If you can't accurately and easily render a volumetric superquadratic ellipsoid with specific parameters on the back of a napkin, maybe you shouldn't be in the field of physics in the first place. Nobody said it was going to be all fun and games.
It's pretty sweet how they seem to intentionally design every single revision of the Playstation 2 with a preset self-destruct date. Time will tell with the new 70000 series!
That has nothing to do with the post I was replying to and is in fact one of the valid complaints I was referring to, you inflammatory jackass. He was saying he used bnetd to "get away from the world."
Anyone who's ever played a Blizzard game online knows how easy it is to congregate in a private channel and create a private, password-protected game. No one else will even know it exists, let alone the password required to join it, unless you explicitly tell them.
Valid complaints against the ruling exist; yours is not one of them, troll.
The fact that you zerg rush says a lot about you, methinks!
That's not entirely accurate. Some games now use scripting, but I wouldn't call it "most." Unreal has always used a proprietary language called UnrealScript, and Far Cry uses lua, for example. Quake 1 used "QuakeC," which was a compiled language, I think.
However, the Quake 2 and Half-Life engines (which I would call the most prevalent as mods go) call into dynamically loaded libraries containing the game logic, so that mod makers can recompile the DLL or SO without needing the source code for the multimillion dollar bleeding edge (or not) engine.
Half-Life 1 used C++ off and on, but still had a lot of Quake in its blood. Half-Life 2 is heavily object-oriented. Up until Doom 3, on the other hand, I think Carmack was steadfast about using pure C.
That game stole a good 1.5 years of my life. Worst...addiction...ever. "CronoStrife" I used to play as. I can't remember what I ate for breakfast, but I can recite a laundry list of names of people I knew in that game.
I forgot to mention that, with regard to HL2's "fake radiosity"--it's not all that fake, although Valve did blow it way the hell out of proportion whenever they discussed their tech. It's simply static and misunderstood. Computed for the entirety of the map geometry offline at what's known as compile time for the level, and stored inside full color light maps for each surface.
It doesn't, that I know of, impact the appearance of any dynamic entities in the level, with the exception of (indirectly) those that rely on cubemapped reflections from the surrounding environment. That's because the cubemaps used for materials that reflect the environment are actually generated inside the game using a console command, after everything has been compiled and lit.
See that chrome ball in many of the images? It's photographed at several different exposures with the camera, then the samples of varying brightness are assembled (using a program like HDRShop) into a panoramic "light probe" which interpolates between them. This light probe can be used in high end 3D rendering software for image-based lighting, or IBL, of the scene.
The multiple photographs from the camera at different settings serve to capture the--wait for it--dynamic range of the lighting in question infinitely better than any single photograph could otherwise hope to. Once you have assembled a high dynamic range light probe of the scene, you can adjust the exposure "virtually" in the host software.
The end result here is that the positioning and intensity of the highlights, as well as the color casts on the 3D models is contiguous with the real life scene they're superimposed into. It's arguably subtle, but so is real lighting. It was one of the most difficult aspects of comping 3D renders into real life environments prior to the advent of IBL, and even then, only recently is the technique reaching a widely accepted "usable" point.
IANA3Dprofessional, just a hobbyist kid with an interest in the technology, so DISCLAIMER GOES HERE. Excuse me if I'm horribly off about any of it.
No, I was pretty obviously not aware of Faust, nor did I think CSound was for processing as much as it was for generation, NOR did I think it operated on anything remotely resembling a real-time basis.
I have no reason to be anything but thrilled to be set straight, as I wouldn't purport to know everything there is about audio software by a long shot. Nor did I intend to "irritate" anyone...it seems a terribly odd thing to get irritated by.
I only replied the way I did because the examples you gave didn't seem directly comparable to Jesusonic at all to me. Cool new idea, it's the same to me.
24-bit DA? Really? So it converts the digital signal back to analog and sends it back to the guitar?:P
The Line 6 Guitar Port is neat, but the "DA" part of it is going to rely on your audio interface. Sample rate is equally important, and even then, numbers don't tell the whole story. 24-bit doesn't necessarily spell quality. The Audigy/Extigy, for example, apparently lie about their 24-bit/96 kHz converters. I don't know if it's true, but I've seen it repeated quite a bit, and it doesn't seem unlikely.
Again, I don't think you're giving Justin nearly enough credit, because you aren't acknowledging the flexibility of this system. The POD is a bunch of knobs--it sounds GREAT for what it is, but assuming the Jesusonic delivers on its claims (and the software is already there...for free...and runs on linux...), the POD can't approach it in controllability. The Jesusonic is completely programmable. This is nigh apples and oranges.
You should realize Jesusonic has its own interpreted (JIT?) language for the effects, which probably has its roots in the "Signal Processing Sudio" DSP plugin for Winamp...which in turn probably stemmed from his experiments with the AVS visualization plugin for Winamp, and its various interesting modules such as "superscope," which plotted lines and points based on audio data coming in from Winamp. You specified exactly HOW using a relatively tiny proprietary language with a handful of math intrinsics, constants and operators. Very cool, and people did some terribly impressive things with it. It has quite a following.
In terms of flexibility, the only remotely comparable system to the Jesusonic I can think of off the top of my head is Native Instruments Reaktor--but that's a completely different, visual-centric concept. It acts more as a virtual circuitboard, you nest and drag audio/data/trigger connections between small, specialized modules such as "audio XOR" and "1 pole lowpass filter," chaining them to construct in much the same way you would with actual hardware.
Quoth the official site: When you feel like you have exhausted combining the many included effects, and want to come up with something completely ridiculously new and never-done-before, you can make use of your keyboard, and write new effects (or take an existing effect and customize it). Using the integrated code editor, you can actually write simple code that will be compiled into fast machine code on the fly, letting you quickly try out effect ideas and push the realm of possiblity even farther. You can do all of this--without having to stop for any reason. While you edit the code, the effects still run. When you want to try your code out, hit one key and within a small fraction of a second you are hearing results.
I think it'd be very cool to rapidly prototype DSP effects in this manner, and be able to examine/modify the considerable library that's already there. I think he deserves a little more credit than you're giving him. And did anyone notice the software runs on linux Right Now(TM)?
Alias Maya 6.0 has an embedded Gecko browser that's modified to support hyperlinks in MEL, Maya Embedded Language, giving it access to the majority of Maya's underpinnings. Every menu option or button in the program executes a MEL command (or several).
Kinda wonder if that's exploitable.
It also includes a customized java Apache httpd (I'm sure there's some subproject name I'm missing here) with search capabilities based on Lucene for all the online documentation.
Aqsis [tagline - REYES for everyone!] is an open source REYES renderer, RenderMan-compliant. Its web site is a decent source of information on the subject, the links contained within are better.
Well, you do not RC. Steam is Valve's proprietary DRM (OOH BAD WORDS) content delivery system, relying upon a great many other people to provide bandwidth and servers for things like game updates, updated modules for their anti-cheat (yes, think PunkBuster), and more recently, entire games. They even have Bram Cohen working on it.
If the protocols were to be blown too wide open--and source code theft will do that--it would arguably be (even more) trivial to fake the authentication process as you connected to a "secure" server, running as many cheats as you wanted.
Of course, ask most Half-Life players, and they'll say VAC (Valve Anti-Cheat) is worthless in its current state anyway. Let's hope they have something up their sleeve that'll coincide with or preempt the Half-Life 2 release, even if it's just extra effort doing updates to the modules. Somehow I think their attention has been elsewhere for a while.
Having recently made an excursion into the world of XHTML 1.1 web design, I have to say, it demands so much of your code, you'll never look at tag soup the same way again. But it's worth it. It took a while, I adjusted, and will never give an (X)HTML document that doesn't validate* to the browsing public again. I strongly urge all of you to put forth the effort to check your pages and read up about web standards (here) as well.
If only there were some way to get the same from the 8,419,528,073 animated GIF-loaded, Frontpage Express, Geocities-hosted messes elsewhere on the web.
*: Don't forget to check your CSS for validity as well.:)
If you can't accurately and easily render a volumetric superquadratic ellipsoid with specific parameters on the back of a napkin, maybe you shouldn't be in the field of physics in the first place. Nobody said it was going to be all fun and games.
The times, they are a-changin'.
(got sarcasm?)
It's pretty sweet how they seem to intentionally design every single revision of the Playstation 2 with a preset self-destruct date. Time will tell with the new 70000 series!
That has nothing to do with the post I was replying to and is in fact one of the valid complaints I was referring to, you inflammatory jackass. He was saying he used bnetd to "get away from the world."
Go away.
Anyone who's ever played a Blizzard game online knows how easy it is to congregate in a private channel and create a private, password-protected game. No one else will even know it exists, let alone the password required to join it, unless you explicitly tell them.
Valid complaints against the ruling exist; yours is not one of them, troll.
The fact that you zerg rush says a lot about you, methinks!
That's not entirely accurate. Some games now use scripting, but I wouldn't call it "most." Unreal has always used a proprietary language called UnrealScript, and Far Cry uses lua, for example. Quake 1 used "QuakeC," which was a compiled language, I think. However, the Quake 2 and Half-Life engines (which I would call the most prevalent as mods go) call into dynamically loaded libraries containing the game logic, so that mod makers can recompile the DLL or SO without needing the source code for the multimillion dollar bleeding edge (or not) engine. Half-Life 1 used C++ off and on, but still had a lot of Quake in its blood. Half-Life 2 is heavily object-oriented. Up until Doom 3, on the other hand, I think Carmack was steadfast about using pure C.
That game stole a good 1.5 years of my life. Worst...addiction...ever. "CronoStrife" I used to play as. I can't remember what I ate for breakfast, but I can recite a laundry list of names of people I knew in that game.
:P
And "MynockGuano" isn't a common name.
I apologize, you can't get much more off-topic than this, but did you used to play the game Shattered Galaxy?
Err, it might never move because people centered them before creating links to the coordinates.
I forgot to mention that, with regard to HL2's "fake radiosity"--it's not all that fake, although Valve did blow it way the hell out of proportion whenever they discussed their tech. It's simply static and misunderstood. Computed for the entirety of the map geometry offline at what's known as compile time for the level, and stored inside full color light maps for each surface.
It doesn't, that I know of, impact the appearance of any dynamic entities in the level, with the exception of (indirectly) those that rely on cubemapped reflections from the surrounding environment. That's because the cubemaps used for materials that reflect the environment are actually generated inside the game using a console command, after everything has been compiled and lit.
What's that got to do with HDRI
See that chrome ball in many of the images? It's photographed at several different exposures with the camera, then the samples of varying brightness are assembled (using a program like HDRShop) into a panoramic "light probe" which interpolates between them. This light probe can be used in high end 3D rendering software for image-based lighting, or IBL, of the scene.
The multiple photographs from the camera at different settings serve to capture the--wait for it--dynamic range of the lighting in question infinitely better than any single photograph could otherwise hope to. Once you have assembled a high dynamic range light probe of the scene, you can adjust the exposure "virtually" in the host software.
The end result here is that the positioning and intensity of the highlights, as well as the color casts on the 3D models is contiguous with the real life scene they're superimposed into. It's arguably subtle, but so is real lighting. It was one of the most difficult aspects of comping 3D renders into real life environments prior to the advent of IBL, and even then, only recently is the technique reaching a widely accepted "usable" point.
IANA3Dprofessional, just a hobbyist kid with an interest in the technology, so DISCLAIMER GOES HERE. Excuse me if I'm horribly off about any of it.
NB: "new" in "cool new idea" was supposed to be trikethrough. But Slashdot is stupid and so am I for not previewing.
No, I was pretty obviously not aware of Faust, nor did I think CSound was for processing as much as it was for generation, NOR did I think it operated on anything remotely resembling a real-time basis.
I have no reason to be anything but thrilled to be set straight, as I wouldn't purport to know everything there is about audio software by a long shot. Nor did I intend to "irritate" anyone...it seems a terribly odd thing to get irritated by.
I only replied the way I did because the examples you gave didn't seem directly comparable to Jesusonic at all to me. Cool new idea, it's the same to me.
OT, where could I learn more about Faust?
The interface provides 24 bit AD/DA conversion
:P
24-bit DA? Really? So it converts the digital signal back to analog and sends it back to the guitar?
The Line 6 Guitar Port is neat, but the "DA" part of it is going to rely on your audio interface. Sample rate is equally important, and even then, numbers don't tell the whole story. 24-bit doesn't necessarily spell quality. The Audigy/Extigy, for example, apparently lie about their 24-bit/96 kHz converters. I don't know if it's true, but I've seen it repeated quite a bit, and it doesn't seem unlikely.
Again, I don't think you're giving Justin nearly enough credit, because you aren't acknowledging the flexibility of this system. The POD is a bunch of knobs--it sounds GREAT for what it is, but assuming the Jesusonic delivers on its claims (and the software is already there...for free...and runs on linux...), the POD can't approach it in controllability. The Jesusonic is completely programmable. This is nigh apples and oranges.
You should realize Jesusonic has its own interpreted (JIT?) language for the effects, which probably has its roots in the "Signal Processing Sudio" DSP plugin for Winamp...which in turn probably stemmed from his experiments with the AVS visualization plugin for Winamp, and its various interesting modules such as "superscope," which plotted lines and points based on audio data coming in from Winamp. You specified exactly HOW using a relatively tiny proprietary language with a handful of math intrinsics, constants and operators. Very cool, and people did some terribly impressive things with it. It has quite a following.
In terms of flexibility, the only remotely comparable system to the Jesusonic I can think of off the top of my head is Native Instruments Reaktor--but that's a completely different, visual-centric concept. It acts more as a virtual circuitboard, you nest and drag audio/data/trigger connections between small, specialized modules such as "audio XOR" and "1 pole lowpass filter," chaining them to construct in much the same way you would with actual hardware.
Quoth the official site:
When you feel like you have exhausted combining the many included effects, and want to come up with something completely ridiculously new and never-done-before, you can make use of your keyboard, and write new effects (or take an existing effect and customize it). Using the integrated code editor, you can actually write simple code that will be compiled into fast machine code on the fly, letting you quickly try out effect ideas and push the realm of possiblity even farther. You can do all of this--without having to stop for any reason. While you edit the code, the effects still run. When you want to try your code out, hit one key and within a small fraction of a second you are hearing results.
I think it'd be very cool to rapidly prototype DSP effects in this manner, and be able to examine/modify the considerable library that's already there. I think he deserves a little more credit than you're giving him. And did anyone notice the software runs on linux Right Now(TM)?
Nevermind, didn't take too long to find out I was remembering completely incorrectly. Just long enough that I could appear ignorant. Perfect!
...but isn't Steam synonymous with Power Play?
Alias Maya 6.0 has an embedded Gecko browser that's modified to support hyperlinks in MEL, Maya Embedded Language, giving it access to the majority of Maya's underpinnings. Every menu option or button in the program executes a MEL command (or several). Kinda wonder if that's exploitable. It also includes a customized java Apache httpd (I'm sure there's some subproject name I'm missing here) with search capabilities based on Lucene for all the online documentation.
Aqsis [tagline - REYES for everyone!] is an open source REYES renderer, RenderMan-compliant. Its web site is a decent source of information on the subject, the links contained within are better.
IIRC, Steam is the graphics engine...
Well, you do not RC. Steam is Valve's proprietary DRM (OOH BAD WORDS) content delivery system, relying upon a great many other people to provide bandwidth and servers for things like game updates, updated modules for their anti-cheat (yes, think PunkBuster), and more recently, entire games. They even have Bram Cohen working on it.
If the protocols were to be blown too wide open--and source code theft will do that--it would arguably be (even more) trivial to fake the authentication process as you connected to a "secure" server, running as many cheats as you wanted.
Of course, ask most Half-Life players, and they'll say VAC (Valve Anti-Cheat) is worthless in its current state anyway. Let's hope they have something up their sleeve that'll coincide with or preempt the Half-Life 2 release, even if it's just extra effort doing updates to the modules. Somehow I think their attention has been elsewhere for a while.
(don't know about Opera)
:)
Here is Opera's rendering mode "strategy."
Having recently made an excursion into the world of XHTML 1.1 web design, I have to say, it demands so much of your code, you'll never look at tag soup the same way again. But it's worth it. It took a while, I adjusted, and will never give an (X)HTML document that doesn't validate* to the browsing public again. I strongly urge all of you to put forth the effort to check your pages and read up about web standards (here) as well.
If only there were some way to get the same from the 8,419,528,073 animated GIF-loaded, Frontpage Express, Geocities-hosted messes elsewhere on the web.
*: Don't forget to check your CSS for validity as well.