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About Jaymar

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  1. Thread begat thread

    There is no god. Subversively manufacturing advertising revenue is unethical. The Illuminati is real. The world trade center attack was encouraged by the U.S. government. There is no objective morality. People are dumb. Reality and free will are illusions. Mathematics is just an exceptionally well-constructed house of cards. What if D-O-G really spells CAT? Discuss. :)
  2. Do you believe in god?

    Quote:Original post by Machaira Quote:Original post by Jaymar To what extent does human psychology and emotion effect religious belief? In what ways does an atheist's psychology and emotion prevent her from accepting religion? In what ways does a believer's psychology and emotion prevent her from renouncing religion? I'm bored - what is there to do? I can only speak for myself, anything else would be making assumptions. Psychology and emotion don't affect my belief (in the way it seems you mean) or prevent me from renouncing God. There's no reason for me to renounce God and to do so would be extraordinarily stupid and illogical. Fair enough. I wasn't trying to bait and snipe, btw. That said, I find it funny ha-ha that you decline to make assumptions in the first sentence, but feel free to in the second. :P For the record, I mean "belief" in this way: "confidence in the truth or existence of something not immediately susceptible to rigorous proof". I'm wondering now where your belief comes from if it's not a choice. Is it all part of god's plan, which we are all mechanically enacting? And how is belief different from faith ("the trust in God and in His promises as made through Christ and the Scriptures by which humans are justified or saved")? In any case, I'm rapidly losing interest in discussion, and I doubt I'll get more than a two-sentence hand-wave from you, anyway. I can't say I blame you, either.
  3. Do you believe in god?

    George Carlin puts it so well... http://richarddawkins.net/article,772,Religion,George-Carlin If you're not familiar with George Carlin, be prepared for some hilarious swearing, blasphemy, and hubris.
  4. Do you believe in god?

    Quote:Original post by Machaira I'd gladly answer good questions. To what extent does human psychology and emotion effect religious belief? In what ways does an atheist's psychology and emotion prevent her from accepting religion? In what ways does a believer's psychology and emotion prevent her from renouncing religion? I'm bored - what is there to do?
  5. please anyonr explain it to me WHY??!!

    A "dissipative structure"? Eat its crust'd virus pie... it is a destructive sup'r. "Tip structures," I've said. I suspect a turd revisit. I divert its spurt sauce... It causes tits-up driver! What?
  6. Do you believe in god?

    Quote:Original post by monstermunch You'll find that religion has been founded independently all over the world by different cultures so I wouldn't say all children were natural atheists (someone had to be the first theist, right?). There is something about God that is appealing and comforting to the human mind. If our current notion of God was eliminated (like that of Zeus) a new notion of God would just reappear if people didn't always demand evidence for claims. Brainwashing certainly helps it maintain its grip however. I'll argue that this phenomenon is due to a human predilection to anthropomorphise everything, including unexplainable things, rather than some theistic sixth sense. It seems to me that it's natural for the resulting concept to be a superhuman human (god(s)). I'm an atheist, and I'd be inclined to deny the existence of god even in the face of extremely compelling evidence due simply to the fact that the "evidence" presented in the bible was sufficient to convince atheists in past era. To me, being an atheist means that you won't accept evidence of supernatural divinity at face value, even if it seems irrefutable at first. It's a *belief* that humans are inherently flawed (and that it's ok to be flawed), that a human individual's psychology is the sole and inseparable cause of that individual's behavior and beliefs, and that biology is the sole cause of human existence. Biology begat Psychology begat Divinity.
  7. Castlevania Movie

    This is not exactly news, but I just discovered that there's a Castlevania movie in the works. Yay, a Castlevania movie! http://www.imdb.com/title/tt0488982/ Hang on... what's this? It's being written by Paul Anderson, who is responsible for Alien vs Predator, Resident Evil, Mortal Kombat, and (soon) DOA? http://www.crystalsky.com/press/OTHERS/Dracula%20ready%20for%20close-up.pdf FUCK! And the same production company, which just did Ghost Rider, is also in process of crapping on Tekken: http://www.crystalsky.com/films.htm What a disappointment. I wonder how many icons of entertainment these ass clowns can manage to resurrect and shame. I don't get it though - who wants to see a Tekken movie except Tekken fans? And are they going to please the Tekken fans? Their track record says no. The odds seem pretty good that they'll reduce it to another Bloodsport sequel.
  8. Big game dissapointments

    Castlevania: Lament of Innocence What a terrible thing to do to a fantastic series.
  9. (I'm not sure if this belongs in this forum or not, but I couldn't find a good place for XNA talk.) Tonight I spent a few hours evaluating my options for XNA development. I want to share this because I'm slightly frustrated. I expect to hear one of three things: 1) I'm not the only one. 2) I'm the only one. 3) STFU NOOB GAWD. In any case, I'll learn something valuable, and maybe someone else will benefit too. I have plenty (10 years) of C++ game development experience, and a reasonable amount of DirectX experience. I've read and used enough C# to be able to cobble together code that works. I don't mean this to reflect negatively on Torque, really. On one hand there's plain XNA. It seems like it gets me half way to a working game engine. Mesh and bones, but no animation. Textures and sprites, but no text. It looks good and solid, and far easier to work with than plain DirectX. And it seems to be very efficient. On the other hand, there's TorqueX. At first glance, it seems like a completely working game engine. There are demo apps, except that the demos don't demo what I want to see (GUI). I loaded up the TGBX editor and it impressed me. Click-click-drag and there's a sweet particle emitter. Save, alt-tab, f5 and it's running in an XNA app. Sweet! Everything looks nicely data-driven and modular. I love it. Now how do I make it work with my C# code? But, wait. TGBX doesn't show any of the GUI components I want to use. Or any GUI components at all. It's an open beta, so that's understandable. Then I notice this on the TorqueX product page: "Purchase of Torque Game Builder allows the use of the Game Builder Toolset with the Torque X engine..." Ok, cool. How do I get that? I find the demo for TGB and download it. I struggle for a bit trying to figure out how to load my test level from my XNA app, and realize that TGB doesn't speak ".txproj" or ".txscene". So I guess that blurb on the TorqueX page refers to the TGBX editor that's not complete yet. Oh well. I decide to play with the TGB demo and see what juicy greatness awaits me in the future non-beta release of TGBX. I switch to the GUI editor, and after some poking around and guessing about what a random classname in a dropdown box does, I manage to get a static text label on the screen. I can edit the properties and change the label, yay. But I can't change the font. Or the font size. Or the font color. Ew. I guess I guessed wrong about what that classname means. So I quit TGB and restart it. I get a black screen. I start pressing random keys until I find F9 and have the level editor again. I try to create a new project, and can't find a way to browse outside of TGB's directory root and put the files where I want to. So I just create a project under TGB's root... File->New Project, named "test"... Now I have to pick a template. "Empty Game" or "Empty Game - No LevelBuilder". I've really gotta read the docs because I don't know wtf a LevelBuilder is. But let's try the "No LevelBuilder" option. Black screen. Great. F9 brings back some gui... and I quit. Time to find some documentation and tutorials. But I don't want to read the TGB docs because I need to use TGBX because I want to make an XNA game. So I open up the Docs folder installed with TorqueX. There's a chm API reference that doesn't have much beyond the generated docs, a FAQ with two questions in it, something about GenericEffect, something about setting up lighting, an interesting-looking overview of how to use particle effects, and what seems to be an excellent technical overview document (despite being rife with a pet peeve of mine - confusing "it's" and "its"). The only problem is that there's no indication anywhere of how to properly do the one thing I need to do - GUI and text output. Sure, there's the API reference to show me a rich collection of classes... but how long will it take me to trial-and-error my way through that? My previous experience with Torque tells me it will take way too long. Things are generally too generic, resulting in non-intuitive relationships and reams of messy, virtually impenetrable code. Looking for active and available forums turns up nothing. Since all I want to do right now is GUI and text output to prototype a game idea in XNA, I guess I'm back to square one since I can probably peice together a usable GUI framework in a reasonable amount of time. And I'll actually know how it works to boot. But, damnit, it looked so awesome :(
  10. Idle computer needs work.

    Those are some interesting ideas. And it does function as a table too - my alarm clock, ethernet switch, and USB hard drive are on top of it right now :) Xen sounds interesting, although Solaris 10 already has extensive virtualization support. AFAIK, the same software that runs this little workstation will manage a Sun Fire cluster with little more than a reconfig. The wikipedia page on Xen implies that Sun used Xen to implement that, but then it goes on to say that there's no SPARC version of Xen. So... I dunno. Maybe it's the same thing? Anyway, it seems like there must already be businesses out there that sell cheap shell accounts on systems like this for people to do what you guys are describing. Are there? Are there shortcomings related to game development or something? It would be fun to set up an ssh/X host that executes login sessions on their own dynamic zones (Sun-speak for a virtual system instance). On the other hand, I don't have enough experience administrating a system like that feel comfortable giving people an open door to my home :) There's SUNWjass, but I still wouldn't understand 50% of why it does what it does. And my upload bandwidth is not great, either. But, hey, if there's a service I can provide with this thing I would enjoy the experience... depending on it not costing me anything extra and not creating legal/safety/privacy issues. It is a nice machine, but it's not very recent. Sun has retired the Blades to the End of Life list. I thought it would be neat to run some gigantic AI sim with mutating code running in a VM or something. Or to write a music classifier using Kohonen SOMs and just have it crunch on my mp3 collection all day and see what happens :) I looked at some of the distributed computing projects (including one to crack RSA via sieve :) but most of them don't have Solaris/SPARC builds. If there were a Linux/SPARC build I could run that, but it doesn't seem like there is. I'm sure there's a project I could build myself. I'm lazy and haven't dug that deep yet. Anyway, thanks :) /me goes off to look for a project named "hos"...
  11. Idle computer needs work.

    No, I definitely want to keep it. But I want to do something useful with it. Maybe write a game server or something. Port some obscure game to X. I dunno... It's just so freaking awesome... sitting there all purple and grey. It makes me sad that I have no use for it. It'll run blender, I guess. It's got an Expert 3D Lite card in it or something. So, being a programmer, I could render some large images of chrome spheres over checkerboards or something. But that's just not right. ...
  12. Idle computer needs work.

    So... I have this Sun Blade 1000 dual SPARC workstation with 2G of RAM and a copy of Solaris 10. WTH do I do with it? O_O
  13. You guys have put a good point on my vague suspicions. I think I know which direction to go now ("linear" image space), I just need to decide if I care enough to spend that much time on something that's relatively minor. It's interesting to think about ways to correct this, but I just don't care enough to chase it down. I'm guessing the font tool could automatically determine a good enough correction mapping by rendering two images (black/white and white/black) and doing some rough interpolation. I think I'll see if I can render a low-contrast image (white on almost white) and then remap to full 8-bit range to reduce the impact that compression has on the resulting image :) Thanks guys!
  14. Quote:Original post by Anonymous Poster Your antialiasing look very rough. If you look at the inside of the g, it doesn't look smooth at all, it looks like stairs rather then the a curve. Something is wrong with your antialiasing, IMO. Yes, it works fine. It's the Windows font engine. I assure you, if you enlarge the "White on Black" image you'll see nicely antialiased pixels just like you would in Windows. It's not cleartype, but it's plain old antialiasing. The Black on White image *is* wrong, though. Did you read the post?
  15. So I'm having fun working up a nice font rendering solution in DirectX. I've got an external tool that uses TextOut to render the font to a texture, and I'm saving all the character size info and all that. I'm converting the rendered text to an A8 format texture, and using that to (in theory) get antialiased and colorable text in the game. I'm creating the images with white text on a black background. When I render the resulting characters in-game as white on black (or blue or whatever), they look flawless. My problem is that when I render in-game as black on white, the alpha-blend antialiasing doesn't work right: Black on White White on Black Look at the dot on the 'i'. Black-on-white looks square when it shouldn't. I'm guessing it's because the antialiasing just doesn't invert nicely like I want it to. Is there something I can do with render states and texture stages to make this work? Here's how I'm setting up the render: IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_FILLMODE, D3DFILL_SOLID ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_SHADEMODE, D3DSHADE_GOURAUD ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_LIGHTING, FALSE ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_CULLMODE, D3DCULL_NONE ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_ZENABLE, FALSE ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_ALPHABLENDENABLE, TRUE ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_BLENDOP, D3DBLENDOP_ADD ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); IDirect3DDevice9_SetRenderState( d3dDevice, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); IDirect3DDevice9_SetTextureStageState( d3dDevice, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 ); IDirect3DDevice9_SetTextureStageState( d3dDevice, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); IDirect3DDevice9_SetTextureStageState( d3dDevice, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); IDirect3DDevice9_SetTextureStageState( d3dDevice, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); IDirect3DDevice9_SetTextureStageState( d3dDevice, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); IDirect3DDevice9_SetFVF( d3dDevice, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 ); IDirect3DDevice9_SetTexture( d3dDevice, 0, (IDirect3DBaseTexture9*) font->texture ); (Yes, I'm writing in C. Don't ask.) It seems like I could do something with the COLOROP to fix this, but I can't see it. Anyone have experience with this? Thanks!
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