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/prog/ 2012 challenge

Name: Anonymous 2011-12-26 5:59

Brothers and sisters,

As the end of the year comes closer, and we reflect on what has happened on /prog/ this last year, we have to admit that we did not accomplish very much. Perhaps in our private lives, yes, but here on /prog/ we have spent the majority of the year trolling, meta-trolling, complaining about it and going nowhere in particular. If we look at our community I'm going to say we have very little to be proud of: /prog/ kinda sucks.

I say we change all that. I say in 2012 we band together and prove that /prog/ is better than it has ever been before just by making it so. That we can come to /prog/ with an expectation of lulz and wisdom. I'm willing to make the effort, who's with me?

ITT post your new years resolutions for /prog/, I'll start:

* If I have nothing substantial to say I will sage it.

Name: Anonymous 2011-12-26 16:09

>>11
Geometrically, which would be more optimal, dynamically creating a polygonated surface where collisions with paint occur and putting that surface above the existing surface and assigning a bounding box collision effect (which would end up being the same as paint but probably cost alot more in memory or something), or what?

I'm trying to imagine how to do a geometric approach without creating ridiculous amounts of data or having it less complicated than simple texture pixel sampling upon collision.

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