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About emeyex

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  1. Been awhile since I've done Maxscript, and most of the exporters I've done have been using the actual MaxSDK (i.e. C++), but you should just be able to treat bones as regular INode instances in order to get their transform info - i.e., maybe trying to search for "Bone" related info in the docs is throwing you off course - just look for INode or whatever they call it. In order to sample the bones at different times you have to actually set the scene time: i.e., get the range of the scene timeline, start at the beginning, loop over all bone nodes to get their transform at that time, incremenet the scene time by whatever delta you want to sample at (30hz/60hz), then repeat until you've reached the end.
  2. Quote:Original post by Dragon88 What he's saying is to have the local simulation always run as though any input you enter is effective, and if it's not, the server will notify you and you can migrate back to the correct gamestate... Isn't this getting away from a lockstep model? Sounds more like client/server with client-side prediction - not that there's anything wrong with that, it's just that you're back at having to send a lot more data than just player inputs, along with a lot more logic to keep things synchronized, which seems like the primary motivation for going lockstep. If you're not worried about bandwidth, or about having separate sims (authoritative vs. predictive), then why start from a lockstep model in the first place? (not just a rhetorical question)
  3. emeyex

    Toy Soldiers

    Quote:Original post by jpetrie I'm planning on picking it up, both to support Max and because it looks awesome. But first I have to hook my 360 back up. What's up Josh, long time no see - hope you enjoy the game!
  4. Quote:Original post by Jason Petrasko As I'm not too happy with the benchmarking down on that linked site, I'm going to do my suite with open source downloads on win32 using gcc and two processors: AMD Phenom X3 at 2.6ghz, and a Celeron 900 (Core 2 single at 2.2ghz). I'm only interested in LUA vs. Squirrel, since they are at least somewhat matched in features. Comparing them to the others is like apples and oranges, and I'm not sure why AngelScript benchs so poorly in that test run. First impressions: The Squirrel overhead is totally in the calling of the native c functions, as its internal bytecode with simple math is faster than LUA. Glad to see someone else is also interested specifically in the LUA v Squirrel smackdown - I'll be eagerly awaiting your results... it's a cop out on my part, but I swear if I weren't stuck in the insanity of milestone madness I'd contribute some benchmarking results too... something just doesn't feel right about those results....
  5. I was asking about some of the Squirrel speed differences presented by those benchmarks over on the Squirrel forums: click if you're curious, the author of Squirrel gives a pretty thorough reply toward the bottom.
  6. The problem I have with such tests is that they are so narrow in their bench marking scope: they're all essentially a single while loop doing the same operation over and over. That's not to say they're not useful, but it seems like there are many other factors of potentially larger impact or that might change the equation - it would be interesting to see timing tests from a game that was able to swap out different scripting implementations, to get the full range of situations: garbage collection, native <-> script bindings, etc. Obviously that would require a fair amount of work to try and support two completely separate script implementations... but maybe there's someone out there who has done so.
  7. Your engine nodes don't need to know anything about being edited - simply expose the ability to be translated/rotated/scaled. Let the editor manage selection sets and gizmo manipulation. Gizmos should be editor objects which store the underlying engine nodes and manipulate them based on the user-interaction. Let the editor manage which "mode" you're in (i.e., only one active gizmo at a time, translate/rotate/scale, if that's how you want to handle it - no reason though that you couldn't have multiple active gizmos). At least that's how I do it, in a very broad nutshell.
  8. some options: *use an outline color on your font *drop shadow (similar effect to an outline color) *play with blend modes (subtractive, additive, whatever), although this will look strange... maybe that's the kind of effect you want though?
  9. I say use your macro. You can address the issue of it requiring two corresponding "define"/"declare" sections by simply writing the definition of new and the class heap in the header, i.e., #define MM_DECLARE_HEAP(heapName) public: static void* operator new(std::size_t uiSize) throw (std::bad_alloc) { static Memory::Heap* s_pClassHeap=0; if(s_pClassHeap == 0) s_pClassHeap = Memory::HeapFactory::CreateHeap(heapName); return ::operator new(uiSize, s_pClassHeap); } (imagine there are slashes at the end of each line for the macro) Now all you need is MM_DECLARE_HEAP in your class header file. Don't get me wrong, I love templates, but I'm not sure how they're a win in this case - depends on the specifics of your requirements and how involved you want to get (i.e., whether you want traits classes, heaps that can be shared between classes without being the "global" heap, etc). On a side note, either your global operator delete will need to be able to detect which heap the returned memory came from, or else you should be sure to implement a corresponding class operator delete.
  10. emeyex

    Question about multiple bachelor degree's.

    Yes, I have two, a B.A. and a B.Sc. I don't see a whole lot of point in getting two of the same, but my first degree was in English and French Lit., and my second was in Computer Science, so there was pretty minimal overlap. I started as a freshmen the second time around, but was able to transfer pretty much all of the general ed. style courses. So yeah, you enroll as normal (as a freshmen). They look at your previous college GPA primarily, but I suppose that could vary (they may factor in high school SAT/ACT/GPA to some extent, it's hard to know for sure).
  11. I believe the file name should be "usertype.dat", not "usertypes.dat" (i.e., singular, not plural). At least that's what mine is named and it works fine.
  12. emeyex

    Creating Win32 applications

    If you're using C++, I recommend wxWidgets. Free and with a sufficiently liberal license to allow for proprietary development. While not quite as nice as going straight C#, it's worth it to me to avoid maintaining a tedious glue layer between managed and native code. However, if your points-of-contact between managed and native code are few, that could potentially be a better approach (i.e., C++ engine, Managed C++ glue to expose necessary functionality, C# Gui). Unless your GUI requirements are pretty minimal, or want to spend the next year writing your own GUI library, I would just about never recommend using the native Win32/C functionality for creating your GUI elements.
  13. emeyex

    School Suggestions

    Your question is likely to spark a long debate from which you'll get many "passionate" answers (this forum gets these sorts of questions very frequently). Rather then start the debate, I'd really recommend you just search this site for 'digipen' or 'fullsail' or 'college' or similar search phrase (i.e., whichever college you're curious about). There's a ton of material there. In short, there really is no one route. You'll hear stories of success and failure from all of them. Just read all the posts, and if you're still curious what people here think, then I'd post back with more specific questions.
  14. emeyex

    School Suggestions

    Before you make such a big decision, you should make sure you actually enjoy programming games. This may be moot if you have already done so recently, but I'd recommend at a minimum messing around with making games in a fairly high-level language (C#/ActionScript/Python) to make sure it's actually something you enjoy. If this is definitely something you want to pursue professionally, I would potentially recommend learning some C++ as well, at least getting your feet wet. Additionally, I'd make sure you enjoy math as well - possibly dusting off an old Pre-Calc refresher and going through some problems. Note that what you're doing is definitely possible - I changed careers pretty drastically some time ago, somewhat similar to your situation. These are the steps I followed, and it worked well for me. You just don't want to sink a lot of time/money/energy into a complete U-turn if you're not sure it's something you will truly enjoy... or at least that's my humble opinion. While you're doing the stuff I mentioned, I would highly recommend visiting schools and doing research (including searching this site). Don't listen TOO much to any one person's opinion on which school - ultimately it's a very personal choice - the school has to fit your needs. If you don't yet know what those needs are, then that's step one.
  15. I don't appear to have used this (doing a quick search on my code-base), but from its description in the docs it seems like it fits the bill: wxWindow::SetClientSize
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