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Re: Welcome to 2009

Posted: Thu Jan 01, 2009 5:55 pm
by nikki
jacmoe wrote:
nikki wrote:We still need a decent CgFX editor for Linux though. :? I'm thinking of writing my own after my final exams.
What about qshaderedit, did you try that? :)
Just when I saw it, my Linux desktop monitor stopped working. That was a few weeks back actually, right now I'm on our Windows laptop. Never got around to fixing the monitor. I downloaded QShaderEdit and compiled on Windows, it gave some error about ESPs on function pointers. I almost fixed it but then I got some Cg runtime error and thought, "Ahh the hell with it.". :roll:

Anyway, I'm about to finish installing Arch Linux on the laptop (almost installed Xorg), then I'll try it.

Re: Welcome to 2009

Posted: Fri Jan 02, 2009 3:25 am
by rafa.gdev
stoneCold, actually I haven't seen the movie hehe, but I'll watch it, seems to be good.
About the acronym, I found the words in google but didn't understand exactly what it means hehehe, a little language barrier.

[]'s

Re: Welcome to 2009

Posted: Fri Jan 02, 2009 9:46 am
by stoneCold
rafa.gdev wrote:About the acronym, I found the words in google but didn't understand exactly what it means hehehe, a little language barrier.
Of course the acronym is found in the novel that the film is based on too. In the novel/film it's actually "SSDD" (should be the same in all languages, since it's an english acronym), I just adapted it a little ;)

Re: Welcome to 2009

Posted: Fri Jan 02, 2009 10:47 am
by Kojack
My new year's resolution is to write some code, which I've neglected doing for ages (too busy with work).

So yesterday I wrote the beginnings of a HalfLife2 to Ogre map converter, but the normals and uvs look annoying and I'm pretty sure the eula for Hammer and Vbsp said something about not being able to use them for non valve engines (the sdk with the eula is 900+mb, don't feel like downloading it right now), so I quit (I had wireframes of downloaded hl2 maps rendering in ogre though, not bad for a quick 2am hack). I don't want to start off 2009 with Cease & Desist letters.

I've spent most of today thinking about efficient ways of rendering a Build engine floor/ceiling in ogre (real time triangulating a concave room with animated moving holes in the floor is tricky enough, it becomes even worse when you try to support multiple overlapping realities like Build does (Tardis like big rooms inside of small objects, etc)).

Now my brain is hurting, so tonight I'll start reverse engineering The Sims 2. My sister wants some editing tools written for it.
Or I could start work on my ogre / havok based Tachikoma simulator. I've got the mesh mostly rigged.
Argh, so many potential projects! I'll probably just spend the night watching anime instead. :)

Yep, I sure know how to party!

Re: Welcome to 2009

Posted: Fri Jan 02, 2009 10:50 am
by nikki
Kojack, I'll give you a project:-

Write a cross-platform Cg shader editor that has a 'preview' window, something like QShaderEdit, but actually works. And do it quick. :twisted:

Re: Welcome to 2009

Posted: Fri Jan 02, 2009 10:57 am
by Kojack
Great, yet another thing to never finish. :)

Re: Welcome to 2009

Posted: Sat Jan 03, 2009 1:11 am
by rafa.gdev
Write a cross-platform Cg shader editor that has a 'preview' window, something like QShaderEdit...
Niki, I'm kind of noob in shader development hehe, so sorry if it's a silly question: doesn't NVIDIA's FxComposer suit your needs?

Re: Welcome to 2009

Posted: Sat Jan 03, 2009 8:45 am
by nikki
rafa.gdev wrote:
Write a cross-platform Cg shader editor that has a 'preview' window, something like QShaderEdit...
Niki, I'm kind of noob in shader development hehe, so sorry if it's a silly question: doesn't NVIDIA's FxComposer suit your needs?
The only problem with it is that it does't work on Linux. Also, I was looking for just .cg editing, not .cgfx (now, I know that the editor will need a lot more information then, like texture, passes and other material stuff).