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Log from #blender at freenode 2006-06-25
[06:37]<myrrmrmrrr>And Java2D is so nice. ^_^
[06:37]<myrrmrmrrr>buck, have you ever played with jME?
[06:37]<2uac>:)
[06:37]<2uac>jme?
[06:37]<npnrp>eMEMEMEME
[06:37]<2uac>mobile?
[06:37]<myrrmrmrrr>Java Monkey Engine.
[06:37]<npnrp>I want jmeea!!
[06:37]<2uac>no?
[06:37]<myrrmrmrrr>buck, it's a pretty 3D engine. :)
[06:38]<2uac>I use GTGE for my java games
[06:38]<myrrmrmrrr>I am writing my own 2D isometric engine in Java. ^_^
[06:38]<myrrmrmrrr>Well, s/writing/attempting to write
[06:38]<myrrmrmrrr>x)
[06:38]<2uac>cool :)
[06:38]<djsx79>well, I figured the tony hawk 3 model and texture formats out, and converted them to my own formats, and when I view the shadows are just baked into the levels as normal polygons/textures
[06:38]<2uac>if you have no experience, you might want to write something simpeler first though
[06:38]<djsx79>I mean tony hawk 4
[06:39]<xrffnd>MickMcMack, hrm, I have some code *somewhere* that may be of use.
[06:39]<myrrmrmrrr>buck, I have a fair amount of experience with Java2D.
[06:39]<sxjzvwrvn>MickMcMack: yo holmes
[06:39]<myrrmrmrrr>That's not what holds me back.
[06:39]<2uac>oh okay
[06:39]<myrrmrmrrr>My inherent laziness is the main problem!
[06:39]<djsx79>I use SDL + Opengl...
[06:39]<sxjzvwrvn>MickMcMack: http://www.stormwind-studios.com/Misc/BtoRMaterialEditor5.jpg
[06:39]<2uac>motivation
[06:39]<myrrmrmrrr>Hallo thar Mr. ShortWave and halley. :)
[06:39]<2uac>always the hardest bit
[06:39]<myrrmrmrrr>buck, always. :)
[06:40]<myrrmrmrrr>halley, does it use the _evil_ staggered coordinate system? ¬_¬
[06:40]<xrffnd>It uses a natural cartesian grid.
[06:40]<xrffnd>It's slow as all sin.
[06:41]<myrrmrmrrr>ShortWave, looking good as usual - the only thing I can suggest is maybe centering the text (vertically) in the white boxes.
[06:41]<sxjzvwrvn>MickMcMack: I thought about that.
[06:41]<myrrmrmrrr>halley, is that like taking a regular 2D grid and rotating it round a bit, so you get a rhombus shaped map?
[06:41]<myrrmrmrrr>ShortWave, I mean, apart from that it's looking pretty nice.
[06:42]<sxjzvwrvn>MickMcMack: but. I'm considering adding summary information to those buttons
[06:42]<xrffnd>MickMcMack, it's just like the coordinates you'd use if you looked at a Blender floor from an angle. You give it the logical world X,Y,Z, it returns the screen H,V.
[06:43]<myrrmrmrrr>ShortWave, does your gui lib do tooltips?
[06:43]<myrrmrmrrr>halley, aha!
[06:43]<myrrmrmrrr>halley, I was looking at something like that before.
[06:43]<myrrmrmrrr>halley, so it's a 3D engine, but without rotation?
[06:43]<sunlxrnn>MickMcMack: it does look pretty programming fee
[06:43]<sxjzvwrvn>MickMcMack: Nope. Blender has no timer event/thread, so tooltips would be *really really* hard to implement
[06:44]<sunlxrnn>MickMcMack: *free
[06:44]<myrrmrmrrr>Surphaze, yep. :)
[06:44]<myrrmrmrrr>Surphaze, allegedly some guys made a game in 3 months just using Python/
[06:44]<myrrmrmrrr>*.
[06:44]<[rnfya]>:)
[06:44]<myrrmrmrrr>ShortWave, you can always make a timer thread! :o
[06:44]<sunlxrnn>MickMcMack: cool
[06:44]<myrrmrmrrr>ShortWave, http://www.kaneva.com
[06:45]<myrrmrmrrr>Is what we were discussing earlier. :3
[06:45]<xrffnd>MickMcMack, well, it always works in screen 2d blits, not some polygonal system.
[06:45]<sxjzvwrvn>MickMcMack: No can do. Both meself and Timmeh have already attempting using threads in the script window, it just doesn't cut it.
[06:45]<myrrmrmrrr>Ah, okies.
[06:46]<myrrmrmrrr>ShortWave, you know what I would _love_ to see (even though it may already be available and I just haven't seen it yet), a way to have floating script windows.
[06:46]<hgffdzrrjg>LILO GOT HACKED
[06:46]<sxjzvwrvn>MickMcMack: you mean the entire window floats? Because the windows in my UI float and can be moved around.
[06:46]<hgffdzrrjg>OMG
[06:46]<hgffdzrrjg>go on #freenode
[06:46]<sxjzvwrvn>err
[06:46]<sxjzvwrvn>huh
[06:46]<sunlxrnn>I just saw that global notice
[06:46]<sunlxrnn>anyone else?
[06:47]<sxjzvwrvn>hrm, interesting
[06:47]<sxjzvwrvn>ratbert eh?
[06:47]<myrrmrmrrr>ShortWave, yeah, the entire script window.
[06:47]<xrffnd>Er, duh, Surphaze. Global means global.
[06:47]<zgmzzns>guys..
[06:47]<zgmzzns>oh
[06:47]<sunlxrnn>halley: heh well no one else mentioned it
[06:47]<myrrmrmrrr>ShortWave, so you can move the entire script gui over the 3D view, for example.
[06:47]<sxjzvwrvn>why would you need that?
[06:47]<sxjzvwrvn>The blender UI really isn't designed for that.
[06:47]<myrrmrmrrr>ShortWave, because I am a big fan of having one big 3D window.
[06:47]<myrrmrmrrr>¬_¬
[06:48]<sxjzvwrvn>MickMcMack: You *are aware* that a spacehandler script can do that.
[06:48]<sxjzvwrvn>MickMcMack: I've already tried doing it with my UI lib, but there's an issue with how space-handlers currently work.
[06:48]<myrrmrmrrr>ShortWave, that sounds complicated!
[06:48]<myrrmrmrrr>*nods
[06:49]<sxjzvwrvn>MickMcMack: The space-handler script is executed on every draw loop. So all draw code has to be re-interpreted on each iteration of the script. It's non-persistent.
[06:49]<hgffdzrrjg>THEY KILLED A NODE OMG
[06:49]<hgffdzrrjg>OMFG
[06:49]<sxjzvwrvn>Indeed, you don't see that shit every day
[06:50]<sunlxrnn>the node that the hacker was on?
[06:50]<sxjzvwrvn>Makes you wonder.
[06:52]<sunlxrnn>well now its awful quiet
[06:53]<sxjzvwrvn>indeed
[06:53]<djsx79>net split
[06:53]<sunlxrnn>I don't think it was just a run of the mill netsplit
[07:29]<sunlxrnn>hmm the fireworks ended?
[07:29]<sxjzvwrvn>neighborlee: Live previews too, that's not a mockup
[07:30]<znyzx2jzfnn>Surphaze, heh
[07:30]<znyzx2jzfnn>ShortWave, yeah
[07:30]<sunlxrnn>neighborlee: I honostly thought the network was going to be down for the rest of the night or something
[07:31]<sxjzvwrvn>Surphaze: Would not have surprised me.
[07:31]<sunlxrnn>ShortWave: showing off your renderman exporter?
[07:31]<sxjzvwrvn>the material definition side of it, yeah







