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General Category / General Discussion / Re: Anonymous vs wbc
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on: December 19, 2012, 06:59:18 AM
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I can't really express how shocked I am with this "church" guys! I must admit I didn't even knew them before, I'm not even American. However, I completly agree with the Anonymous action. I mean, some people may think that even if their "cause" (this one) is fair, the means weren't the best. However, when even the courts seem to be in favor of this guys, there's nothing else much to do. Let's take this example: Why people can't walk naked on the streets? (the example might seem a little out-of-context, but still, the point is the same) Because most people, perhaps the great majority would be offended with that, and as such we have to respect the others. Even if the law allows us to do not respect them, our principles should force us to. Now think, if you just lost a beloved one in the war, you're f****** sad, it's a really bad moment in your life, and when you're at his funeral, you see people around saying that the person you loved, the person you lost, was killed because God wanted so? Doesn't matter if you believe in God or not, it's like punching you in the face. Against people like these, I must say: thanks Anonymous. It's kind of sad to see that even after so many years, that even if we consider ourselves civilized, advanced, intelligent, this speech, written and said by a comedian (Charlie Chaplin) still says all the truth about our world. http://www.youtube.com/watch?v=CsgaFKwUA6g
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Development / Concepts / Re: Mythruna "Story"
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on: April 26, 2012, 01:37:39 PM
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I'll just give my two cents. The thing I loke the most in games is for sure their story: perhaps this is because I love books, movies? Doesn't matter. It may be a question of opinion, but I believe that in games like Mythruna, story is a very important part of the game. Maybe it's not the story the character follows, the "campaign", but more the global story of the world where the game's set. I'll just take the example of Assassin's Creed and Mass Effect. One of the things that keep players waiting for the next installment of the series is to know what's happening next (at least that's what happens with me and I believe with a lot more people). The fact is that the stories are intriguing and are unveiled as the player progresses through the game. That's what I think that should happen in Mythruna. The game should have a heavy worked background story, and a mystery, something that the players will want to find out. Instead of being just a game, with gameplay (like He-Who-Must-Not-Be-Named... ok, like Minecraft), but also with a good story. Make it be supported by string facts, I mean, where everything has an explanation, or at least, everything makes sense, so that in the end, the player may say: "Oh, it makes sense. I've never thought this was the reason!". Sorry about this huge maybe-not-that-big text.
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General Category / General Discussion / Re: Euclideon
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on: March 27, 2012, 02:38:11 AM
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@Paul Well, they played a demo on the interview. Unless you are saying the interviewer (who played it with by himself) belongs to the company, then someone outside the company really played the demo. Also, this technology exists for many years , it hasn't just been adopted because it still didn't reach the quality of polygons-based rendering. Actually, games like Minecraft and Mythruna (at least until now) are voxel games that use polygons, but they could use the same technique as Euclideon. The main diference is that the blocks form Mythruna and Minecraft are much bigger than simple atoms, but are voxels too.
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General Category / General Discussion / Re: Euclideon
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on: March 26, 2012, 01:46:55 PM
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I don't think it's complete scam, but also I don't think things are completely like they say they are. As Paul said, the size of the files would be giant if they were going to save all the atoms. What they mean by unlimited detail I think, is because there are no polygons, so a simple cube would eat as much performance as a high-poly character. I believe that if this technology gets optimized to be used in regular games, they will have to use some sort of compression for the model files, perhaps like movie files. So if there were 1000 atoms wich were very similar or even the same, it would create some kind of container shape with the information about it, which could save a lot of space. For the first years (if this ever gets out), this technology will probably be used by Holywood blockbusters, to get even more realism to their computer-rendered environments, since with a few modifications, this can make possible to simulate the real path of light and it's effects, as also accurately simulate water and such fluids. And for filmmakers, space is less precious than performance. It's like when someone remembered to say that Earth was round, nobody believed. Even now, we don't accept strange things that seem impossible for us. Just my two cents.
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General Category / General Discussion / Re: Big Project's Structure Organization
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on: February 14, 2012, 03:28:18 PM
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Hum... Ok, I have alredy been through all of the begginers tutorials, and I though them really simple. Perhaps I need to think a little more, but it doesn't seems really hard. My biggest question is: Packages are like namespaces in .NET, right? If so, should my game be in one package, os should the multiple components be divided into multiple packages that are the joined together in the main package? I'm sorry for being so annoying...
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General Category / General Discussion / Big Project's Structure Organization
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on: February 14, 2012, 03:10:30 PM
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So, I am starting with JMonkey Engine SDK, and I've been wondering what would be the best structure for the application (game) so that it would be extendible in the future, allowing me to go as further as I want and have free time to. But I'm not accostumed to it, so I just wanted to know what do you recommend me (mainly Paul). I already have a lots of experience with .NET Framework, PHP, C, JavaScript, etc... I am familiar with EDP (Events Driven Programming) and OOP (Objects Oriented Programming). So, my question isn't about programming itself, which I am very accustomed to already, but rather to the organization of the project in the SDK, which is my first time working with. Cumps, Scorch
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General Category / Tech Support / Re: re: 'Mythruna won't start' missing post
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on: November 22, 2011, 02:55:17 PM
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Hi pspeed, this is a bit off-topic, but in case you don't know, SMF allows you to create a Recycle Bin, so that all deleted posts go there, and you only hard delete them if you want. Also, the Recycle Bin is a "normal forum" and you can set it's permissions so that only you can see it.
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General Category / Tech Support / Re: Does Mythruna runs on Intel Cards?
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on: October 27, 2011, 02:24:16 PM
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Is this enough? Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main] java.lang.UnsupportedOperationException: GLSL and OpenGL2 is required for the LWJGL renderer! at com.jme3.renderer.lwjgl.LwjglRenderer.initialize(LwjglRenderer.java:202) at com.jme3.system.lwjgl.LwjglContext.initContextFirstTime(LwjglContext.java:136) at com.jme3.system.lwjgl.LwjglContext.internalCreate(LwjglContext.java:173) at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:128) at com.jme3.system.lwjgl.LwjglAbstractDis Anyway, I'll tell that to my friend.
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General Category / Tech Support / Does Mythruna runs on Intel Cards?
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on: October 27, 2011, 01:55:43 PM
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Hi. A friend of mine want's to play Mythruna on is laptop, however, he doesn't have a graphics card, only an integrated intel card. When he tries to play Mythruna, the game doesn't lauches (after he clicks Ok on the display settings window).
I just can't upload the error log because it's too big (more than 1 MB). However, it seems something about shaders and OpenGL 2.
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