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DrewGreen

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  1. this might be of interest to you.
  2. Come to think of it the &&s should probably be ||s. It's one nested statement. Sorry I should have explained - separating them out will lead to this implementation returning true in cases where there is no collision taking place. For example when the ball & paddle bounding box/collision rectangles satisfy the conditions for x (i.e. left & right) but not for y (top & bottom): o --- or vice versa: --- o A collision would be detected every time the two objects occupied rougly the same space on either the x or y axis. My fantastic ascii art shows a scenario where this would return true (more importantly, the ball would never go out of play) What you're after is the area where both of these are true (i.e. the intersection) [Edited by - DrewGreen on June 2, 2006 12:24:15 PM]
  3. if (bottom1 < top2) return true; if (top1 > bottom2) return true; if (right1 < left2) return true; if (left1 > right2) return true; Reconsider this part of the Collide function. I haven't tested this on a machine but try replacing it with: if ((bottom1 < top2) || (top1 > bottom2)) if ((right1 < left2) || (left1 > right2)) return true; edit: changed && to || [Edited by - DrewGreen on June 2, 2006 12:55:05 PM]
  4. linky edit - the description doesn't do it justice unfortunately, it's fairly heavy going & fast paced but has tons of useful intros to many of those topics.
  5. Quote:Original post by Endar Quote: You model all your code in UML before you write it. Enthusiastic UML modeling is typically done by those who aren’t strong coders, but consider themselves software architects anyway. Modeling tools appeal most to those who think coding can be done in conference room by manipulating little charts. The charts aren’t the design, and will never be the design, that’s what the code is for. I'm not in the work force yet, but I do a lot of programming, and the only time I actually did a serious amount of UML work (more than just modelling the highest 4-5 classes) was a group project. That was ridiculous. I'm no UML fanboy but I think the author has missed the point somewhat - as you say, there is a great deal more to UML/OCL than just a few class diagrams. "The charts aren’t the design, and will never be the design, that’s what the code is for." suggests to me a lack of understanding purely by the failure to recognize design (high level solutions to system requirements) and code as two almost entirely discrete entities (although obviously the code/solution fits the design). There is nothing to imply you're making a mistake by modelling the design in UML or whatever other tool you wish to use before writing the code, in fact the dev lifecycle/methodology you're using may require it. Equally there's nothing wrong with updating them as you go. (although personally I haven't yet encountered a situation where I'd do it this way unless I was using it just for documentation purposes). Otherwise an informative read that I more or less agree with. [Edited by - DrewGreen on May 17, 2006 9:36:15 AM]
  6. Yep, that's an oscillator. I wrote my own version a while back and possibly made a discovery myself - on a 256x256 grid this pattern will eventually reach a stable state but not before creating some coolness as well: 10101 00000 00100 01110 00100 00000 10101 (1 = living cell, 0 = dead) I also added an option to mess with the rules of the game (i.e. change the number of neighbours required for birth/death, 0-8) but interestingly couldn't find another configuration except for Conway's where things look "realistic". a few others to try if you haven't already: Pulsar (leads to the oscillator in your picture) 010 111 101 111 010 Glider 010 011 101 Queen Bee Shuttle 1100 0010 0001 0001 0001 0010 1100 Pentadecathlon 1111111111
  7. Does anyone know where I can download a copy of the documentation supplied with the dx8 sdk? Can't find it anywhere.
  8. Thanks I'll give that a whirl - it's a definite timesaver over the usual airbrushed shadow/highlight method I use.
  9. Genius! So simple it's embarrassing. That site is a great find by the way, I've found a couple of brushes that look like they'll do the trick nicely, so I'll try a combination. Jarrod: Unfortunately not. Not really a 3d guy, I've got milkshape but that probably won't cut it.. thanks for the tip though.
  10. Fair enough. I agree there's not much detail but was hoping people might have seen the ads. I found a better example: and a few felt pictures that are helping to inspire me. I haven't started on the art yet so can't post any of my own work - I'm no artist but am capable of reasonable results with a lot of effort so my approach has been to 'research my subject' before I draw anything. If it helps, the first image is pretty close to what I want to achieve, the theme of the game involving finger puppets. edit: also the 2 images at the bottom of this page, however I don't own a copy of ZBrush. [Edited by - DrewGreen on May 7, 2006 8:13:06 PM]
  11. I'm trying to create a plush toy felt look for some 2d game art & was wondering if anyone could help me out here? I guess it'd be possible with shaders but the engine I'm using doesn't support them (plus I don't know anything about them) I did google but couldn't find much about how to achieve this, largely because there were hundreds of results with lines like "someone felt such and such" - the main problem I'm having is how to get a reasonably realistic cloth look, an example of what I'm trying to achieve would be the characters from the Comfort fabric softener adverts that appeared in the UK not so long ago: Any suggestions?
  12. Quote: Bush called Merkel "authentic, open and direct." "My what a small penis you've got" sorry, couldn't help myself. Not intended as bush-bashing btw
  13. I can't say I'm too bothered about how real a game's arsenal sounds, as long as it's satisfying - and most are (my favourite's the Barrett .50 cal sniper rifle in DF2). Then again I've never fired a real gun either. Maybe a force feedback mouse would help... :) OT: Whilst we're on the subject of sound effects, what really gets me are the sounds used in every film/tv show/whatever for a) metal doors opening (ignore the music), and b) police radio chatter. I don't have a sample for the police chatter but it's on the GTA 1 soundtrack - specifically the "Five George K" and "[something] is apparently secure from ground level, we're gonna retour beepetybeep" (or that's what I can make out) parts. It's also made appearances in various cop shows. When you've heard it before it kind of ruins the suspension of disbelief. The door sound is off futurama but it could be from anywhere, & again when I notice it it ruins the illusion as I then start thinking about why they can't get some new samples. Grr. Maybe it's just me.
  14. Anyone seen Brass Eye?.... http://en.wikipedia.org/wiki/Brass_Eye#2001_paedophilia_special