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Messages - Virex

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4741
Creative Projects / Re: School kills creativity?
« on: April 26, 2009, 04:38:56 pm »
I don't mind the homework.

It is the dull repetitiveness.  The worthless questions.  The lack of sunlight.  The lack of interest.


Oh, and although the Japs did bomb us first, we still shouldn't have utterly annihilated 300,000 innocent lives.  Drop the bomb in the harbor first, and show them we aren't bluffing.

Truman was an asshole.
That was pretty much a doctrine at the time. Kill some thousend civilians and the country will surrender. The V2's and the bombing of Dresden were perfect examples of this. Ofcourse afterwards sociological studies and tactical assesments showed that those kind of campaings usualy had quite the oposit effect, but they didn't know that during WW II

4742
Other Games / Re: Achron. First MTS.
« on: April 25, 2009, 06:11:37 pm »
Would even be weirder that if you were smashing someone and at the same time a third player attacks you, you can go back in time and ask the one you were beating to join you against the one killing you in return for no smashing. Imagine being the third player in said case...

4743
Creative Projects / Re: A Math Question
« on: April 25, 2009, 04:45:24 pm »
Quote
2^n = 10^m can only be true if M or N isn't an integer.

2^0 = 1
10^0 = 1

Zero is definitely integer. Perhaps you meant "natural"?

Wups forgot about 0. Yes, 0 is the only integer that would fit the description. Any other integer (positive or negative) doesn't.

4744
Creative Projects / Re: A Math Question
« on: April 25, 2009, 04:14:02 pm »
2^x = 10^y

log_10(2^x) = log_10(10^y)

log_10(2^x) = y

Alternatively,

x = log_2(10^y)

Continuing from there you get X = Y*log_2(10) or Y=X*log_10(2) which you might recognise as a straight line. Now if you're looking for any point where X and Y are both integers, you'd need to find an X for which X * log_10(2) is an integer. That number would be
X = 1/(og_10(2) = log_10(10)/log_10(2) = log_2(10)
And since log_2(10) isn't an integer, X ins't an integer. So there's no pair of integers X and Y that fit this equation, and therefor
2^n = 10^m can only be true if M or N isn't an integer.

4745
Creative Projects / Re: CG Art
« on: April 24, 2009, 03:03:17 pm »
That thing is awesome.  :o  :D

I didn't mean you couldn't make good stuff whit blender, it's just that... ok damn you proved me wrong. *sulks* :'( Apparently I'm one of those very few people then.


The word you're looking for would be less efficient or harder. One can paint the mona lisa in paint, but it's easier in photoshop. But do note that in most cases it's a question of adapting, especialy when it coms to the difference between blender, which is very fast if you know all the hotkeys, and Maya, which is faster if you don't know all the hotkeys.

4746
So, how are the turns shaping up?

4747
General Discussion / Re: Warning; Contents may offend.
« on: April 22, 2009, 06:31:06 pm »
This whole discussion. I wouldn't call it useless or anything, but it's diverging from the point. It's interesting to see that you're so vigorously debating a definition question without actualy asking yourselves what kind of importance the definition actual holds. Because to me it seems that you're debating because the word religion holds some special contonation that you either want to ascosiate atheims with, or want atheism not to be ascosiated with. But I fail to see what this contonation is, and why it would be important.

It's similar to the discussion that's often seen about evolution. People argue over wether something can evolve out of it's species, but they forget that a species is a human construct. In another vein, people often see molecules as the ball-and-stick models we often see, forgetting that the atoms are spinning around all the time, and the electrons can't even be pinpointed at a single place but swarm around everywhere in a cloud of quantum indescision. It's somethimes a good idea to take a step back and tell ourselves that our definitions and models are just that, definitions and models. They try to give us handels to describe the world with, but these only work if you're using the correct model for the case. A classifications in species might be usefull for taxonomy and breeding purposes, buit when talking about genetics it becomes but a small part of the description, along with other things like genetic similarties and ancestral lines.
In this case I think it's time to take a step back and ask wheter this debate is realy about anything relevant.

4748
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: April 22, 2009, 04:52:38 pm »
Granted, but I doubt you'd want to be the overlord of a race of hiveminded humans with cystic fibrosis...

I wish for inspiration.

4749
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: April 22, 2009, 02:45:56 pm »
Granted. They first have their souls removed. You can't kill a soulles being, now can you?

I wish for a Zu!

4750
Forum Games and Roleplaying / Re: Program Box
« on: April 22, 2009, 02:44:59 pm »
If (Box.think == true)
{
     Box.Is = true;
}

4751
Creative Projects / Re: Fractal Art
« on: April 22, 2009, 01:06:05 pm »
For a start, I'd stick with Apophysis, because it has a large comunity, it's powerfull and most of all it's free. Ultrafractall may have some tricks that Apophysis lacks, but it's not free, and Incendia is both much harder to get good results with, and has a smaller comunity. But feel free to experiment with other software ofcourse, since I don't know anything about other types of software out there...

As for your picture, it's a fine start, but the colours are bland. If you look above the preview window, you'll see a series of buttons. One of them looks like a square with a gradient in it, going from blue to orange. If you klick it, you'll get the gradient editor. From there I'd try picking a gradient with a large colour diference and start playing with it. That way your picture will get way more colour.

Another thing you might try, though I can't predict if it'll do any good, is to go to the gradient window, then klick on the rendering tab and set the gamma way down. This'll cause most lines to disapear and some to become more powerfull. That way you can get the aetheral, wispy effect you see in some of my fractals (Queen of Shadows and Collision use this technique, and I'm rendering another one right now that takes it to the extreme).

One last trick you may try is to klick the button with the 2 triangles. This'll bring up the transform editor. From here you can edit the shape. Now you'll likely want to keep this shape, so you shouldn't mess with the triangels themselves. Instead, klick on the button labeled FX, on the upper right hand side. Then in the list below that, set the value after "linear" to 0 and the one after julia to 1. This should cause your fractal to become symetrical and a bit more wing-like. You might need to rotate the fractal  though. You can do that by going to the gradient window, and klicking the camera tab, and then setting the rotation value.

4752
Creative Projects / Re: Fractal Art
« on: April 22, 2009, 10:57:13 am »
I think I've seen Electric sheep before somewhere, but at the time I was just starting with apophysis, so I didn't pay too much heed to it. But it seems they do use similar systems for the fractals, so in principle they should be compatible. I'll look into it soon. ;)

I've got to say, I've never really seen fractal art before (atleast, not good ones...) and the beauty of these shapes caught me by surprise. I think I'll try my hand in drawing these things with apophysis, as although I never was a very artistic type, I think I'll make an exception for fractal arts.

Fractaling with programs like apophysis, ultrafractal or incendia is quite diferent from the normal artistic procedure. At least for me, I don't start with a clear picture, but instead I go "exploring", trying different combinations to see what looks best. Nowadays I do have an idea of what shapes some combinations can create, but I defenitly don't know everything, so ever so often something new pops up.

I do have to give you one tip for dealing with Apophysis: Normaly, apophysis displays a set of random, swirly paterns. While these can sometimes be interesting, you have almost no controll over them. But if you look on the bar above the screen where the fracvtal is rendered, you'll see a buton with 2 triangels. If you open that, you'll get a screen where you can edit the diferent parts of the fractal. From here, you can realy influence what's going on, but it'll take some time to get how everything works. But once you start to understand parts of it, you'll be able to predict, to a certain extent, what some changes do and as a result you'll get more interesting shapes.

4753
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: April 21, 2009, 05:39:10 pm »
Granted, but since slavery is illegal he won't do you a lot of good...

I wish for staple chese

4754
Creative Projects / Fractal Art
« on: April 20, 2009, 05:49:18 pm »
With all the creative projects around here, I am surprised nobody has mentioned fractal art yet. I´ve been building a small library of my own work over the past year and a half (has it already been that long?), consisting of fractal flames made with apophysis. To give you an idea of what it is, here are a few examples. (I had to resize them since I usualy render them at 1680x1050, which some wouldn't like me displaying here ;). They are still pretty large though...)

Spoiler (click to show/hide)

More great examples can be found on http://apophysis.deviantart.com/, and my best fractals can usualy be found on http://lithyn.deviantart.com/.

So after this small introduction, I'd like to know if there are any more fractalists here ;)

4755
Other Games / Re: Would you play this game?
« on: April 20, 2009, 03:20:33 pm »
*twitch, wibble*

I've done square-by-square procedurally generated landscapes/plants before, and they aren't any fun.  Mostly because A) they can't be changed, and B) they are always unaware of their neighbors, even neighbors three feet away, which means vast trees right next to each other, or rivers that come from nowhere and go nowhere.

If you actually want to use cellular automata, then you can't use locationally-seeded procedurally generated stuff, because data gets lost. over time.

You can fix B by having the automatoi relay their data to all squares in a certain area. You´re essentialy using the squares themselves as containers for the data instead of having the automatoi pull their data from their neighbors.

To illustrate: Take the game of life. Now instead of having the automatoi die when they have a certain amount of neighbors, have them die when the toxicity level of the square they're on is over a certain value. Now, each generation you first have all automatoi adjust the toxicity level of the squares around them by a value dependant on the distance, and then you do the normal pass.

This way you can store data like light intensity, humidity and toxicity in the map rather then on the automatoi, avoiding the problem of having mile-high trees grow next to eachother.

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