1. Post #41
    Gold Member
    Hypershadsy's Avatar
    February 2008
    2,408 Posts
    I did some tests and found that the first random number generated in a sequence of math.random()'s is always the same. I generated 8 numbers, using different seeds, and the first is always the same. I think I'd have to make a trash variable to catch that first one.
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  2. Post #42

    February 2008
    65 Posts
    I'm writing little Java console app that must do SOAP RPCs. Can't find any good examples how to write simple Java SOAP client. Can anyone help me? =(
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  3. Post #43
    Gold Member
    xxxkiller's Avatar
    July 2006
    626 Posts
    In SFML, can I draw only the outline of a circle without filling it?

    Edited:

    Never mind... I found out.
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  4. Post #44
    Gold Member
    windwakr's Avatar
    September 2009
    4,598 Posts
    I did some tests and found that the first random number generated in a sequence of math.random()'s is always the same. I generated 8 numbers, using different seeds, and the first is always the same. I think I'd have to make a trash variable to catch that first one.
    I know nothing about Love or Lua, but I've looked at the sources for each. math.random is a part of lua, and it uses the compiler's rand() function. You could just implement your own PRNG if you want better results.


    from Lua's lmathlib.c:
    Code:
    static int math_random (lua_State *L) {
      /* the `%' avoids the (rare) case of r==1, and is needed also because on
         some systems (SunOS!) `rand()' may return a value larger than RAND_MAX */
      lua_Number r = (lua_Number)(rand()%RAND_MAX) / (lua_Number)RAND_MAX;
      switch (lua_gettop(L)) {  /* check number of arguments */
        case 0: {  /* no arguments */
          lua_pushnumber(L, r);  /* Number between 0 and 1 */
          break;
        }
        case 1: {  /* only upper limit */
          lua_Number u = luaL_checknumber(L, 1);
          luaL_argcheck(L, 1.0 <= u, 1, "interval is empty");
          lua_pushnumber(L, l_tg(floor)(r*u) + 1.0);  /* int in [1, u] */
          break;
        }
        case 2: {  /* lower and upper limits */
          lua_Number l = luaL_checknumber(L, 1);
          lua_Number u = luaL_checknumber(L, 2);
          luaL_argcheck(L, l <= u, 2, "interval is empty");
          lua_pushnumber(L, l_tg(floor)(r*(u-l+1)) + l);  /* int in [l, u] */
          break;
        }
        default: return luaL_error(L, "wrong number of arguments");
      }
      return 1;
    }
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  5. Post #45
    Gold Member
    subenji99's Avatar
    May 2005
    3,569 Posts
    I did some tests and found that the first random number generated in a sequence of math.random()'s is always the same. I generated 8 numbers, using different seeds, and the first is always the same. I think I'd have to make a trash variable to catch that first one.
    Not happening here...

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  6. Post #46
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    sizeof(buffer) is the size of the pointer. Send the actual size as another parameter. Also you shouldn't need to create another view.
    Derp derp derp derp.

    That's what I get for programming late at night.

    I've never been happier to see Google's page.
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  7. Post #47
    Shane's Avatar
    March 2010
    336 Posts
    Anyone have any ideas on creating text commands for a C# console application. For example I could type exit into the console, hit enter, and have it perform an application. I am not sure if I need an external library or if .NET has some sort of solution.
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  8. Post #48
    Clops with bisousbisous daily <3
    Mr. Smartass's Avatar
    December 2010
    9,188 Posts
    What's the best way to store level data?
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  9. Post #49
    CmdrMatthew's Avatar
    August 2010
    1,179 Posts
    What's the best way to store level data?
    What kind of level data? You need to be more specific.
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  10. Post #50
    Clops with bisousbisous daily <3
    Mr. Smartass's Avatar
    December 2010
    9,188 Posts
    What kind of level data? You need to be more specific.
    Gah, I really should have been more specific. I meant 3d level data. Would it be practical to have a mesh-based terrain and buildings, or would my best bet to make something that would make ground and walls from triangle strips and the like?
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  11. Post #51
    Gold Member
    Vbits's Avatar
    April 2010
    1,186 Posts
    Some kind of XML or XML like file format, if your game is simple and just needs to load tiles CSV can be easiest.

    Games like Halo compile a model file and that becomes the level.
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  12. Post #52
    Clops with bisousbisous daily <3
    Mr. Smartass's Avatar
    December 2010
    9,188 Posts
    Some kind of XML or XML like file format, if your game is simple and just needs to load tiles CSV can be easiest.

    Games like Halo compile a model file and that becomes the level.
    Thank ye kindly
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  13. Post #53
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Anyone have any ideas on creating text commands for a C# console application. For example I could type exit into the console, hit enter, and have it perform an application. I am not sure if I need an external library or if .NET has some sort of solution.
    Console.ReadLine().Split(" ");
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  14. Post #54
    Gold Member
    dvondrake's Avatar
    August 2006
    2,333 Posts
    Working on a deferred renderer. Normals are in view space so I can omit Z and reconstruct it later to make my G-buffer smaller. That's working fine, however I'm having an issue with adding lights in view space.



    I'm passing the light's position as a uniform. It's my understanding that when lighting in view space I just need to transform the light's position by the modelview matrix, but this doesn't seem to work. The lighting still appears to move around with my camera, and it seems kind of inverted positionally. I really have no clue how to fix this. Am I doing the light position in view space wrong? Or are the normals fucked one way or another? Maybe I'm getting the position wrong regarding view space? Or is the lighting equation in my shader incorrect? I'm truly lost. I'll start debugging this tomorrow, but a poke in the right direction would be highly appreciated.

    Here's my shader (GLSL):
    Code:
    #version 120
    
    uniform sampler2D tDiffuse; 
    uniform sampler2D tNormals;
    uniform sampler2D tDepth;
    
    uniform vec3 LightPos;
    
    void main( void )
    {
    	vec4 color = texture2D( tDiffuse, gl_TexCoord[0].xy );
    	vec4 normal = texture2D( tNormals, gl_TexCoord[0].xy );
    	vec4 depth = texture2D( tDepth, gl_TexCoord[0].xy );
    	
    	float x = gl_TexCoord[0].x * 2 - 1;
            float y = (1 - gl_TexCoord[0].y) * 2 - 1;
    	float z = depth.a;
            vec3 position = vec3(x, y, z);
    	
    	vec3 light = LightPos * transpose(mat3(gl_ModelViewProjectionMatrix));
    	vec3 lightDir = light.xyz - position.xyz;
    	
    	vec3 cameraPosition = vec3(0,0,0);
    	
            normal.xy = normal.xy * 2 -1;
            normal.z = sqrt( 1 - dot(normal.xy, normal.xy) );
    	
    	vec3 norm = normalize(vec3(normal.xy, -normal.z));
    	lightDir = normalize(lightDir);
    	
    	vec3 eyeDir = normalize(cameraPosition-position.xyz);
    	vec3 vHalfVector = normalize(lightDir.xyz+eyeDir);
    	
    	gl_FragColor = max(dot(norm,lightDir),0) * color + pow(max(dot(norm,vHalfVector),0.0), 100) * 1.5;
    }
    I'm even starting to wonder if saving the normals in view space is really all that worth it--besides less data in the G-buffer, what other pros & cons are there?

    Either way, any ideas on how to fix this? Help would be very much appreciated, as I have absolutely no clue on any leads to follow in order to fix this.
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  15. Post #55
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts
    Working on a deferred renderer. Normals are in view space so I can omit Z and reconstruct it later to make my G-buffer smaller. That's working fine, however I'm having an issue with adding lights in view space.

    [img.]http://i.imgur.com/5rcE5.png[/img]

    I'm passing the light's position as a uniform. It's my understanding that when lighting in view space I just need to transform the light's position by the modelview matrix, but this doesn't seem to work. The lighting still appears to move around with my camera, and it seems kind of inverted positionally. I really have no clue how to fix this. Am I doing the light position in view space wrong? Or are the normals fucked one way or another? Maybe I'm getting the position wrong regarding view space? Or is the lighting equation in my shader incorrect? I'm truly lost. I'll start debugging this tomorrow, but a poke in the right direction would be highly appreciated.

    Here's my shader (GLSL):
    Code:
    -snip-
    I'm even starting to wonder if saving the normals in view space is really all that worth it--besides less data in the G-buffer, what other pros & cons are there?

    Either way, any ideas on how to fix this? Help would be very much appreciated, as I have absolutely no clue on any leads to follow in order to fix this.
    It looks like you're defining light as the transpose of the modelviewprojection matrix instead of the inverse transpose of the modelview matrix. That's probably your issue. Also in case you didn't notice, you're setting your camera to (0, 0, 0) instead passing it in as a uniform.

    Also view space normals are one of the main benefits from deferred rendering as lighting goes from a O(M * N) operation to an O(M + N) operation, where M are rendered objects and N are lights. Normal mapping among several things become much easier to do.

    You can store depth as the alpha channel of another buffer if you're not already doing that, but there's no way of being able to infer any data about normals from depth or vice-versa.
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  16. Post #56
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    How would i load a text file in XNA? Do i have to place it in the content files or the project file and how do i load it? And after that, how to read the lines of it?
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  17. Post #57
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    How would i load a text file in XNA? Do i have to place it in the content files or the project file and how do i load it? And after that, how to read the lines of it?
    Look into StreamReader you basically give it a path and it lets you read from the file.
    http://msdn.microsoft.com/en-us/libr...eamreader.aspx
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  18. Post #58
    rute's Avatar
    August 2009
    212 Posts
    How I make a 3D square rotate towards to a given position, like a sprite?
    Used this to draw it:
    float Positionx = 10;
    float Positiony = 1;
    float Positionz = 20;
    
    glBegin(GL_TRIANGLE_STRIP);
    	glTexCoord2f(1.0f,1.0f); glVertex3f(-1.0f, 1.0f,-1.0f);
    	glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f,-1.0f,-1.0f);
    	glTexCoord2f(1.0f,0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    	glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f,-1.0f, 1.0f);
    glEnd();
    
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  19. Post #59
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    Look into StreamReader you basically give it a path and it lets you read from the file.
    http://msdn.microsoft.com/en-us/libr...eamreader.aspx
    I get the error "A namespace cannot directly contain members such as fields or methods" in the text file in the project folder. What?
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  20. Post #60
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    I get the error "A namespace cannot directly contain members such as fields or methods" in the text file in the project folder. What?
    Pretty sure that happens when you wrote some code outside a class or method definition.

    Mind posting the code?
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  21. Post #61
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    Pretty sure that happens when you wrote some code outside a class or method definition.

    Mind posting the code?
    This is the text file i use:
    Code:
     - <NAME_TITLE_HERE>
     - 64 bit graphics hell yeah!
     - !smooth moving
     - Fat player!
     - One hundred kilograms of pixels
     - Not wet
     - No modding!
    And this is the code i use to load and read it:
    Code:
    try
                    {
                        using (StreamReader sr = new StreamReader("titles.txt"))
                        {
                            string line;
                            while ((line = sr.ReadLine()) != null)
                            {
                                additionalTitle[0] = line;
                                Console.WriteLine("Loaded " + line + " from titles.txt");
                            }
                        }
                    }
                    catch (Exception e)
                    {
                        Console.WriteLine("Title loading failed. " + e.Message);
                        Console.WriteLine("Press Enter to continue");
                        Console.ReadLine();
                        Exit();
                    }
    And the error is in the text file. I think Visual Studio tries to compile it as code.
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  22. Post #62
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    Nothing wrong with that from what I can see.

    it's obviously something wrong with your placement of some code or even a random key you didn't mean to press.

    Like how this returns the error you get.

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    
    namespace ConsoleApplication1
    {
    
        HI HERE IS THE ERROR
    
    
    
        class Program
        {
            static void Main(string[] args)
            {
                Console.WriteLine("Hello World!");
    
            }
        }
    }
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  23. Post #63
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    Nothing wrong with that from what I can see.

    it's obviously something wrong with your placement of some code or even a random key you didn't mean to press.

    Like how this returns the error you get.

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    
    namespace ConsoleApplication1
    {
    
        HI HERE IS THE ERROR
    
    
    
        class Program
        {
            static void Main(string[] args)
            {
                Console.WriteLine("Hello World!");
    
            }
        }
    }
    But the error points in the text file, not in my code.
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  24. Post #64
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    But the error points in the text file, not in my code.
    No matter what I do I can't seem to recreate the error.

    Can you post the full error with filepaths.
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  25. Post #65
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    No matter what I do I can't seem to recreate the error.

    Can you post the full error with filepaths.
    Error 1 A namespace cannot directly contain members such as fields or methods C:\Users\S\Documents\Visual Studio 2010\Projects\NewLand\NewLand\NewLand\titles.txt 1 2 NewLand
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  26. Post #66
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    delete/rename titles.txt and compile it.
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  27. Post #67
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    delete/rename titles.txt and compile it.
    Now it wont error until i run the program as it cant find the file.
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  28. Post #68
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    Because it's in a try/catch if its text file related it will just show an error in console.

    Do it and see if the error when you compile is gone.

    Edited:

    I'm still lost as to why you are getting this error the text file should have nothing to do with an error when you try compile.
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  29. Post #69
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    Because it's in a try/catch if its text file related it will just show an error in console.

    Do it and see if the error when you compile is gone.

    Edited:

    I'm still lost as to why you are getting this error the text file should have nothing to do with an error when you try compile.
    I took the code out of the try/catch and it gives the error: "Could not find file 'C:\Users\S\Documents\Visual Studio 2010\Projects\NewLand\NewLand\NewLand\bin\x86\Debu g\title.txt'." I checked the project files and the problem is that VS is compiling the program, it does not add the text file to the project files.
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  30. Post #70
    Hi.
    reevezy67's Avatar
    July 2011
    4,323 Posts
    oh where did you have title?

    By default if you just give the streamreader a filename it will look in the same folder as the executable otherwise you have to define the whole file path.

    I usually do something like this which looks in a folder that is in the same directory as the exe for it so you don't get all the clutter with the exe.

    = new StreamReader(@"\Data\tiles.txt");
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  31. Post #71
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    You have the text file included in your project. Right-click it and make it either a resource or exclude it.

    e: To elaborate: right-click the text file inside VS, select Properties. Set 'Build Action' to None and 'Copy to Output' to Copy Always or Copy if Newer. This way it copies the text file automatically when you build your project.
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  32. Post #72
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    You have the text file included in your project. Right-click it and make it either a resource or exclude it.

    e: To elaborate: right-click the text file inside VS, select Properties. Set 'Build Action' to None and 'Copy to Output' to Copy Always or Copy if Newer. This way it copies the text file automatically when you build your project.
    Yes, it works. Thanks!
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  33. Post #73
    Nigey Nige's Avatar
    June 2010
    1,338 Posts
    I'm using Slick and all my sprites are drawing about 20 pixels higher than they should be, but only when I run in windowed mode. Wat?

    Edited:

    Scratch that, 40 pixels.
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  34. Post #74
    Gold Member
    raBBish's Avatar
    March 2007
    2,667 Posts
    I'm using Slick and all my sprites are drawing about 20 pixels higher than they should be, but only when I run in windowed mode. Wat?

    Edited:

    Scratch that, 40 pixels.
    Sounds like you're not taking the window title into account. Graphics APIs usually have some kind of inner height/width which you should use.
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  35. Post #75
    HeatPipe's Avatar
    October 2007
    1,574 Posts
    So, I run FFT through samples. Then I get two frequency spectrum s, one real and another imaginary. How can I join those two together to gain only real data?
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  36. Post #76
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,404 Posts
    Why does XNA continue to the end of the current function after Game.Exit() is called?
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  37. Post #77
    Gold Member
    dvondrake's Avatar
    August 2006
    2,333 Posts
    It looks like you're defining light as the transpose of the modelviewprojection matrix instead of the inverse transpose of the modelview matrix. That's probably your issue. Also in case you didn't notice, you're setting your camera to (0, 0, 0) instead passing it in as a uniform.

    Also view space normals are one of the main benefits from deferred rendering as lighting goes from a O(M * N) operation to an O(M + N) operation, where M are rendered objects and N are lights. Normal mapping among several things become much easier to do.

    You can store depth as the alpha channel of another buffer if you're not already doing that, but there's no way of being able to infer any data about normals from depth or vice-versa.
    Thanks for replying, this was actually really helpful.

    Whoops, completely forgot I was hard coding the camera position. Also turns out both my normals and my positions from depth were completely wrong.

    I've fixed those and everything's much better now, but I can't get the light's to view space properly. Multiplying it by the inverse transpose of the modelview matrix makes the light follow the direction of the camera.

    I've also tried sending the shader a uniform of the modelview matrix after applying camera transformations and multiplying the light's position by the inverse transpose of that, which yields better results where the position stays the same except the intensity of the light on different surfaces varies greatly as the camera rotates.
    For example...



    Panned slightly to the left:


    From the first to the second picture, the position of the camera does not change, only its rotation.
    It's fairly easy to see on the cube as well. If you angle it right some of its faces can go completely into darkness.

    Same camera position, panned left:

    All I can think is that I'm rotating the light wrong, as everything else seems to work fine now.

    GLSL Shader:
    Code:
    #version 120
    #extension GL_ARB_gpu_shader5 : enable
    
    uniform sampler2D tDiffuse; 
    uniform sampler2D tNormals;
    uniform sampler2D tDepth;
    
    uniform mat4 WorldMatrix;
    
    uniform vec3 LightPos;
    
    uniform vec2 bufferSize;
    uniform vec2 camPlanes;
    
    void main( void )
    {
    	vec4 color = texture2D( tDiffuse, gl_TexCoord[0].xy );
    	vec4 normal = texture2D( tNormals, gl_TexCoord[0].xy );
    	vec4 depth = texture2D( tDepth, gl_TexCoord[0].xy );
    	
    	vec3 position = vec3(((gl_FragCoord.x/bufferSize.x)-0.5) * 2.0, ((-gl_FragCoord.y/bufferSize.y)+0.5) * 2.0 / (bufferSize.x/bufferSize.y), camPlanes.x / (camPlanes.y - depth.x * (camPlanes.y - camPlanes.x)) * camPlanes.y);
    	position.x *= position.z;
    	position.y *= -position.z;
    	
    	vec3 lightDir = position - (vec4(LightPos,0) * inverse(transpose(WorldMatrix))).xyz;
    	//vec3 lightDir = position - (vec4(LightPos,0) * inverse(transpose(gl_ModelViewMatrix))).xyz;
    	
            normal.xy = normal.xy * 2 - 1;
            normal.z = sqrt( 1 - dot( normal.xy, normal.xy ) );
    	vec3 norm = vec3(normal.xyz normal.z);
    	
    	float attenuation = 1.0 * clamp( dot( norm,normalize(vec3(-lightDir.x,-lightDir.y,lightDir.z))),0.0,1.0 );
    	
    	gl_FragColor = color * attenuation;
    }
    Creating the WorldMatrix uniform in C++:
    Code:
    glPushMatrix();
    
    glRotatef(xrot,1.0,0.0,0.0);
    glRotatef(yrot,0.0,1.0,0.0);
    glTranslated(-xpos,-ypos,-zpos);
    
    float worldMatrix[16];
    glGetFloatv(GL_MODELVIEW_MATRIX, worldMatrix);
    
    glPopMatrix();
    
    glUniformMatrix4fvARB ( glGetUniformLocationARB(deflight.id(),"WorldMatrix"), 1, false, worldMatrix);
    Really not sure what to do. This really shouldn't be as hard as I seem to be making it. Any ideas? I'd really appreciate any help I can get, this is driving me insane.
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  38. Post #78
    NovembrDobby's Avatar
    April 2007
    1,147 Posts
    Why does XNA continue to the end of the current function after Game.Exit() is called?
    It doesn't change the control flow, the game will only exit once and pending updates/draws are done. It might be an idea to 'queue' an exit, i.e. have a flag to remember if the game is exited and if it's set, call Game.Exit() at the end of update.
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  39. Post #79
    sim642's Avatar
    July 2010
    1,039 Posts
    I really want to learn about artificial neural networks, genetic algorithms and so on. Does anybody know a decent source to learn from?
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  40. Post #80
    Gold Member
    NotoriousSpy's Avatar
    May 2006
    448 Posts
    What's the best way to separate playable characters from NPC's?
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