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Log from #csharp at freenode 2006-07-29
[22:43]<xylxjzys>i rendered a badass 2d shield with like 200 triangles
[22:43]<xylxjzys>with shading and stuff
[22:43]<vufvuzn>chaka: living in binary now? ;)
[22:44]<rxrcr>Xiphoris, re engine: I'm ok either approach actually. Only reason I was planning on using ogre was because I was looking at implementing everything myself
[22:44]<rxrcr>vulture, heh
[22:44]<rxrcr>Xiphoris, ogre would make life easy in some respects, but harder in others, so eh
[22:44]<xylxjzys>wait ... what does ogre do if you have to implement everything yourself?
[22:44]<zgzzcygnv>heh
[22:44]<xylxjzys>is it just an abstraction layer to use different back end libraries?
[22:44]<xylxjzys>already I'm dong all my own triangles and stuff
[22:44]<nnzjpfrr>Xiphoris: bad ass 3d graphics.
[22:45]<nnzjpfrr>it's a fully featured 3d graphics engine.
[22:45]<zgzzcygnv>man
[22:45]<xylxjzys>but what does that mean? :(
[22:45]<rxrcr>Xiphoris, all 3d is taken care of, you simply script your scenes, meshes and effects. The work is with the mechanics, network etc
[22:45]<nnzjpfrr>scene graph, particles, shaders, resource management, etc...
[22:45]<xylxjzys>ahh, ok
[22:45]<zgzzcygnv>i wish i'd have started doing professional software/game development back when i was like 12-13
[22:45]<xylxjzys>collision detection?
[22:45]<rxrcr>Xiphoris, some support
[22:45]<xylxjzys>AnarkiNet: I doubt you'd be a professional at 12
[22:45]<xylxjzys>AnarkiNet: I think you;d be in school =P
[22:45]<zgzzcygnv>then i would have had 5-6 years of being able to have everything paid for by my parents :P
[22:46]<zgzzcygnv>Xiphoris, you'd be surprised
[22:46]<nnzjpfrr>Xiphoris: that's physics not graphics - and they have wrappers for famous physics engines like newton, ode and physx.
[22:46]<rxrcr>zeroflag, there are addons that help with integration, so it's not that bad
[22:47]<nnzjpfrr>chaka: I know, I've been playing with ogre for quite some time now. ;)
[22:47]<rxrcr>even with all of those conveniences, it's still alot of work
[22:48]<rxrcr>to take an ogre game all the way to mature would probably demand more man hours than it would for a simple managed directx game
[22:48]<zgzzcygnv>yeah
[22:48]<rxrcr>so, just depends really
[22:48]<xylxjzys>hmm
[22:50]<rxrcr>Xiphoris, check ogre out and see what you think. The samples are relatively easy to build in VS
[22:50]<zgzzcygnv>ugh
[22:50]<xylxjzys>I like the idea, I just am not sure I want to use C++ for this
[22:50]<zgzzcygnv>is a quadruple-nested foreach bad?
[22:50]<zgzzcygnv>:P
[22:50]<nnzjpfrr>http://www.alliancethegame.com/screenshots.php <-- now tell me again that you want to use something else than ogre...
[22:50]<rxrcr>Xiphoris, exactly :)
[22:50]<xylxjzys>I'm a big C++ fan and have a lot of experience with it.. I'm just tired of using it :P
[22:50]<zgzzcygnv>C# ftw
[22:51]<nnzjpfrr>actually I hate c++...
[22:51]<zgzzcygnv>but, Xiphoris, look at Jed
[22:51]<xylxjzys>the last thing I want to worry about is my own memory management etc.
[22:51]<xylxjzys>and using boost pointers is really not that easy either
[22:51]<nnzjpfrr>it doesn't support threading and I love threading
[22:51]<zgzzcygnv>its a C#/managed direct3d engine
[22:51]<xylxjzys>I'll check out Jed
[22:51]<zgzzcygnv>here...link
[22:51]<xylxjzys>google isn't finding it
[22:52]<zgzzcygnv>its on codeplex.com
[22:52]<zgzzcygnv>http://www.codeplex.com/Wiki/View.aspx?ProjectName=JADENGINE
[22:52]<rxrcr>AnarkiNet, re 4xforeach, it's bad only when your search domain gets big
[22:53]<zgzzcygnv>i'm traversing an XML document
[22:53]<zgzzcygnv>Jad looks highly active
[22:53]<rxrcr>AnarkiNet, using XmlDocument or XmlReader?
[22:54]<zgzzcygnv>XmlDocument
[22:55]<xylxjzys>AnarkiNet: Jed only supports first person cameras... what does that mean?
[22:55]<zgzzcygnv>erm
[22:55]<rxrcr>AnarkiNet, in either case it should be ok, as you're limited to the size of the document. I tend to use SelectNodes() and process documents in finite stages
[22:55]<zgzzcygnv>i'm using .GetElementsByTagName()
[22:55]<zgzzcygnv>does SelectNodes use an XPath expression?
[22:55]<rxrcr>yes
[22:56]<rxrcr>and you can cast/convert XmlNodes to XmlElements for data access
[22:56]<nnzjpfrr>Xiphoris: it means it's a gameengine that focuses on FPS type games and thus is limited - you won't have that with ogre...
[22:57]<xylxjzys>zeroflag: what language am I supposed to use with ogre though?
[22:57]<xylxjzys>I really want to avoid C++ for this
[22:57]<zgzzcygnv>erm
[22:57]<zgzzcygnv>the camera doesnt really affect much
[22:58]<rxrcr>Xiphoris, C++ mostly. They have bindings for python and .net, but they kindof suck imo
[22:58]<xylxjzys>:/ see that's a problem of its own
[22:58]<rxrcr>Xiphoris, I'm fine with targetting a simpler application with C#/DirectX, means we'll get to see results sooner
[22:59]<zgzzcygnv>Xiphoris the other thing you could do
[22:59]<zgzzcygnv>is to make all the game logic and stuff seperate from the viewing/displaying
[22:59]<xylxjzys>I'm planning on using a MVC pattern so maybe I could just not care =P
[22:59]<zgzzcygnv>eg make it a dll and
[22:59]<xylxjzys>and later change out the graphics..
[22:59]<zgzzcygnv>yeah...
[23:00]<zgzzcygnv>i think i might use CodePlex for my projects...
[23:01]<zgzzcygnv>it looks pretty cool
[23:01]<xylxjzys>er, what are you doing that relates to google? :P
[23:01]<zgzzcygnv>lol
[23:01]<zgzzcygnv>CodePlex is a microsoft-run thing :P
[23:01]<xylxjzys>o
[23:01]<xylxjzys>I thought codeplex was the name of the google code repo
[23:01]<zgzzcygnv>i doubt google would be using aspx :)
[23:01]<zgzzcygnv>no
[23:02]<rxrcr>nah, google just announced that, but afaik it didn't have a name
[23:05]<xylxjzys>well, I'll keep working on it and see where I get :)
[23:05]<zgzzcygnv>heh
[23:06]<xylxjzys>I'm having to learn as I go, never done a lot of game programming itself
[23:06]<zgzzcygnv>well
[23:06]<zgzzcygnv>yeah...just be sure you use my networking framework :D
[23:06]<zgzzcygnv>its really lightweight
[23:06]<xylxjzys>what does it provide?
[23:06]<zgzzcygnv>it'll probably be around 20-30KB
[23:06]<xylxjzys>and what license is it under?
[23:06]<zgzzcygnv>umm
[23:06]<zgzzcygnv>it will probably be under a MS-style shared source license
[23:06]<zgzzcygnv>and it provides...







