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Messages - Destiny/Zack0Wack0

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Help / Re: VCE?
« on: August 29, 2013, 03:28:11 AM »
VCE is obsolete. Don't use it ever again.

Modification Help / Re: Echo'ing the latest tweet of a person
« on: August 14, 2013, 06:42:29 AM »
As of version 1.1 of the Twitter API you need to authenticate to view tweets of a person. That means you need to implement an OAuth client (as far as I know) in order to fetch tweets. So good look with that.

Add-Ons / Re: Chrisbot6's Renderman Mod - I ain't afraid of no renderman!
« on: February 21, 2013, 02:48:37 AM »
Jimmg made this and said you can butcher it however you want

Modification Help / Re: Variable commands
« on: January 12, 2013, 07:29:57 PM »
Can you not do that? It's beginning to get loving annoying. Actually ask a question rather than "What". It's completely counter-productive.

If there's going to be a lot, you might break it up into many SimGroups in a grid to optimize it.

Modification Help / Re: Vanish Mod
« on: January 04, 2013, 08:21:16 PM »
okay, still missing camel case but no one gives a stuff about that anyway, it's cool.
aaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaa
Lookout, it's the formatting police!

I'm absolutely sick of this attitude. Just because you don't like their identifier casing does not give you the right to command them to change it in the name of quality. There are many styles and respective users of those styles and no style is better outside of objectivity. Stop being egotistical and condescending. If you want to get anywhere in computer science, you have to learn to adapt to coding styles so please grow a pair of balls and stop prancing around telling people pedantically how to write code.

One of the vectors in the result of a raycast is the normal, which is a vector perpendicular to the face that the raycast hit (don't have Blockland installed but IIRC `normalFromRaycast` is the function to get it, you can also use getWords but I would recommend that utility function). So "0 0 1" would be a face horizontally flat and would have the familiar stud decal on it. You can hence find out the direction the face is facing, but you don't have any statistics about the size of the face, its distance from the centerpoint, etc. so I'm not sure how you would find the centerpoint of the face.

EDIT: You can do it for cuboid bricks, but I assumed you wanted it to work for all bricks.


The OP has already been answered in earlier posts and a discussion about RNGs is completely related to the topic. Look bud, I said "Torque does not do this" and then you posted an incorrect snippet to which I explained thoroughly and politely why it was incorrect. I don't understand how you can call Torque a hybrid language, it sticks to its data orientated OO roots pretty thoroughly. I am absolutely here to tell people how RNGs work, because a) I explained why Torque's builtin RNG would not regress and hence the OP's assumption that the RNG was to blame was wrong b) you posted a statement to which I kindly directed an explanation of why it was incorrect and again why the RNG was irrelevant to the OP's bug.

1) The "more local something the better" is a bad attitude in _most_ non-concurrent use cases, as that takes up more memory and cycles. Like I mentioned before, using it in the update function of the game is bad because it will (depending on the language) need to reallocate the random number generator each time the function is called, reseed it (which can be expensive depending on the PRNG type) and it won't be random because the same numbers will be generated each time.
2) TorqueScript does not "modify the seed to keep fully random, instead of psuedo random". Every random number generator is psuedo-random, calculating actual entropy is impossible and seeds are only used once. You keep complaining about me explaining how PRNGs work when you apparently already know -- even though you say ridiculous things like the above and are only now listening to why instantiating a RNG in a game update function is bad even though I've detailed this 2 times before.
3) hhehea u so funy

The point I was getting at, was simply to generate a random object each time it's used, and use a "time-esk" value for the seed.
Except as I explained above, that's not how you should be using it at all. You're not meant to create a new one each time it's used in scope, which is what your code implies unless it is global scope and seeing as this is C# I doubt it very much.
Thank you for going into extreme depth about a situation explained in beginner computer science, It's clear you have knowledge in the subject, and I thank you for taking the time to explain it. However, please refrain from giving me lectures about stuff I'm already aware of. Sarcasm aside, I assume you saw ineffecient code, and as such, you had to fix it, happens to me all the time, but I seriously don't need the lecture.
You obviously don't know this stuff correctly because you came in here assuming that PRNGs were seeded each cycle and posted an incorrect snippet of code that will give beginners the wrong idea. If you post in this category I am completely in my rights to school people just as everyone else is completely in their rights to do the same to me, this is how humans learn.

General Discussion / Re: Your Server Sucks (and here's why)
« on: December 28, 2012, 10:32:41 PM »
Too bad ranting about it is going to accomplish nothing except start a circlejerk huh

Off Topic / Re: My new nicknames
« on: December 27, 2012, 06:13:02 AM »
what the forget did I just read

buildable vehicle server
If it's based on fast schedules, then there's your answer.

General Discussion / Re: What characters does Blockland chat support?
« on: December 26, 2012, 04:50:16 AM »
Extended ASCII as far as I know, but I've seen hints of UTF8 support in some places.

General Discussion / Re: Wound deletes the sky
« on: December 26, 2012, 04:44:50 AM »
port had already done this litterally months ago
The game cleanup code was doing it before it was cool.

I'm not sure how torque's random number generator works. I assume when you ask it, it sets its seed each time you ask for a new random number
That's not how a random number generator works. That's a (not random) hashing function. Like I said, the seed is used once and (usually) never touched against once it has been used to initialize the RNG.
That depends on how the random function is used. I'm not sure of torque's syntaxes, but generally, I make Random number generators as local as possible
Example, in a function that asks for something random or needs random number generation, I do this:
Code: [Select]
Random rand = new Random(gameTime.elapsedMilliSeconds)

I'm not sure how torque's random number generator works. I assume when you ask it, it sets its seed each time you ask for a new random number, unless this is not a random number generator badspot built in, but is pure torquescript, but again, I don't know torque's syntax.
That is completely incorrect usage of a random number generator. The seed has to be unique per generator (generally using a unique time value such as time since the epoch, not a time delta like your code implies). If you were to use your code (say it's running in a time step callback in a game) then each user could possibly get the same seed (because in general, time deltas can be reliable on high-end hardware) and generate the same numbers which is not at all what you want in this case (again, assuming that your code wants unique numbers per user which it implies). The only case where sharing the seed of generators are really useful is cryptography or world generation and a few edge cases. That's not even considering the high amount of memory RNGs use. There should be a global RNG for the whole game (or a context, such as a world instance) to have predictable randomness (based on a unique seed if using time) and to keep memory use to a minimum.

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