C0dec's Posts
Nairaland Forum › C0dec's Profile › C0dec's Posts
1 2 3 4 5 6 7 8 9 10 11 12 (of 38 pages)
well the aussies didnt have that many chances. materazzi didn't deserve a red too. ps: FIFA rankings are BS. |
FORZA ITALIA! well deserved. |
shango:well shevchenko still scores for both club and country. |
forza juve! |
aww. loving me is crucial. ![]() just recovered from a ban by u know who. msn please. |
my madam. i hail. |
my current solution contains 4 projects for dependency reasons and i need to work on them together and code frequently gets changed. my point is that it never happened on 2003, so it shouldn't happen on 2005. Things should get better. |
Fdeveloper:yes i am and i'm not the only one complaining -> http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=132651&SiteID=1 |
what a boring game. angola is just lucky to be in such a crappy group. but i can bet they wont make the most out of it. |
cote d'ivoire sucked big time. no team work. they could have easily beaten that crappy dutch team but a lot of players were trying to make a name for themselves. |
the cup is going to italy or argentina. no doubt. |
world cup is between italy and argentina. Bleep it! HT score: arg 3 - serbia 0. |
Cornrows are used by people of African ancestery in many different regions of the world. However, some controversy over them has emerged in Nigeria, where hair braiding among men is considered a sign of femininity or homosexuality. [1] http://en.wikipedia.org/wiki/Cornrows https://upload.wikimedia.org/wikipedia/en/thumb/3/3c/Braid.jpg/250px-Braid.jpg True? |
1 - 0 should've been a draw. |
lol. just saw this --> PS2 outselling 360. |
@dakmanzero: my demo does perform better in multithreaded mode than single threaded. i tried it. these subsystems are updated at a slower rate than the graphics. for instance, the physics only updates once every 40 millisecond. techniques like these are what will be applied to bigger games. there's one of such techniques, can't remember the name now, but it's similar to the concept of double buffering in graphics. even a triple buffering technique int threads exists. concurrent programming is a neccessity for next-gen or companies are going to bite the dust. seems B&W used a combination of decision trees and some other stuff. no neural nets in there. others --> http://www.gameai.com/games.html. |
well it all depends on program design and you can seperate routine (b). the answer is keeping the shared data centralized. let me try to use an example, (i'm not good at explaining things) say you're chasing object A. A has it's x and y coordinates, oh Bleep it. that tabletennis demo i did, right? i had up to 3 or 4 threads accessing and modifying the ball position. i had an AI thread that simply 'chased' the ball, querying it's position. i had a physics thread that did the necessary ball motion simulation updating it's position, i also had a networking thread that queried the ball for it's position. i could give your the source if you want. i guess it'll be clearer in code. black and white could've used a "rule-based AI system". i think that's what tekken and most fighting games use. |
FORZA ITALIA! |
ok my bad. i guess i mixed things up. i tend to glance over posts instead of patiently reading them. my bad. but i think you're mixing up the definition of autonomous here: an autonomous agent is a system situated within and part of and environment that senses that environment and acts on it, over time, in pursuit of its own agenda and so as to effect what it senses in the future. FPS bots, characters in sports games are examples of autonomous agents. oh yes, though i haven't played it, i hear black and white is really good. i dont think any game has used neural networks because debugging them is hell. their output is unpredictable just like real-life situations. unlike a FSM, where u know your agent is either running or still, either shooting or not. oh well, anyway, thanks man. if millions (which i doubt :p) roll in, i go holla. u on msn or yahoo? enjoying the chat. |
cosmetic physics though it may be but it's still part of the physics engine. and those explosions do interfere with gameplay. well, my definition of game logic is everything outside the rendering phase. well, anyway, yeah with AI it's the results that usually matters. if it looks good, no need to go all complex. despite it's age, most games still use finite state machine (FSM) technology for their AI. though some games do implementing more advanced AI techniques - take a look at spore. not sure wat UT2004 uses but i hear 2007's gonna be using fuzzy logic (just some rumor maybe). game AI is quite interesting and intuitive if you're into it but the biggest problem is in debugging. i just started a new AI project. check it out with some of my other crappy projects. i might just have to go thru some of those codes. i need ideas for team tactics in a football game. |
hehe, so u went through carmack's code? nasty eh. well, anyway, yeah with parallelism, games can become unpredictable. thats the problem with threads, you dont which thread is going to read from or write data to at any time so things can get out of hand but thats only the beginning of it. code might work perfectly at debug mode but then in release mode, u could get something totally off. but there's one thing i know, man has walked on the moon and i'm so certain man will overcome this. game programmers are greedy and always want to maximise and squeeze as much as they can onto hardware. the industry is quite competitive and no one wants to be left in the dust. multi-core PCs are the future and they're gonna use all cores they can get. there's this war game on the 360 - one of the release titles - i think it's call of duty 2 or something. quite a heavy game. i heard that one of the 360 cores is solely dedicated to all the particle systems for the game. went to a conference last month. there was a talk by some guys from rare about their 360 title, Kameo. They said they tried as much to use all the power the 360 had to offer including all their cores. with the time and relatively little experience they had with concurrent programming and the new console, they believe they did a very good job but also think there's still more power to tapped from the system which they say they'll eventually will. |
well, i think it's very possible to run the subsystems in parallel. it's just that programming with threads can be quite messy. i did a project on that recently with graphics, physics, some basic ai and networking running on seperate threads. might be a little project compared to the heavy games out there but hey with good OO designs, it's very much possible.BTW, you've heard of PPUs right? |
alexis:binary or decimal ![]() |
i bet someone else is still gonna ask again. |
yo dakmanzero. i dey. you really went thorough with the processor architectures. glanced thru the design doc. ok you're right but you could say the functionality of the SPE is more or less like another core. concurrent programming (threads and all) techniques will still be required to bring out the power and from what i've heard, it's nothing nice. nice article but a little old though -> http://arstechnica.com/articles/paedia/hardware/crossplatform.ars |
dunno about vb but if u try working with c++ projects, intellisense drains the cpu like woah. the only way to fix it (that i know of) is to delete or rename some dll. apart from that, the start up is slow. why can't it be as fast as 2003. what's in that bloody GUI? |
VS 2005 sucks. |
i'll have to disagree with you there dakmanzero. the PS3 is actually multi-core. that's why it's going to be a bitch for programmers. multi-threading with 3 cores is tough on it's own and now 9 wtf!anyway, seeing as the cost of developing games has increased. i don't think any publisher will be willing to drop so much dough for their game to be available on one platform. these means most games will be released across all platforms so that these companies can make their dough. the way i see it, the games will be developed on a common platform (PC?) and then ported to various platforms with a bit tweaking here and there. therefore the games will look almost the same across all platforms and PS3's extra muscle power would just be a complete waste. nintendo is winning this. PS3's price has killed it. next gen doesn't need that much power. haba! @neoteny. cool down, it's not equivalent to 9 3.2ghz intel processors, cool down. did u read the article at that link PS3's RSX has half the triangle setup rate of the ATI chip https://www.theinquirer.net/images/articles/PS3_memory_bandwidths.jpg |
recycle bin this. |
those *.exe files are native win32 executables which means they'll work on ms windows. However u can still run some windows exes on linux. one way is using wine |
exp() returns a double. |

and i'm so certain man will overcome this. game programmers are greedy and always want to maximise and squeeze as much as they can onto hardware. the industry is quite competitive and no one wants to be left in the dust. multi-core PCs are the future and they're gonna use all cores they can get.
well, i think it's very possible to run the subsystems in parallel. it's just that programming with threads can be quite messy. i did a project on that recently with graphics, physics, some basic ai and networking running on seperate threads. might be a little project compared to the heavy games out there but hey with good OO designs, it's very much possible.
wtf!