code logs -> 2007 -> Mon, 01 Jan 2007< code.20061231.log - code.20070102.log >
--- Log opened Mon Jan 01 00:00:25 2007
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09:16
<@McMartin>
Any graphics types around?
09:17
<@jerith>
Not me. :-/
09:17
<@McMartin>
Mmm. Well, you still may be of use.
09:17
<@McMartin>
I'm updating a 3D model specification format and you might at least be able to check for clarity and ambiguity
09:17
<@McMartin>
But first I must ensure it validates as HTML.
09:18 * jerith nods.
09:21
<@McMartin>
http://svaf.sourceforge.net/svaf.html
09:22
< Reiver>
Oooh.
09:22
< Reiver>
RAIF
09:22
<@McMartin>
I'm a little iffy on how I'm handling textures.
09:22
<@McMartin>
And I'm also wondering if I should give the self-contained vs. non-self-contained split an explicit definition in its own section and stuff.
09:31
<@jerith>
Well, without the graphics background I can't tell if the texture handling is good but it certainly is one of the better format specifiers I've read in terms of clarity and usability.
09:32
<@McMartin>
This is, incidentally, a generalization of the graphics system that was used in my game "Sable". The 0.1 spec, which hardcoded bounding boxes in the app and didn't use textures, is the basis of Sable 1.0.
09:32
<@McMartin>
I hope to abstract out the collision detection code from Sable to make it feasible to more believably alter the graphics in the game should one so choose.
09:32
<@McMartin>
(Sable is at http://www.stanford.edu/~mcmartin/sable/ )
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--- Log closed Tue Jan 02 00:00:25 2007
code logs -> 2007 -> Mon, 01 Jan 2007< code.20061231.log - code.20070102.log >