Have you noticed how awkward it to read out loud a chunk of source code? Since the word root of `language' is `tongue' through Latin and then French. Humans pass down from parents to children sequences of uttered sounds with the tongue, mouth and lungs, and cobble together squiggles to half-ass symbolize discrete sound productions that spike concepts from one brain to the other. Computers don't have tongues, thus programming languages can never exist, generative linguistics is set theory, and the true power of human harnessed computation modeling is yet to be discovered.
Sure. What do you wish to call what we, at the moment, refer to as programming languages?
Name:
Anonymous2011-11-20 8:56
Awkward? I don't think so.
#include <stdio.h>
int main(void)
{
puts("Hello World!");
return 0;
}
is read somewhat like this: From the include path include the standard input and output header. Enter function main, which takes no parameters and returns an integer: Use puts to print Hello World!. Function returns 0 and exits.
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Anonymous2011-11-20 8:58
Have you noticed how awkward it to read out loud a chunk of a wiring diagram?
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Anonymous2011-11-20 9:07
Computers don't have tongues, thus programming languages can never exist
10/10 would rage again.
Explain that shit: they keep saying everything is software now on GPU but R600 still has hardware fog support.
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Anonymous2011-11-21 5:52
>>15
It doesn't have hardware fog support, whoever said that doesn't know what they're talking about. If you're using shaders, you need to do your own fog falloff calculations and blending in the vertex shaders.
That said, there are some things which will never make sense to do in pure software, and that is the texture sampling/filtering operations, and those have specialized hardware on all current nVidia and AMD GPUs.
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F r o z e n V o i d !!mJCwdV5J0Xy2A212011-11-21 6:54
Why would you need fog at all? Its very annoying to players, obscures terrain, lowers range of vision and degrades quality of final frame severely. Its like paying to be more blind.
I don't know about that... I would imagine that it would reduce number of total passes to fill the (lesser number of visible) tris.
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F r o z e n V o i d !!mJCwdV5J0Xy2A212011-11-21 11:00
>>23
such calculations as fog(and especially per-pixel fog) come late at stage of rendering, so you have already rendered most of stuff and then you apply fog to scene(preferably hardware fog, or some fast blur effect(which is mostly what is required from fog)) globally, instead of making Objects disappear(this is unintuitive) you make them transparent(blurry) relative to fog layer/effect applied(which is more realistic).