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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 6:42

Ah but something relevant now:

Is there a simple way to get textures to modify collision behavior?

I'm thinking aLa Tag: The Power of Paint and Portal 2. For me, the simplest way to think of it is as a separate texture map for the paint surface, then when an object collides with the surface the behavior changes.

Usually collision detection is done CPU side, but then we're doing "physics" with the GPU sometimes so I don't know which really covers which.

It would seem modifying geometry would be something the gpu would be relevant for, but, again, it seems most games use the GPU for effects (like normal mapping), and use low-poly and bounding boxes for CPU-based collisions detectors.

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