Tommy Brett | 20 Sep 16:32
Picon

The entry competence level for graphics programmers

Hello ladies and gents,


I graduated 5 years ago with the intention of becoming a game developer, my career got sidetracked and although this sidetrack led to an ultimately comfortable existence and a lot of life lessons learned, I'm now at the point where my career as a Flash / Flex developer is stagnating. It may also be coming to a forced end as more and more of my employer's clients move away from Flash each month. I've been keeping up with the times, and doing a lot of graphics programming on the side using nVidia's CG shader programming language and OpenGL. 

I'm looking for a little insight into what skill level you expect entry level, and reasonably competent graphics programmers (i.e. qualifying as something above 'junior' in their job title, even if that's just the omission of the word) to be at, and the difference between the two. By skill level, I mean knowledge base, for example implementing certain shader routines (e.g. normal mapping) and grasp of mathematics. Before I enter the job search proper, I want to make absolutely sure that my skills are in fact up to par as I understand that graphics programming positions in particular are highly competitive. For example, I know that one area I lack skill in is using shader functions built for DirectX 10 and above - by virtue of me still using an XP machine (GPU is DX10 capable though, reeeally need to upgrade), and I suspect that not being knowledgeable about, say, tessellation using the GPU would swiftly kill any application I would make for a graphics programmer role that paid more than free lunches. 

On the other hand, this may not be the case, which is why I'm sending this out to you better informed guys for a little feedback.

- Tommy


_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
Kieran_DArchambaud | 22 Jun 11:01

AUTO: Kieran D'Archambaud is out of the office. (returning 27/06/2011)


I am out of the office until 27/06/2011.

I will respond to your message when I return.

For anything that needs urgent attention, please email Karl Chandler or
Wayne Hackney.

Note: This is an automated response to your message  "[Sweng-Gamedev]
Question about large worlds and foating point	precision." sent on
22/06/2011 04:12:16.

This is the only notification you will receive while this person is away.

**********************************************************************
This email and any files transmitted with it are confidential and intended solely for the use of the
individual or entity to whom they are addressed. If you have received this email in error please notify postmaster <at> scee.net
This footnote also confirms that this email message has been checked for all known viruses.
Sony Computer Entertainment Europe Limited
Registered Office: 10 Great Marlborough Street, London W1F 7LP, United Kingdom
Registered in England: 3277793
**********************************************************************

_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com

Juan Linietsky | 22 Jun 05:12
Picon

Question about large worlds and foating point precision.

Here's a doubt i've been having for a while. When developing games based on large worlds (like Elder Scrolls, GTA, etc), i can imagine that physics and rendering become more jittery the further away the camera moves from the origin (due to floating point precision loss). Is this really a problem? If so, how is this solved? I can imagine that increasing floating point precision to doubles helps a enormously, but i'm not sure if that's enough and if it's worth the extra processing/bandwidth cost.
  Transforming the world to local coordinates (so the camera is always at the origin) also seems to me like a solution, but sounds like a lot more work and messy code.
So, how is this solved in most cases?

cheers!

Juan

_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
BRIAN LIVINGSTON | 7 Jun 23:46
Picon
Favicon

Re: Sweng-Gamedev Digest, Vol 65, Issue 1

Fabian,
  Thanks for the reply. A convex hull technique is definitely overkill for most situations. My idea may be a bit convoluted in light of other techniques but the idea was exactly that, to create a simple convex hull offline that can be transformed in game and then used to create the AABB. I am currently using a simple pre-created convex spline around the base of a model that fits the mesh projected onto the ground plane plus the height for objects that only rotate around the Y axis. The spline can be rotated and the AABB re-calculated and that was fast but then I got to thinking about objects with arbitrary orientations. I will investigate the K-dop, it sounds like what I was envisioning in my mind and it appears to resolve many of the problems that I was having with my approach. I agree that for culling purposes it makes no sense to offset the gains from culling with excessive work. Thanks again for the insight.

Brian



> From: sweng-gamedev-request <at> lists.midnightryder.com
> Subject: Sweng-Gamedev Digest, Vol 65, Issue 1
> To: sweng-gamedev <at> lists.midnightryder.com
> Date: Tue, 7 Jun 2011 13:43:11 -0700
>
> Send Sweng-Gamedev mailing list submissions to
> sweng-gamedev <at> lists.midnightryder.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
> http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
>
> or, via email, send a message with subject or body 'help' to
> sweng-gamedev-request <at> lists.midnightryder.com
>
> You can reach the person managing the list at
> sweng-gamedev-owner <at> lists.midnightryder.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of Sweng-Gamedev digest..."
>
>
> Today's Topics:
>
> 1. Creating enclosing convex meshes for AABB calculation
> (BRIAN LIVINGSTON)
> 2. Re: Creating enclosing convex meshes for AABB calculation
> (Fabian Giesen)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 7 Jun 2011 00:52:29 +0000
> From: BRIAN LIVINGSTON <noizhead <at> msn.com>
> To: <sweng-gamedev <at> lists.midnightryder.com>
> Subject: [Sweng-Gamedev] Creating enclosing convex meshes for AABB
> calculation
> Message-ID: <SNT123-w46304D5ACF4C478A953A2ADF630 <at> phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
>
> Hello, I am aspiring game developer. I am using AABB trees for all sorts of stuff in a scene graph. The problem is that we need to quickly calculate a new AABB when an object moves. Therefore I am working on an algorithm for generating vastly simplified convex meshes for fast(ish) AABB calculation for objects that can have an arbitrary orientation. The basic idea is to sort of fit a geodesic sphere over an object to produce a low-poly convex blob that contains the significant maximum extent information from any arbitrary orientation. The geodesic sphere is just a tool for discovering the maximum extent within a solid angle that radiates outward from an origin from within a mesh model. A geodesic sphere has the property that it is constructed from tetrahedrons. Therefore discovery of the maximum extent within each solid angle can occur with a barycentric coordinate evaluation. I am abusing the term solid angle here to mean the volume within a sphere which is a tetrahedron t
> hat has one vertex on the sphere origin and three vertices on the surface of the sphere. Once we have the maximum extent point field the question is: how do we approach building a new triangle mesh? We have the adjacency knowledge because each triangle face of the sphere is a bucket that either contains the vertices (1-N) that share the maximum distance from the origin. So if we split the sphere into 2 hemispheres we can use a hybrid 2D algorithm for constructing a plane from a point cloud. We should also have a step that further reduces the set of vertices in the point cloud by removing the entries for faces on the sphere that are now essentially concave. Note that we start with a sphere that totally encloses the object and now we have a sphere that has random faces pushed in to meet with the maximum extent for that solid angle. Note that the final result will not be spherical because we are not introducing new points and there may be a singular feature of the original m
> esh that juts out at an extreme angle. It seems like we can use a path finding algorithm on the graph where each face that contains maximal points is a node on the graph multiplied by the number of maximal points and now we need to walk the graph in a clockwise (winding order) direction until we form a loop and then subdivide if need be and then start again keeping track of edges so that we don't create the same edge twice (vertex 0 to vertex 5 is not the same edge as vertex 5 to vertex 0 for our purposes so that we can use the same two points for two adjacent polygons. Hopefully this question will be seen as an interesting puzzle and not as a why don't you post this elsewhere kind of submission. I am also curious how the pro's calculate AABB's on the fly in the cheapest (in processing) and tightest (in fit) manner. Do the pro's use low poly versions of meshes for bounding box calculations?
> - Thanks in advance- Brian Livingston
> -------------- next part --------------
> An HTML attachment was scrubbed...
> URL: <http://lists.midnightryder.com/private.cgi/sweng-gamedev-midnightryder.com/attachments/20110607/c39ca256/attachment.html>
>
> ------------------------------
>
> Message: 2
> Date: Mon, 06 Jun 2011 22:28:30 -0700
> From: Fabian Giesen <ryg <at> gmx.net>
> To: sweng-gamedev <at> midnightryder.com
> Subject: Re: [Sweng-Gamedev] Creating enclosing convex meshes for AABB
> calculation
> Message-ID: <4DEDB6FE.8010607 <at> gmx.net>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> On 06.06.2011 17:52, BRIAN LIVINGSTON wrote:
> > Hello,
> > I am aspiring game developer. I am using AABB trees for all sorts of
> > stuff in a scene graph. The problem is that we need to quickly calculate
> > a new AABB when an object moves.
>
> If you're using AABBs, you already get a relatively loose fit (depending
> on the shape of the object). If you really care about getting a tight
> fit around the object, use the convex hull which you can then transform
> directly. Conversely, if you don't care about tightness that much,
> there's no point getting fancy about it; you can either build a new AABB
> from the transformed original AABB, or use something with a tighter fit
> like a general OBB, transform it, and then use the AABB of that. This is
> very easy, fast, and totally fine for e.g. culling purposes.
>
> > Therefore I am working on an algorithm for generating vastly simplified
> > convex meshes for fast(ish) AABB calculation for objects that can have
> > an arbitrary orientation. The basic idea is to sort of fit a geodesic
> > sphere over an object to produce a low-poly convex blob that contains
> > the significant maximum extent information from any arbitrary
> > orientation. The geodesic sphere is just a tool for discovering the
> > maximum extent within a solid angle that radiates outward from an origin
> > from within a mesh model. A geodesic sphere has the property that it is
> > constructed from tetrahedrons. Therefore discovery of the maximum extent
> > within each solid angle can occur with a barycentric coordinate
> > evaluation. I am abusing the term solid angle here to mean the volume
> > within a sphere which is a tetrahedron that has one vertex on the sphere
> > origin and three vertices on the surface of the sphere.
> > Once we have the maximum extent point field the question is: how do we
> > approach building a new triangle mesh? We have the adjacency knowledge
> > because each triangle face of the sphere is a bucket that either
> > contains the vertices (1-N) that share the maximum distance from the
> > origin. So if we split the sphere into 2 hemispheres we can use a hybrid
> > 2D algorithm for constructing a plane from a point cloud. We should also
> > have a step that further reduces the set of vertices in the point cloud
> > by removing the entries for faces on the sphere that are now essentially
> > concave.
> > [..]
>
> Why not use a convex hull algorithm to construct the exact convex hull
> and use that if you want a tight fit?
>
> What you describe seems like an incredibly roundabout way of attacking
> the problem. And the fact that your multi-step algorithm may later
> produce concavities shows that it's an inherently flawed way of
> organizing the computation.
>
> The sane variant of this approach is to build what's commonly called a
> k-DOP (Discrete Oriented Polytope); effectively a volume described by
> the intersection of the negative half-spaces of k planes.
>
> Sounds fancy but is incredibly easy. Pick any direction vector d. Now
> compute the dot product of all vertex positions with d, and keep track
> of the minimum (min_d) and maximum (max_d). Clearly, the mesh is within
> the half-spaces
>
> dot(P, d) <= max_d
> dot(P, d) >= min_d
>
> which immediately gives you two planes that enclose the object from
> opposing sides (that's why in practice you always pick k=even, since you
> get the second plane for any direction almost for free).
>
> If you want to generate a mesh from that, the easiest way to do it is
> probably to take the AABB for the object and then clip it against all of
> the planes. But again, storing a mesh (even if it's a small one) just to
> generate updated bounding volumes from is probably overkill! And again,
> if you want a good approximation of the object, use its convex hull;
> there's no point in using an approximation that ends up being hairier
> than the original thing!
>
> > I am also curious how the pro's calculate AABB's on the fly in the
> > cheapest (in processing) and tightest (in fit) manner. Do the pro's use
> > low poly versions of meshes for bounding box calculations?
>
> Don't know what others do, but for stuff where tight fit doesn't matter
> much, I normally just store a model-space AABB for everything and use
> the worldspace AABB around that if I need one. This is really easy (note
> you don't expand the AABB into 8 vertices, you can solve this directly!).
>
> If you do care about tightness of fit, use an OBB or the convex hull
> (the latter is useful for physics and collision queries, but its
> variable size and test cost make it fairly unsuitable for anything but
> the leaves of some tree). Both of these transform easily and don't lose
> any tightness of fit.
>
> -Fabian
>
>
> ------------------------------
>
> _______________________________________________
> Sweng-Gamedev mailing list
> Sweng-Gamedev <at> lists.midnightryder.com
> http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
>
>
> End of Sweng-Gamedev Digest, Vol 65, Issue 1
> ********************************************
_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
BRIAN LIVINGSTON | 7 Jun 02:52
Picon
Favicon

Creating enclosing convex meshes for AABB calculation

Hello,
  I am aspiring game developer. I am using AABB trees for all sorts of stuff in a scene graph. The problem is that we need to quickly calculate a new AABB when an object moves. 
  Therefore I am working on an algorithm for generating vastly simplified convex meshes for fast(ish) AABB calculation for objects that can have an arbitrary orientation. The basic idea is to sort of fit a geodesic sphere over an object to produce a low-poly convex blob that contains the significant maximum extent information from any arbitrary orientation. The geodesic sphere is just a tool for discovering the maximum extent within a solid angle that radiates outward from an origin from within a mesh model. A geodesic sphere has the property that it is constructed from tetrahedrons. Therefore discovery of the maximum extent within each solid angle can occur with a barycentric coordinate evaluation. I am abusing the term solid angle here to mean the volume within a sphere which is a tetrahedron that has one vertex on the sphere origin and three vertices on the surface of the sphere.
  Once we have the maximum extent point field the question is: how do we approach building a new triangle mesh? We have the adjacency knowledge because each triangle face of the sphere is a bucket that either contains the vertices (1-N) that share the maximum distance from the origin. So if we split the sphere into 2 hemispheres we can use a hybrid 2D algorithm for constructing a plane from a point cloud. We should also have a step that further reduces the set of vertices in the point cloud by removing the entries for faces on the sphere that are now essentially concave.
  Note that we start with a sphere that totally encloses the object and now we have a sphere that has random faces pushed in to meet with the maximum extent for that solid angle.
  Note that the final result will not be spherical because we are not introducing new points and there may be a singular feature of the original mesh that juts out at an extreme angle.
  It seems like we can use a path finding algorithm on the graph where each face that contains maximal points is a node on the graph multiplied by the number of maximal points and now we need to walk the graph in a clockwise (winding order) direction until we form a loop and then subdivide if need be and then start again keeping track of edges so that we don't create the same edge twice (vertex 0 to vertex 5 is not the same edge as vertex 5 to vertex 0 for our purposes so that we can use the same two points for two adjacent polygons.
  Hopefully this question will be seen as an interesting puzzle and not as a why don't you post this elsewhere kind of submission.
  I am also curious how the pro's calculate AABB's on the fly in the cheapest (in processing) and tightest (in fit) manner. Do the pro's use low poly versions of meshes for bounding box calculations?

- Thanks in advance
- Brian Livingston
_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
Juan Linietsky | 20 Apr 07:26
Picon

Question about development of prototyping tools.

I'm not sure if this is a common quesiton in the list, but I think tool programming is a very overlooked issue of software engineering in game development.
So my question is, since many here have tremendous experience in the game industry and worked on huge projects, what kind of tools do software engineers supply to game or level designers so they can, for example, prototype a game stage before, say, 3D artists start working on a final version?

In more depth, games like Halo, God of War or Mario Galaxy for example have really complex scenarios, so complex that a height map or grid map editors do not suffice for prototyping. I can imagine that before 3D artists can start working on the final art, a simpler looking prototype must be created. I also can imagine that creating such prototypes need constant adjusting on the fly (a cliff may be too high, a room to small to fit the enemies, a target out of shooting range), so either special tools for editing stages are created or special plugins for integrating with, say, maya are needed? Also, is it common that game or level designers know how to work with 3D apps for stage design? or do engineers have to create special tools for them? If so what kind of tools?

Cheers!

Juan Linietsky



_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
Darren Grant | 20 Mar 23:41
Favicon

Re: Architecting and programming a graphics engine in C++ & OpenGL

At 02:02 PM 3/20/2011, Jon Watte wrote:
>In this context:
>I've found that engineers who want to talk and 
>think only about the most cutting edge shading 
>techniques are generally not as useful to a 
>greater organization than an engineer who can 
>work intelligently in this area, but also understands the needs of a business.
>For example, someone who can write a graphics 
>engine that scales from a GMA 950 to a GTX 580 
>is a lot more valuable to me than someone who 
>can shave a HLSL instruction out from a 
>multi-basis global illumination approximation 
>shader, that only will run on that GTX 580 in the first place.
>Similarly, actually getting the math of graphics 
>right is a lot more important than any particular detail knowledge.
>Â
>Here are some questions that matter a lot to me, 
>and drive the overall design of a rendering 
>engine, even though they are generally derived from the basic math of graphics:
>Â
>What are the different coordinate spaces, and 
>how do you transform between them?
>What are some examples of work that's done in these different spaces?
>What's the difference between global vs local illumination, anyway?
>What happens to the tangent space when you skin an animated character?
>How do you blend animations without artifacts?
>How do you make skinned character armpits not 
>look like ass when applying blended animations or rag-doll kinetics?
>Which rendering techniques to make things look 
>better that use artist hinting do you use?
>How can you make the artist hinting process as foolproof as possible?
>What is an "inverse bind pose?"
>Where in the content pipeline does it get applied?
>If you support both vertex morphing (blend 
>target animation) and skinning (bone blending 
>animation), does this change the answers?
>Why is it wrong to calculate dynamic ambient 
>occlusion in screen space? What are some alternatives?
>Why is it wrong to blur dynamic shadows in 
>screen space? What are some alternatives?
>Â
>You'd be surprised how many "shader experts" would get half of these wrong :-(

Those are fantastic questions. It is crazy how 
much domain knowledge is primarily concerned with character modelling.

Here is another tricky question that I happen to like a lot:

What is the correct way to convert features of a 
scene from one coordinate system to another?

Cheers,
Darren

_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com

Tommy Brett | 18 Mar 13:52
Picon

Architecting and programming a graphics engine in C++ & OpenGL

Hi folks,


I've been working as an AS3 programmer / animator for the last 3.5 years, and have the strongest desire to leave the marketing industry behind and pursue my original intended career as a games programmer, which I sidelined due to a very coincidental series of events. To this end, I've been (slowly) building a graphics engine using C++, OpenGL and nVidia CG which renders very large chunks of terrain using GPU Clipmaps. The idea is that eventually it will render planets with atmosphere and real time shadows, or die trying, and in any case will serve as my main portfolio piece when I eventually start applying for positions. Because I've been outside of my programming comfort zone for so long it's been slow going, but now that I've finally got a firm grasp on shaders and the OpenGL pipeline it's time to look to the future. 

This is where my problem lies; although there are many examples on the 'net showing me how to animate the most beautiful normal mapped cobbled cube, or tutorials on specific rendering / culling / lighting algorithms, I've yet to find a resource beside Michael Abrash's Graphics Programming Black Book (which sits on my desk, reminding me of what I should have been doing all along) which goes into the subject of writing a graphics engine. See although I can write perfectly passable C++, and thanks to my AS3 programming experience which has frequently required that I get my projects right 'the first time', I'm fairly adept at planning and designing my classes before I begin... But from a C++ standpoint, I'm somewhat in the dark. What are the best practices for building a graphics engine in C++? Exactly how OOP should I go? How should I handle the use of multiple shaders on chunks of geometry? There's just this giant multitude of questions, and although I have a knack for over engineering things, I really want to have a better picture of what I'm aiming for before I start, or I'll end up with the monstrosity that is my terrain prototype (it runs, but it's so, so ugly).

Currently my idea for a graphics engine involves something like an engine class that takes render packets of data, has some sort of ability to sort them into an order that best facilitates speedy rendering, and changes its state depending on the information in the packets. E.g. one packet might be a chunk of terrain, and could include information about what shaders to use, how to determine its potential visible set, and the type of collision detection to use (though this deviates a little from the graphics engine part). There might be an arbitrary number of terrain packets, followed by some character models or buildings using a different type of culling algorithm. My worry aside from the obvious problem of the whole idea possibly being crap, is that it's too general. How could I possibly create an engine that handles every possible rendering type, shouldn't I perhaps start with the assertion that I'm building a terrain engine, and base everything around rendering sphere like chunks of geometry with varying levels of detail? But on the same token, I don't just want to end up with another terrain engine prototype as seen on youtube(tm).

So I suppose what I'm looking for are book suggestions, or perhaps open-sourced graphics engines that I could look at and learn from, or maybe I should just try and get a position as a junior-something-programmer and learn by doing (the trouble is there aren't any such positions available where I live, and relocation would be difficult to justify based upon the possibly low salary expectations of a junior position, I'd like at least some leverage). Ideas? Suggestions? Is this even the right place to ask such broad questions? I'm all ears.

- Tommy
_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
Gabriel Sassone | 19 Jan 15:48
Picon

Grass shadow on consoles

Hi everybody,
    just curious about the possibility to render the grass shadow in realtime on consoles.
Are you aware of some game that has this feature?
I was wandering if there is some kind of screenspace possibility to exploit, or do you have other ideas.
 
 
Thanks!
_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
Darren Grant | 30 Nov 10:48
Favicon

Aggressive tracking in a newtonian simulation

So I originally posted the following to the bulletphysics.org general discussion forum. But perhaps this mailing list is a better venue since the subject is related to what I imagine is basic flight sim development and steering behavior:


I am a programmer tasked with developing a newtonian simulation of high performance spacecraft. For the sake of discussion, each craft is a rigid body with non uniform moments that must navigate its environment by applying only (central) forces and torques. Mass and acceleration can vary by a couple orders of magnitude. Linear and angular tracking are treated independently. The high order parameters are: max speed, max angular speed, max torque scalar (may be component-wise) and max force magnitude.

Here's what I have now:

The linear tracking code is very simple and attempts to minimize the difference between actual velocity and desired velocity using kinematic knowledge of motion to produce the desired velocity at each tick (accelerate to apogee, decelerate to target). This is comfortable territory.

Angular tracking is significantly more bloated and follows the same principals by trying to minimize local angular error component-wise. There is some hand-waving of the coupling of large angular terms that makes this even remotely acceptable. So it works alright if there is an abundance of turning power, but the big problem is that it is just a messy solution that I'm afraid might blow up in my face later.

Is there a better way to approach the angular tracking problem or is this just how it is done? I intend to start layering flight AI on top of this simulation.

(If there are flight sim devs out there in the crowd, what can I say, I would really appreciate your advice!)



Cheers,
Darren
_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
Andrew Lowe | 16 Nov 14:22
Picon

[OT] Statistics forums/lists

Hi all,
	An off topic question, does anyone know of any good web sites/forums 
that deal with statistics? I'm playing around with Computational Fluid 
Dynamics and need to simulate an aerosol of which the droplet sizes 
conform to a log-normal distribution. My stats skills are sadly lacking 
and I need somewhere to ask some questions, questions that are a bit 
more involved that a reading of Wikipedia will answer.

	Thanks for any thoughts,

		Andrew
_______________________________________________
Sweng-Gamedev mailing list
Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com


Gmane