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Nuke Mexico posted:One of the few reasonable STL re-implementations was done for the pupose of exposing more memory-management options, i.e. using a pool- or cached allocator of some point, so I might be able to buy that. There's almost never any excuse for re-implementing your own vector or linked list or hash table yourself "because it is faster" because it almost certainly never is. Link to dis: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
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# ? Jun 9, 2008 17:47 |
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# ? May 4, 2024 09:59 |
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After fixing a number of weird bugs I decided to tidy up the application a bit. I have also replaced the exe's icon with a picture of the ceo - and renamed the release 'Galloping Gareth' as it is his fault we are using vb.
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# ? Jun 9, 2008 18:13 |
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I've been working on Project Fred off and on for a while now. It's based on Project Dolphin, which ran for a while about 4-5 years ago. It's just a program that runs in the background, counting your keystrokes and mouse actions. You can then submit the counts to the fred website and get ranked against other users. Totally pointless! I keep meaning to update it (especially since I fixed a bug in the mouse distance calculation since the last release) but life has a nasty habit of getting in the way. I also had to endure the horrors of PHP writing the joomla plugin for the fred website. It's a joomla plugin cos some dude asked me to integrate it into his joomla site cos he figured he could make millions of dollars out of it somehow. As far as I know, he's got about 6 users that have made a submission. beuges fucked around with this message at 21:59 on Jun 9, 2008 |
# ? Jun 9, 2008 21:56 |
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MrMoo posted:Read and weep, pretty lame discussion here: Wow. Thanks for that link. I had never seen their "rationale" (such as it is) laid out quite like that before. It just goes to show that library quality and code quality need not be in lockstep. Qt is a great library that just happens to contain lots of painfully bad code.
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# ? Jun 9, 2008 22:00 |
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tripwire posted:Thanks, good stuff to know. Nuke Mexico posted:NIH syndrome at its worst
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# ? Jun 10, 2008 10:41 |
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OneEightHundred posted:It's not really NIH when flaws with STL are frequently cited in the reasons for making them. And then they go and invent an even more flawed set of libraries.
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# ? Jun 10, 2008 17:50 |
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Anode posted:
You can use NodeBox's Colors library on GAE? I was going to deploy my color-related application to GAE but it used PIL and GAE doesn't support PIL at the moment. I peeked in the source for NodeBox and it seemed to use either CoreImage or PIL depending on what you had installed - I couldn't find any documentation for CoreImage online so I'm not really sure what it is. Can you retrieve a list of colors from an image on GAE with the NodeBox library?
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# ? Jun 10, 2008 20:23 |
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OneEightHundred posted:It's not really NIH when flaws with STL are frequently cited in the reasons for making them. To be fair though, every case of "Not-Invented-Here" Syndrome I've ever dealt with in the past by rationalization of "flaws" in the 3rd party system which are either (a) imagined/spawned from ignorance ("STL is so slooow"), (b) superficial ("I don't like the style of STL or templates "), (c) not repaired in the replacement implementation, which may usually be less-featured ("Well I hate iterators, so I just wrote my own version of the library that just doesn't have them" or "STL was so complicated and totally overkill to use, so I wrote my own memory-managed hash-map system. Here's the PDF describing the interface"), and/or (d) replaced with far worse flaws ("Yeah, it crashes when you try to allocate a new array every so often, so keep an eye on that...")
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# ? Jun 11, 2008 00:06 |
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Nuke Mexico posted:To be fair though, every case of "Not-Invented-Here" Syndrome I've ever dealt with in the past by rationalization of "flaws" in the 3rd party system
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# ? Jun 11, 2008 05:28 |
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OneEightHundred posted:Well, I meant fairly rational reasons, i.e. executable size reduction on the order of several megabytes, bloated interfaces that make extension difficult, and poor allocator support. Fair enough. Code size bloat due to templates and allocation support are definitely the most valid reasons I've heard
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# ? Jun 11, 2008 11:42 |
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OneEightHundred posted:The problem with accelerating physics calculation is the latency, which is still a bit too high for comfort when doing gameplay-critical physics.
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# ? Jun 11, 2008 20:44 |
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I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of inspiration from AI, robotics and ethology. Video from last year: http://www.youtube.com/watch?v=I1P_B65XW4I Most of the work has concentrated on Spiders, although I'm currently extending the simulation to cover creatures of similar morphology (body close to ground, legs in parallel), such as insects and lizards. SuperFurryAnimal fucked around with this message at 01:43 on Jun 12, 2008 |
# ? Jun 12, 2008 01:35 |
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SuperFurryAnimal posted:I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of insperation from AI, robotics and ethology. That's absolutely amazing. Awesome job!
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# ? Jun 12, 2008 01:41 |
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SuperFurryAnimal posted:I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of inspiration from AI, robotics and ethology. Wow, that is a pretty darn cool thesis project. Did you work on the latest Indy movie?
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# ? Jun 12, 2008 05:39 |
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SuperFurryAnimal posted:I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of inspiration from AI, robotics and ethology. That looks fantastic
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# ? Jun 12, 2008 09:43 |
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ashgromnies posted:You can use NodeBox's Colors library on GAE?
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# ? Jun 12, 2008 10:24 |
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SuperFurryAnimal posted:I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of inspiration from AI, robotics and ethology. Pretty please post more details!!!!!
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# ? Jun 12, 2008 10:44 |
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SuperFurryAnimal posted:Very impressive! That motion is spot on. It's ironic that in the pre-friction sequence with the blocks, the spider looks almost completely real, and the much simpler blocks are what look fake.
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# ? Jun 12, 2008 16:44 |
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That spider is absolutely terrifying. What progress have you made with your thesis? What remains to be done? Do you ahve some other animal videos?
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# ? Jun 12, 2008 18:21 |
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SuperFurryAnimal posted:I've been developing techniques for the realtime procedural animation of assorted creatures for my Ph.D. The idea is that all animation is driven by the creature's embodiment in the environment, taking a lot of inspiration from AI, robotics and ethology. Holy cow. Can you give more details on what technology makes this possible? That's awesome.
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# ? Jun 12, 2008 18:38 |
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ashgromnies posted:Holy cow. Can you give more details on what technology makes this possible? That's awesome. Basically, the core technologies are a fully physically simulated figure (rigid body hierarchy with powered joints), inverse dynamics (limb movements), robotic/ethology inspired gait controllers, and a lot of self-organisation. The animation is a result of the (mostly indirect) feedback between many self-regulating simulatory components, which all act in some way to maintain balance.
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# ? Jun 12, 2008 21:51 |
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SuperFurryAnimal posted:I've written a decent summary of the simulation as it currently stands, but I can't get to it at the moment - I'll post it in the next few days. This is really cool. You might find Real-time Motion Retargeting to Highly Varied User-Created Morphologies (Spore's procedural animation) interesting, although I'm sure your techniques create much more realistic animation for spiders.
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# ? Jun 12, 2008 22:33 |
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SuperFurryAnimal posted:I've written a decent summary of the simulation as it currently stands, but I can't get to it at the moment - I'll post it in the next few days. This is so loving cool, do you mind if I bug you with questions on it in the future (working on a somewhat related project myself)?
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# ? Jun 13, 2008 01:09 |
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A command line version of Windows Update written in C# using wuapi.dll. This allows me to script updates as part of the build process for the machines we sell. I whipped this up last night, it's based off my original version which was in VBScript. I have to clean up the text and add the command line args - this was more of a proof of concept and my first time using Interop in .NET.
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# ? Jun 14, 2008 12:34 |
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Richard Noggin posted:A command line version of Windows Update written in C# using wuapi.dll. This allows me to script updates as part of the build process for the machines we sell. I whipped this up last night, it's based off my original version which was in VBScript. I have to clean up the text and add the command line args - this was more of a proof of concept and my first time using Interop in .NET.
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# ? Jun 15, 2008 07:45 |
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Once it's further along, I'll post it. I wouldn't mind source code critique either.
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# ? Jun 15, 2008 12:26 |
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For what it's worth you've spelt "following" as "follwing" in "Adding the following updates to the collection".
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# ? Jun 15, 2008 13:07 |
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ODC posted:Here is something I got finished with not too long ago. I work in the Serious Game / Simulation Industry and this screen shot is from a product we are working on to train US Army Combat Medics. For some reason, this sticks out to me as bullshit. That's not a screenshot, it's a photo. Unless the device is part of the sim, but that doesn't make sense. And how exactly are you training medics with this?
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# ? Jun 15, 2008 18:08 |
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Intel Penguin posted:For some reason, this sticks out to me as bullshit. That's not a screenshot, it's a photo. Unless the device is part of the sim, but that doesn't make sense. Have you not seen a PDA emulator before? Generally they have a frame that is a photo of the device, and the buttons and so forth react to mouse clicks. This is the simplest way to test such software (since reloading an emulator is much quicker than transferring the program to a physical device, and emulators can't be bricked).
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# ? Jun 15, 2008 19:07 |
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Intel Penguin posted:And how exactly are you training medics with this? Combat medics learn to stabilize and triage. They're not learning surgery here, they're learning the steps necessary to stop someone from dying on the battlefield when, for example, their leg has been blown off.
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# ? Jun 16, 2008 00:41 |
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SnurlIt My first released AIR app. Pretty lovely looking, but it does what it says on the tin. Hoping to come up with something a bit more clever next time. Should be able to post screenshots next week of some stuff we're doing at work which is much nicer.
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# ? Jun 17, 2008 23:05 |
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Digital Spaghetti posted:
I was about to reply that I just saw this on Lifehacker or TUAW or something, but a quick search of my Google Reader showed that it was actually just the CoC aggregator. So congratulations on making it to THE FRONT PAGE of sn.printf.net.
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# ? Jun 18, 2008 00:44 |
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more falafel please posted:I was about to reply that I just saw this on Lifehacker or TUAW or something, but a quick search of my Google Reader showed that it was actually just the CoC aggregator. HUR!
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# ? Jun 18, 2008 19:42 |
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more falafel please posted:sn.printf.net. By the way, who's in charge of that? The main page links to a thread that's been archived.
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# ? Jun 18, 2008 20:37 |
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Factor Mystic posted:By the way, who's in charge of that? The main page links to a thread that's been archived.
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# ? Jun 18, 2008 22:41 |
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Lately I've been using a Vicon mocap system a lot for work so I wrote an OpenGL program to visualize data it exports in C3D format: Just points: Points + history:
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# ? Jun 19, 2008 00:15 |
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Factor Mystic posted:By the way, who's in charge of that? The main page links to a thread that's been archived. reporting in! I know the thread is archived, but I have nothing better to link to.
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# ? Jun 19, 2008 01:02 |
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I've been working on ErisMUD for a few years now. It's a MUD server and engine, with easy room/NPC/item creation. A screenshot doesn't say much but here's one anyway.
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# ? Jun 19, 2008 14:13 |
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Factor Mystic posted:By the way, who's in charge of that? The main page links to a thread that's been archived. I saw you tried to catch me on irc - if you dump me an email to tef at printf.net I can add your rss/atom feed.
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# ? Jun 19, 2008 18:54 |
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# ? May 4, 2024 09:59 |
Not nearly as impressive as most of the other stuff in this thread, but I just finished the realtime lighting engine for my stealth game! Whoo! (Linked for ~1MB gif) https://wi.somethingawful.com/17/1782c8630c19e60efb5ab8a877136696a76aba73.gif EDIT: With a different tileset: Jo fucked around with this message at 21:27 on Jun 28, 2008 |
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# ? Jun 28, 2008 19:59 |