P
I hope so :D .
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PoniesForPeace
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Dr. Best
Jul 15 2012, 02:02 PM
PoniesForPeace
Jul 15 2012, 04:56 AM
Dr. Best
Jul 15 2012, 02:32 AM
PoniesForPeace
Jul 15 2012, 02:21 AM
shoulders hurting cuz on the computer too long cuz homeworks due tommorow -_-
You are a good student...
lol my picture is 50% ironic :P
I hope so :D .
lol :P
favorite soda: oogave agave watermelon Cream

favorite cheese: blueberry winsledale

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Reikyrr
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I think my internet's modem is dying, just got home no internet.. so I shut down modem and let it rest for a bit and booted it again and my internet slowly got back to life. First skype, then web browsing...
~Inspirational quote~
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zelda4evr
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neck was thrown out all weekend, never stretching like that again...so painful.

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Despellanion
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Anyone tried the game "Slender"? It's a very basic horror game made with Unity3D, that apparently spread like wildfire. It's a game were you basically walk around in a forest looking for 8 notes, and you have to avoid the "Slender man", or he'll catch you. The game relies heavily on sound effects for cheap scare and I actually laughed when I saw the poorly modeled Slender man (first thing I did was to run up to him to get a close look).

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zelda4evr
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Ya i've seen that people are freaking out about it saying its so scary. When I watched someone play I laughed at the model too, i don't think he's even animated.

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Despellanion
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zelda4evr
Jul 18 2012, 11:47 PM
Ya i've seen that people are freaking out about it saying its so scary. When I watched someone play I laughed at the model too, i don't think he's even animated.
It has a very basic animation where he grows these long tentacles when you get up close to him, but other than that he's static and simply pops up randomly behind you.
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alexmach1
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SCP containment breach is better than that game, i don't see why people are all like "UMG DIS IS LIEK SCARRER THEN AMNESHA"
also, a turtle moves faster than the character does, and i never knew that piano slams were scary now
Edited by alexmach1, Jul 18 2012, 11:56 PM.
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Dr. Best
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Heck, I love Adobe DRM on epub files.

Especially when it forces you to use unstable software, which makes the process of transmission to the ebook reader ten times more complicated than just copying the file. It is also really great, if the software hangs all the time, just because you have 1500 PDFs on the reader.

I also love how much it helps to avoid piracy. Searching for "epub break adobe drm" gives a Python script breaking the DRM as first result, but no pirate is smart enough to use that, right?

DRM is simply a great idea: Instead of giving the customer the product he paid for, you give him an encrypted version of that product. Then you spread the key over hardware, software and servers of licensed partners such that a hacker has to go through the trouble of picking up the pieces in all those places, before he releases the break one week after release of the DRM system.

All this online account connection enforcement really helps the experience of enjoying media. That does not only apply to ebooks, but also to music, movies and games.
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Gandalf20000
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Your sarcasm is quite refreshing. :P

I made an interesting discovery about GLSL. Apparently OpenGL doesn't mind if you skip assigning fragment values in the fragment shader (which is useful for transparent pixels) without using a discard operation, but OpenGL ES goes ballistic and fills the would be unrendered transparent areas with garbage. Two platforms that are so similar, yet so different.
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Dr. Best
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Gandalf20000
Jul 19 2012, 12:52 AM
I made an interesting discovery about GLSL. Apparently OpenGL doesn't mind if you skip assigning fragment values in the fragment shader (which is useful for transparent pixels) without using a discard operation, but OpenGL ES goes ballistic and fills the would be unrendered transparent areas with garbage. Two platforms that are so similar, yet so different.
Welcome to the fields of undefined behavior. Pro tip: Avoid them.
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PoniesForPeace
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Lol, it made me scream like a little girl. You gotta collect the notes or else its not scary. It's really challenging, and broken. Don't go in the building till you have 7 notes.
favorite soda: oogave agave watermelon Cream

favorite cheese: blueberry winsledale

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RonBurgundy
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Well I'll be.

It's a puppet.
Edited by RonBurgundy, Jul 20 2012, 04:03 AM.
!!! DEFEND POP PUNK !!!
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zelda4evr
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someone should look at this topic http://s9.zetaboards.com/Ultimate3D_community/topic/7347965/ :D
because I bumped it like the retard I am.
edit:

edit if you want to design browser based games I'd say go with panda3d, if you can't afford unity or can't stand java then panda3d will run directly in your browser(after the user downloads a 2mb plugin, but hey unity needs a plugin and java...) This could make for some decent browser games that are made fairly quickly. panda3d is python or c++ based, the python end seems incredibly simple. Panda also has a ton of built in stuff like basic AI, effects and physics engines...I think I might use PyU3D and panda3d side by side, they both intrigue me.
Edited by zelda4evr, Jul 20 2012, 11:38 AM.

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Gandalf20000
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Hurrah for cheap hacks! I rebuilt the particle system for my game (for the 3rd or 4th time now, and hopefully I won't have to do it again) in order to take advantage of point sprites. However, most NVidia cards have a slight bug with point sprites in OpenGL: there's a certain cap (GL_POINT_SPRITE) that should be enabled by default on all versions of OpenGL after 2.0 (and I think all versions of OpenGL ES). Unfortunately, because LibGDX is designed to be cross-platform, the only low-level functions available must be cross-platform. As a result, GL_POINT_SPRITE is not available. But, I was able to hunt down the value for GL_POINT_SPRITE and tell the game to only enable that value when Android is not in use. As a result, I have point sprites when I shouldn't. :D

Now, to fix the additive blending issue... It works fine on Android, but to make it work on PC properly (with an apparently non-compliant NVidia card)...
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