digitalmars.D - [Off-topic] I'm back
- J Anderson (36/36) Jul 10 2004 Finally got my internet setup and this is one of the first places I went...
- Matthew (15/49) Jul 10 2004 Can't comment on anyone else's work. Been too busy myself for a while. I...
- J Anderson (6/71) Jul 10 2004 Nar I didn't, I don't expect you to have the D book done for a long
- Matthew (9/85) Jul 10 2004 944
- J Anderson (4/15) Jul 10 2004 BTW: Nice cover.
- Matthew (7/27) Jul 10 2004 bookmarks;
- J Anderson (4/44) Jul 10 2004 Yeah C++ but they have there own inhouse library for stl type things.
Finally got my internet setup and this is one of the first places I went. Finally finished and submitted my 250page (reduced from 450pages) honours thesis on Hidden Surface Removal using D for the 3d engine for review. The title is "View Space Linking, Solid Node Compression and Binary Space Partitioning for Visibility Determination in 3D walk-throughs". However, sorry fokes, although D is a language that is used, it is not about D. Although it was not finished enough for me when I was forced to handed it in and I didn't have time to write about my results. Still if your interested in HSR, it covers everything and provides some new ideas and algorithms. Anyway here's the abstract: "Today’s 3D game consumers are expecting more and more quality in their computer games. To enable high quality graphics at interactive rates, game programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it can also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D “walk-throughs” otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology (AHT) do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. This study sets out to explore how current BSP tree HSR algorithms can be improved using View Space Linking, Solid Node Compression and hardware accelerated occlusion." As to my other happenings, work (bluetongue games company) is great. I feel like Harry Potter (the fictional character not the reporter ;) ) going to magic school. Lots for me to learn and lots of magic to perform. The guys there are great and work together very well. It really is my dream job. The game I'm working on - I can't say yet as its a secret. On the down side of things is that because I'm not a student anymore I have a lot less time on my hands. So what's new with D since I've left? Matthew where can I order your book? -- -Anderson: http://badmama.com.au/~anderson/
Jul 10 2004
"J Anderson" <REMOVEanderson badmama.com.au> wrote in message news:cco8m3$2d2m$1 digitaldaemon.com...Finally got my internet setup and this is one of the first places I went. Finally finished and submitted my 250page (reduced from 450pages) honours thesis on Hidden Surface Removal using D for the 3d engine for review. The title is "View Space Linking, Solid Node Compression and Binary Space Partitioning for Visibility Determination in 3D walk-throughs". However, sorry fokes, although D is a language that is used, it is not about D. Although it was not finished enough for me when I was forced to handed it in and I didn't have time to write about my results. Still if your interested in HSR, it covers everything and provides some new ideas and algorithms. Anyway here's the abstract: "Today’s 3D game consumers are expecting more and more quality in their computer games. To enable high quality graphics at interactive rates, game programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it can also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D “walk-throughs” otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology (AHT) do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. This study sets out to explore how current BSP tree HSR algorithms can be improved using View Space Linking, Solid Node Compression and hardware accelerated occlusion." As to my other happenings, work (bluetongue games company) is great. I feel like Harry Potter (the fictional character not the reporter ;) ) going to magic school. Lots for me to learn and lots of magic to perform. The guys there are great and work together very well. It really is my dream job. The game I'm working on - I can't say yet as its a secret. On the down side of things is that because I'm not a student anymore I have a lot less time on my hands. So what's new with D since I've left?Can't comment on anyone else's work. Been too busy myself for a while. I've 944 messages to catch up on. I know that Walter'll be putting my std.perf lib in soon. I've been working on a new structured configuration file library as part of some other work, and plan to write a mapping for D very soon. And then, there's DTL, of course, which I am looking forward to getting stuck into next week.Matthew where can I order your book?Assuming you mean "Imperfect C++", it'll be available from Addison-Wesley and Amazon from 9th September. Put http://imperfectcplusplus.com in your bookmarks; they're reference from there. Glad there's some interest. :-) If you mean the D book, that's going to be a while longer ... Cheers, and welcome back Matthew
Jul 10 2004
Matthew wrote:"J Anderson" <REMOVEanderson badmama.com.au> wrote in message news:cco8m3$2d2m$1 digitaldaemon.com...Thanks for the update.Finally got my internet setup and this is one of the first places I went. Finally finished and submitted my 250page (reduced from 450pages) honours thesis on Hidden Surface Removal using D for the 3d engine for review. The title is "View Space Linking, Solid Node Compression and Binary Space Partitioning for Visibility Determination in 3D walk-throughs". However, sorry fokes, although D is a language that is used, it is not about D. Although it was not finished enough for me when I was forced to handed it in and I didn't have time to write about my results. Still if your interested in HSR, it covers everything and provides some new ideas and algorithms. Anyway here's the abstract: "Today’s 3D game consumers are expecting more and more quality in their computer games. To enable high quality graphics at interactive rates, game programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it can also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D “walk-throughs” otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology (AHT) do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. This study sets out to explore how current BSP tree HSR algorithms can be improved using View Space Linking, Solid Node Compression and hardware accelerated occlusion." As to my other happenings, work (bluetongue games company) is great. I feel like Harry Potter (the fictional character not the reporter ;) ) going to magic school. Lots for me to learn and lots of magic to perform. The guys there are great and work together very well. It really is my dream job. The game I'm working on - I can't say yet as its a secret. On the down side of things is that because I'm not a student anymore I have a lot less time on my hands. So what's new with D since I've left?Can't comment on anyone else's work. Been too busy myself for a while. I've 944 messages to catch up on. I know that Walter'll be putting my std.perf lib in soon. I've been working on a new structured configuration file library as part of some other work, and plan to write a mapping for D very soon. And then, there's DTL, of course, which I am looking forward to getting stuck into next week.Nar I didn't, I don't expect you to have the D book done for a long time. If you decided to do it at all.Matthew where can I order your book?Assuming you mean "Imperfect C++", it'll be available from Addison-Wesley and Amazon from 9th September. Put http://imperfectcplusplus.com in your bookmarks; they're reference from there. Glad there's some interest. :-) If you mean the D book, that's going to be a while longer ...Cheers, and welcome back Matthew-- -Anderson: http://badmama.com.au/~anderson/
Jul 10 2004
"J Anderson" <REMOVEanderson badmama.com.au> wrote in message news:ccoqqf$b3v$1 digitaldaemon.com...Matthew wrote:944"J Anderson" <REMOVEanderson badmama.com.au> wrote in message news:cco8m3$2d2m$1 digitaldaemon.com...Finally got my internet setup and this is one of the first places I went. Finally finished and submitted my 250page (reduced from 450pages) honours thesis on Hidden Surface Removal using D for the 3d engine for review. The title is "View Space Linking, Solid Node Compression and Binary Space Partitioning for Visibility Determination in 3D walk-throughs". However, sorry fokes, although D is a language that is used, it is not about D. Although it was not finished enough for me when I was forced to handed it in and I didn't have time to write about my results. Still if your interested in HSR, it covers everything and provides some new ideas and algorithms. Anyway here's the abstract: "Today’s 3D game consumers are expecting more and more quality in their computer games. To enable high quality graphics at interactive rates, game programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it can also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D “walk-throughs” otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology (AHT) do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. This study sets out to explore how current BSP tree HSR algorithms can be improved using View Space Linking, Solid Node Compression and hardware accelerated occlusion." As to my other happenings, work (bluetongue games company) is great. I feel like Harry Potter (the fictional character not the reporter ;) ) going to magic school. Lots for me to learn and lots of magic to perform. The guys there are great and work together very well. It really is my dream job. The game I'm working on - I can't say yet as its a secret. On the down side of things is that because I'm not a student anymore I have a lot less time on my hands. So what's new with D since I've left?Can't comment on anyone else's work. Been too busy myself for a while. I'veamessages to catch up on. I know that Walter'll be putting my std.perf lib in soon. I've been working ontonew structured configuration file library as part of some other work, and planbookmarks;write a mapping for D very soon. And then, there's DTL, of course, which I am looking forward to getting stuck into next week.Thanks for the update.Matthew where can I order your book?Assuming you mean "Imperfect C++", it'll be available from Addison-Wesley and Amazon from 9th September. Put http://imperfectcplusplus.com in yourWe're definitely doing it. But it'll be awhile: there's a delicate balancing act between D 1.0, writing time, writing the D compiler, having a real life, etc. etc.:-)they're reference from there. Glad there's some interest. :-) If you mean the D book, that's going to be a while longer ...Nar I didn't, I don't expect you to have the D book done for a long time. If you decided to do it at all.
Jul 10 2004
On Sun, 11 Jul 2004 06:11:05 +1000, Matthew wrote:We're definitely doing it. But it'll be awhile: there's a delicate balancing act between D 1.0, writing time, writing the D compiler, having a real life, etc. etc.:-)What is this "real life" you speak of?
Jul 10 2004
"teqDruid" <me teqdruid.com> wrote in message news:pan.2004.07.10.20.22.36.860393 teqdruid.com...On Sun, 11 Jul 2004 06:11:05 +1000, Matthew wrote:Sleeping, leaving the house, seeing the sun, talking to other human beings in person. That kind of stuff ...We're definitely doing it. But it'll be awhile: there's a delicate balancing act between D 1.0, writing time, writing the D compiler, having a real life, etc. etc.:-)What is this "real life" you speak of?
Jul 10 2004
Matthew wrote:BTW: Nice cover. -- -Anderson: http://badmama.com.au/~anderson/Matthew where can I order your book?Assuming you mean "Imperfect C++", it'll be available from Addison-Wesley and Amazon from 9th September. Put http://imperfectcplusplus.com in your bookmarks; they're reference from there. Glad there's some interest. :-) If you mean the D book, that's going to be a while longer ... Cheers, and welcome back Matthew
Jul 10 2004
"J Anderson" <REMOVEanderson badmama.com.au> wrote in message news:ccor46$b3v$2 digitaldaemon.com...Matthew wrote:bookmarks;Matthew where can I order your book?Assuming you mean "Imperfect C++", it'll be available from Addison-Wesley and Amazon from 9th September. Put http://imperfectcplusplus.com in yourCheers, mate. btw, congrats on the job. Is it a C++ shop? If so, I know this great library ... ;) I'm finally getting back to some real work myself in a couple of weeks.they're reference from there. Glad there's some interest. :-) If you mean the D book, that's going to be a while longer ... Cheers, and welcome back MatthewBTW: Nice cover.
Jul 10 2004
Matthew wrote:"J Anderson" <REMOVEanderson badmama.com.au> wrote in message news:ccor46$b3v$2 digitaldaemon.com...Yeah C++ but they have there own inhouse library for stl type things. -- -Anderson: http://badmama.com.au/~anderson/Matthew wrote:bookmarks;Matthew where can I order your book?Assuming you mean "Imperfect C++", it'll be available from Addison-Wesley and Amazon from 9th September. Put http://imperfectcplusplus.com in yourCheers, mate. btw, congrats on the job. Is it a C++ shop? If so, I know this great library ... ;) I'm finally getting back to some real work myself in a couple of weeks.they're reference from there. Glad there's some interest. :-) If you mean the D book, that's going to be a while longer ... Cheers, and welcome back MatthewBTW: Nice cover.
Jul 10 2004