Commented 4 years ago2020-08-11 12:37:51 UTC
in journal: Welcoming a New FriendComment #102864
I am saddened by Scott's change of attitude toward me as a teenager. He used to look up to me and we did everything together. Now he doesn't even want to talk to me sometimes. Everything I do is annoying to him, and I don't know anything, according to him. It breaks my heart.
I know this is temporary, but it doesn't make it any easier now.
The COVID-19 situation remains pretty dire in Los Angeles, and we remain in pretty strict lockdown. Life during this summer hasn't been easy, and I am still working a lot because babies still need their shots and kids have not stopped injuring themselves from doing silly stunts.
This comment was made on an article that has been deleted.
The 3-point format takes more space and requires more work to load (for the CSG tool) than the normal+offset format (which is what CSG uses internally), and it's a plain-text format, so I'm not convinced that saving space was much of a concern in this case (not for .map files anyway, .bsp is a different matter). Both of these are about equally bad for a map editor - I don't think there's a way to derive vertices that's better than O(n^2). Fortunately most brushes have a small number of faces so it's not as bad as it sounds, but still, there's a reason why editor-specific formats do store vertices.
Oh, I just found out why brushes are called brushes: Carmack felt that CSG was like painting with a geometry brush. I never thought about it like that.
I think it's a combination of both, Captain P. A combination of space saving and being easy to parse by the compilers. Also, normal + offset would increase loading times in a map editor while opening a .map file, I imagine. ^^
I ran into this when I started working on MESS - .rmf files store a nice list of vertices for each face, but .map files only give you a bunch of planes to work with. Which is annoying, because you need to have vertices if you want to check whether a brush is inside another shape. But once you have those vertices, the convex nature of brushes makes things easy: anything that's on the 'outside' of even a single face plane is outside the brush. With concave shapes that is (a lot?) more complicated.
But did they really choose planes to save on storage space? If that's the case then why didn't they store them as a normal + offset? I think they used planes because it more naturally fits the CSG and BSP processes.
The holes in those carefully arranged bricks... you must be... 38!
That means your biography is 20 years out of date, so you must've written it 16 years before joining. That... makes total sense. Yeah. Bricks don't lie!
I just finished integrating the scripting system and implementing transformation of template contents based on the scale and angles of a macro_insert entity. Here are 9 instances of a recursive template, each with a random direction and scaling factor:
Recursion & randomness
The template only contains a single brush, a light entity and a macro_insert entity that's wrapped inside a macro_remove_if entity, to prevent the template from expanding indefinitely. I don't think the other compile tools will handle this sort of brushwork gracefully, but hey... it works!
Commented 4 years ago2020-07-30 13:58:01 UTC
in journal: More of this...Comment #102824
This is one hell of an effort to put into a TWHL journal. I legit thought of downloading the map but I didn't have Minecraft installed. My hat's off to you. Happy birthday!
I know this is temporary, but it doesn't make it any easier now.
The COVID-19 situation remains pretty dire in Los Angeles, and we remain in pretty strict lockdown. Life during this summer hasn't been easy, and I am still working a lot because babies still need their shots and kids have not stopped injuring themselves from doing silly stunts.
You know, for bragging rights.
Oh, I just found out why brushes are called brushes: Carmack felt that CSG was like painting with a geometry brush. I never thought about it like that.
But did they really choose planes to save on storage space? If that's the case then why didn't they store them as a normal + offset? I think they used planes because it more naturally fits the CSG and BSP processes.
cdll_int.h(38,13): error C2040: 'HSPRITE': 'int' differs in levels of indirection from 'HSPRITE__ *'
Any ideas as to what is causing that?
happy birthday my friend
HAPPY BIRTHDAY!
I turned 18 in February.
That means your biography is 20 years out of date, so you must've written it 16 years before joining. That... makes total sense. Yeah. Bricks don't lie!
Happy Birthday.
And thanks Striker, yeah I'm doing good. Getting real tired of this gosh darn pandemic. Wish it was over.
I just finished integrating the scripting system and implementing transformation of template contents based on the scale and angles of a macro_insert entity. Here are 9 instances of a recursive template, each with a random direction and scaling factor:
It was simply a QR code built in Minecraft. Guess I could to without the latter. xD