Avec de tels avantages, je comprends que personne ne resiste!
Au fait, quelqu´un a une idée sur la Mysterieuse Boite?
http://www.doom4.fr.st/
vive le trip de ouf
baleze le topic
ouah ca me dit bien un post de programmeur 9D ( parce ke 8D c´est pas ma spécialité)
en fait au lieu de toucher au super engine voxel specialisé vertex et moteur scan line dans ma jeunesse j´etait plutot RN9DE ( Revised Nain 9D Engine) plus performant mais offrant moins de service que le classique NPU.
si tu as un post pour moi je serait ravi de travailler aux lightmaps etant donné ke c ma specialité en tant ke luminosité10000000b.
si tu veux je te prépares a la sauce béchamel relevée en cuisson lente grace aux fours c´est bien c bo c bosh: un moteur complet de ray drawing ( parce ke le ray tracing c moins bien) en courbe ki peut meme gérer l´acceleration temporelle ( 9D oblige) et le changement de vecteur d´approche en fonction du mirage du désert du sahara qui peuvent faire incliner les rayons suivant les ZZ-Spline orientée bézier.
mais je dit ca mais peut etre ke j´emploireait une technologie tout a fait differente comme le rendering a point que l´on imprime et ke l´on rescanne et le joueur dessine au marqueur rouge ou il veut tirer il rescanne l´impression on en réimprime une etc... etc... les meilleurs joueurs peuvent atteindre 0.000001 FPS ! !
c´est inimaginable la puissance de ces moteurs !
enfin voila j´attend les indications du chef de projet.
Votre candidature a été transférée au centre de recrutement REDORTOR avec succès après 8 tentatives échouées.
Le centre de recrutement a pris le relais:
veuillez patienter pendant que le Centre de Recrutement tente d´enregistrer votre demande d´emploi, ménageant quelques écrans bleus et quelques reboot, avant qu´il s´énerve et rentre manuellement les données en mode sans échec: hé oui, le centre roule sous Windows!
Kelios
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Ok, c´est beau, Luminosité: c´est ok.
On va pouvoir rentrer dans la 9ème dimension: bon, seul problème, c´est pas supporté par la carte, mais on va faire un mode Virtual x9D ( le x étant pour faire plus amateur).
" RN9DE ( Revised Nain 9D Engine) plus performant mais offrant moins de service que le classique NPU. "
Intéressant. Avec une jolie notice en Coréen, ça sera parfait.
" si tu as un post pour moi je serait ravi de travailler aux lightmaps etant donné ke c ma specialité en tant ke luminosité10000000b. "
Oh non! Les lightmaps c´est dépassé! Et c´est trop Kitsh!
" un moteur complet de ray drawing ( parce ke le ray tracing c moins bien) en courbe ki peut meme gérer l´acceleration temporelle ( 9D oblige)"
Bien noté!
" et le changement de vecteur d´approche en fonction du mirage du désert du sahara qui peuvent faire incliner les rayons suivant les ZZ-Spline orientée bézier. "
Pas mauvais, et ainsi tu pourrais utiliser notre N-Buffer, le buffer servant à y rentrer de l´info ne servant à rien.
" les meilleurs joueurs peuvent atteindre 0.000001 FPS ! ! "
Déso, y,a un gros problème: on est amateur, donc on ne supporte pas le Floating Point... en arrondisant, ça sera donc du 0 FPS.
" c´est inimaginable la puissance de ces moteurs ! "
Hé oui, hé ça, c´est rendu possible grâce à une team amateure sur-entrainés de balèzes du rien!
Bon, reste à savoir l´avis du BigBoss, à savoir quoi garder, quoi enlever, qui insulter, pour qu´on puisse commencer.
Kelios
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c´est d´accord !
je commencerait le 32ème jour du mois de votre choix.
( c´est parce que c´est mon nombre fétiche 2^5)
je me porte-à-porte volontaire pour la maçonnerie du mode Virtual x9D, et je suis meme apte a faire des interfaces COM- ( COM+ mais moins) avec le 8D pour ne pas boulversifier l´equipe.
si vous voulez je pe faire tireur d´élite
Oui vas y.
The present and the future
I´m still developing everything with OpenGL, and I´m still targeting mac and linux as well as windows, but I want to rationally address some points in the API debate:
D3D is clunky, etc
Not really true anymore. MS made large strides with each release, and DX8 can´t be called a lousy API anymore. One can argue various points, but they are minor points. Anti-Microsoft forces have a bad habit of focusing on early problems, and not tracking the improvements that have been made in current versions. My rant of five years ago doesn´t apply to the world of today.
I do think that the world would be a slightly better place if Microsoft had pulled an embrace-and-extend on OpenGL instead of developing a brand new API that had to be rewritten a half dozen times, but its water under the bridge now.
Open for more sales, etc
It has been pretty clearly demonstrated that the mac market is barely viable and the linux market is not viable for game developers to pursue. Linux ports will be done out of good will, not profit motives. From an economic standpoint, a developer is not making a bad call if they ignore the existence of all platforms but windows.
DX8 Gives more features
Some people have an odd view that an API gives you features. Assuming you don´t care about software emulation, hardware gives you features, and an API exposes them. If you try to use vertex programs or bump env map on a TNT, DX8 doesn´t magically make it work. DX8´s hardware independence is also looking a bit silly now as they make point releases to support ATI´s new hardware. They might as well say D3D-GF3 or D3D-R200 instead of DX8 and DX8.1.
All of Nvidia´s new features have showed up as OpenGL extensions before they show up as new D3D features.
Divergent extensions haven´t been a problem up until very recently. All of the vendors tended to support all the extensions they could, and if they had unique functionality, like register combiners, they made their own extension. The current status of vertex programs does piss me off, though. I really wish ATI would have just adopted Nvidia´s extension, even if it meant not exposing every last bit of their hardware.
Abstraction in a high performance environment can be dangerous. If you insist that all hardware behave the same, you prevent vendors from making significant improvements. If the spec for behavior comes from people that aren´t hardware oriented, it can be a huge burden. D3D still suffers somewhat due to this, with some semantics and odd features that make hardware guys wince.
The Good News
We are rapidly approaching a real golden age for graphics programming. Currently, cards and API´s are a complex mess of hundreds of states and function calls, but the next two years will see the addition of the final primitive functionality needed to allow arbitrarily complex operations with graceful performance degradation.
At that point, a higher level graphics API will finally make good sense. There is debate over exactly what it is going to look like, but the model will be like C. Just like any CPU can compile any C program ( with various levels of efficiency), any graphics card past this point will be able to run any shader. Some hardware vendors are a bit concerned about this, because bullet point features that you have that the other guy doesn´t are a major marketing feature, but the direction is a technical inevitability. They will just have to compete on price and performance. Oh, darn.
It´s a Turing machine point. Even if OpenGL 2.0 and DX10 don´t adopt the same shader description language, they will be functionally equivalent, and could be automatically translated.
There is lots of other goop like texture specification and context management that will still be different between API, but the core day-to-day work of a graphics programmer will be basically above the disputes.
John Carmack
Adddict 7:Alors le tireur ça vient?
Doom:
hey les gas ils vous faut des armes ! !! :
=====
/o
pistolet 9mm Remarquer la crosse en ivoire !
===============
===============
//
Lance missile thermo nucléaire a projection deplasma
=========-
/o /
Mp5 SW3 remarquer le viseur point rouge !
oooooo-
//
Arme supreme a gidage thermique !
ben si tu li se message, c que g tiré une balle dans le nez(pas entre les deux yeux, je suis un amateur) de la personne qui voulait t´empecher de le lire
Lightness me semble suffisament amateur pour faire parti de l´équipe. Bienvenu à toi!
vigil, tes guns sont sympa mais sont en 2D. Essaye de voir avec Lightness ce que ca peut donner en 9D.
Comme vous l´aurez remarqué, j´ai un admirateur qui se camoufle sous le pseudo de " HsDin0", biensur ce n´est pas moi
cool en 9D ba je pensais plutot en 10D vue que j´ai une formation de armurier technicien en 10D !
Mais ça me dérange pas de faire en 9D loing de la !
Allez je vais vous faire toute la panoplie de Action MAN !
bon je crois qu´il est temps de créer un univers d´abstraction XD qui permettrait l´interfacage entre les couches dimensionnelles.
ainsi chaque memebre pourrait développer dans son domaine de dimension, 8D, 9D ou 10D voir autre.
comme j´ai deja entamé de codage du Virtual X9D je pense etre en mesure de continuer la couche d´abstraction pour EVXXD ( Extended Virtual XXD)
et pour répondre a DOOM:
thats for sure john carmack is far to be a inredulible man in game developping but as far as i know how this world is rotating on itself the best solution for gaming purpose il still our game enigne based on EVXXD and its appears that DirextX will be completly overheaded by the new technologies which are going to appera in DOOM 4.
i am quite convinced that the best way to go trough ( without beeing pretentious) is the humour engine based to expulse programmers in a better world mase of plurar dimensions interconnected by a buged at this time but near to be functionnal EVXXD interface.
so is my mind, that is my opinion, IMAO.
Lord Of the Games
When Microsoft tried to launch a graphics standard for PC hardware in the early ´90s, John Carmack, the ace programmer behind some of the hottest games ever created for the PC, stayed away from it. Eight years later, Mr. Carmack is still steering clear of Microsoft´s standard as he cranks out the next version of Id Software´s Doom.
" It´s almost like a religious thing for him," grumbles Otto Berkes, a Microsoft program manager who until recently oversaw the company´s DirectX graphics technology division. Unlike Mr. Carmack, many other game developers have adopted the technology.
Mr. Carmack, cofounder and lead programmer at Id Software, is sticking to his own graphics technology. He is an absolute techno-purist who seeks to produce a common code that can run on Windows, Linux, and Macintosh operating systems--something he can´t do with Microsoft´s technology. And by being such a purist, he delights hard-core gamers and graphics experts. Among programmers, he is lionized for his advocacy of openness, particularly for allowing Id Software´s game engines to be used to create an infinite number of customized versions of its games. And among gamers, he is praised for unapologetically making the highly realistic and ultraviolent shooting games that delight young males and horrify parents and politicians.
[...]
Dean Takahashi
February 1, 2002
C´est un combat à coups d´interview de M. Carmack ?
MDR
c excelent:
" A: Yeah, he likes it better than Unreal Tournament. He has a a super mega computer room and we had a Lan Party, or Lan-Mass like he used to joke. We played and of course, Jesus won.
Q: Jesus plays Quake 3?
A: Yeah, he uses the Slash character.
Q: Jesus plays Quake 3?
A: Yeah, he´s really good. The Dalai Lama beat him once tho... It was fun."