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messenger (Member Profile)
Your video, Dumb things I've done while Depressed, has made it into the Top 15 New Videos listing. Congratulations on your achievement. For your contribution you have been awarded 1 Power Point.
John Cleese Explains Fawlty Towers
I think Ive done that before myself. By the way I love this show.
(Member Profile)
Your video, Linkin Park - What I've Done (3:27), has made it into your personal Highest Rated Videos listing. Congratulations on a job well done. For you contribution you have been awarded 1 Power Point.
Chuck Norris plays the role of a Marble Mouthed Buffoon
"Ive been there twice, Ive done two tours...[sic] "
....seriously chuck ?
Tell that to the guys lieing in the fucking VA hospitals who are missing limbs, lets see how sympathetic they are to your political views.
You've done two tours....that's fucking disgusting that he even puts himself at that level.
Hes a goddamn C grade actor and washup martial artist, you haven't done a goddamn thing you moron.
Photo-Realistic Virtual World Rendered LIVE server-side
Ive done some work in Direct X and rendering to screen. Every time something happens the buffers have to update. That's a huge world ...that needs to update for every user.
That's why world of war craft has that cartoon texture. And Even then it may or may not work well. In all that I have played or researched, for college papers on the industry, rendering is done on the client sides with the information for the world stored in database files. To do this on the server side is going to require a massive connection and a huge bank of hardware. That is why it is so easy to hack client to server applications including games, Gary Hoglund goes into detail about this his books exploiting online gaming.
I find it hard to believe that they can do this with no latency on a horrible internet commercial. This seems alot like the lochness monster, or that Iraq had WMDs.
Even in Unreal all the meshes and textures were stored as ASCII files that held location points about the objects, and the rest was rendered on the users computer, and the goal was to make all objects as low poly as possible. Because once the lighting and geometry is added it will start to slow things down. That's why they came up with new ways to map textures so that they wrap around the geometry like bubble wrap seen in Gears of War.
In short(not short): it is not best practices to render from the server, the server is just there to facilitate communications. That is what a client server system does. The clients talk to each other through the server, with the simplest of messages.
Article about Otoy:
http://www.ubergizmo.com/15/archives/2008/07/otoy_serverside_3d_rendering_is_taking_the_wrong_path.html
Halo 3 Rocket Deflection
Ive done some programming for the Unreal System, and got to look at some Half Life code. (Engine Public Releases).
Some of this stuff is programmed to happen, its not just luck.
What I mean is even though the rocket is non guided, sometimes in random situations like this one Karma is used. Causing the rocket to go towards a spawn point. There is no way to know that the rocket was going to go that way, or hit the spawn point.
When there is a player who is owning faces left and right all of the sudden he cant own faces any more, because his karma is bad.
siftbot (Member Profile)
i am not aware of the full rules around this site, im not promoting anything, and im not trying to get a reaction of anybody, if you want me to remove the video y dont you just ask me and kindly explain what ive done wrong instead of just kicking me out, message bak please
Why did the guy in India cross the road?
its not that hard seriously, ive done it
the traffic in india/pakistan is so clogged and congested that the majority of cars/bikes never reach a high speed, and as a result its easy for the drivers to snake around you as you stand in the traffic. Also theres more motorcycles in india, higher manueverability