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About starfleetrp

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  1. Canada! I be in it! Advice on what to get up to?

    Yeah the praries do get pretty bad, but once your used to it, its no big deal. It can get down to -50 on the very odd days, but -30 to -40 are average in the dead of winter. By the time spring comes around and its -20 people are barely wearing anything and by -5 tee-shirts and +5 means break out the shorts. Then in the middle of summer when some weeks its +35 or +40 (celcius), really kills the spirits, although for some reason the cold doesnt. Yes we are kind of weird in the pararies. In short, dont visit us in the middle of winter of summer unless you like it cold or hot. Boolean you should just stock up on layers (Wind Breaker which is wind and water proof, a good liner for the wind breaker (unless you get an all-in-one jacket) and a fleace) and get a good pair of gloves and maybe even a face mask if you are not used to the cold for the first little while when winter comes along. Its always better to be prepared.
  2. Sourceforge.net was blocked in China

    Quote:Original post by Mike.Popoloski I'm not sure why people seem to always forget that it was not America that started a war with Japan. This wasn't an Iraq situation, where we went out and bombed them because "they were bad". The attacked us, they killed us, and they didn't follow standard rules of war. Random Fact (not on topic with China): Japan tried to follow the rules of war, but bad (American) traffic going to the state department meant that the Japanese Ambassador was late to deliver the Declaration of War to the americans. The Japanese Admeral beleived that it had already been delivered when he ordered the attack on Perl Harbour. Not that this changes anything but there intent was to follow the rules of war. PS: The War on Iraq is not really a war, it is an armed conflict, which means that American soldiers do not have to follow the Geneva convention, and do not have to give any prisons rights, (they can work them without pay [which they do], no food, etc). I do however agree that dropping the first Nuclear bomb was necessary (maybe not on the target it was dropped on), but the second should never have been dropped. Since the first was probably all that was required. It was later stated that if the US had a third nuclear bomb available at the time of bombing, they would have also used that (I believe it was ready for use a couple of months after Japans surrender). This means that Japan would have surrendered after the 3rd bomb not the second. [Edited by - starfleetrp on July 10, 2008 7:21:00 PM]
  3. HEMO - Homicidal Emo

    Ok I found A few problems. First is that in full screen mode it is not really full screen since there is a bar along the top this shows the windows behind it. Second I could not aim the mouse up high enough to hit the characters near the top of the screen. Third my angel guy keeps going over the edge of the screen so I can no longer see him. There are a few other problems with the windows position in relation to my screen, one of which is the full screen problem. Out of fullscreen mode the window is too far over to the right and dpwn so part of the screen is missing (specifically the lives) and there is a gap where I can see the desktop to the right. It would be nice if the game could be played in windowed mode, so you can move it around I only played it for about 10 seconds each time because after that I could no long see what was going or hit the guys at the top of the screen on so I quit. EDIT: I forgot to mention that I was playing on Windows XP with a resolution of 1280*1024
  4. Universal Gravity

    This has been bothering me for quite some time since I can not think of the name for this term. It is the point in space, where the attraction between two objects are equal. Forinstace the point between earth and the sun where the combined forces from these two objects action on each other is equal to 0 N.
  5. Multithreaded Sockets

    I am trying to figure out how I could make a multithreaded TCP interface. I think have the basic layout figured out, however I am not sure when I should lock the individual sockets from access. I know that I should lock it so that no more than one thread can send data at a time. However I do not know if I should lock it in this surcamstance: 1 thread is reading 1 thread is writing Also would it cause any problems if one thread is writing while one is trying to Select() to find what sockets should be read? This has not real world purpose at the moment, beside the fact that I am interested and would like to learn and create a multithreaded capable network interface.
  6. What languages shoud i learn?

    From what I understand most game studios use C++ among many others. However if you just want to make a normal game XNA for C# has a large community and a lot of resources available for it. Its only downside is its for Windows and Xbox 360 only. I am sure others here will help you out more, however I need to go, sorry.
  7. Ouch that had to hurt!!

    Quote:Original post by LessBread Whoever it was that said programmers were lazy wasn't kidding... [smile] Your right either way, which really sucks. If the forum put in links automatically the programming posters would be lazy If the posters have to put in the link code then then forum programmers were lazy for not implementing the code.
  8. I am an expert at [insert buzzword here]

    You are right, many people say they are experts when in reality they know little on the subject (or rarely they know a lot but not enough). However the people I consider to be experts do not say they are, because they understand that there is still more to learn and they can never really be an all knowing expert. If someone really insists of being an expert... let them be like me. Im an expert... an expert on not being an expert! My 10 cents, I would really like to see were this topic takes us!
  9. And now its back after several days. Dont these people just give up?
  10. Problem with std::map

    Thanks it works now! I have a question regarding this new implimentation. When should I use the way I was using and the way that you showed me?
  11. Problem with std::map

    Ok ill post the comparison for a vector3(which is the color variable) inline bool operator< (const Vector3& vec) { if ( x < vec.x && y < vec.y && z < vec.z ) return true; return false; }
  12. Problem with std::map

    Here is the render resource structure typedef std::map< RenderResource, std::vector<_line> > RenderLineQueue; struct RenderResource { Vector3 color; inline operator < (const RenderResource& res) { if (color < res.color) return true; return false; } inline operator == (const RenderResource& res) { return (color == res.color); } }
  13. I am using this map to link link a resource type to a list of lines to render. My problem is that no matter what I do I can only have a map size of 1 even though I have 3 different resources (right now it only has a vector3 for color). So I am pretty much only getting all my lines to render as red, when then should be rendering as red, green, and blue. void RenderQueue::AddLine(const RenderResource& res, Vector3& pos1, Vector3& pos2) { ResourceLineQueue::iterator it = mQueue.find(res); if ( it == mQueue.end() ) { std::vector<_line> vec; // dont think i need this but in here to be sure mQueue[res] = vec; it = mQueue.find(res); } if ( it->first != res) { //it almost always gets here } _line line; line.pos1 = pos1; line.pos2 = pos2; it->second.push_back(line); } I hope you can spot my error, since I may just be overlooking it! There might be some typos here since my source code is not on this computer (the one its on has no internet at the moment :( ). Also I know this is kind of sloppy coding since it only supports one line, but I am planning to build from it once I get this 'simple' set up and working!
  14. Games surprisingly Good.

    RTCW:ET I just can not stop playing it. It is so much fun online especially if you know losts of the people playing on the server. Even when I know noone on the server I just like the gameplay and how you have to play to get better and help out your team (its objective based) Another plus is that is absolutly free, but id pay a lot for it now that im hooked
  15. Multiplayer sprites

    I am not an expert on this subject so dont take my opinion as law as im sure there are more educated people on here who could answer your question better. I beleive the whole point of haveing multiple game states is so that the client can request the changes between stateX and the current state on the server. It would request the changes since the last update it got by sending a packet requesting an update since packet(x). The server then would compare the changes between the current gamestate the the previous state(x) and send the client the delta change. The client then would update the current world state with the changes, and repeat the process, doing its own calculations to keep things smooth. The server would keep an array of all of the old objects in a serialized state and would have a function to check the changes between to two states to send them off to the client upon request. If you need to know more i'll try my best to help!
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