Nicolas EYPERT | 6 Feb 2004 18:36

List still working ?

is the list still working ?
didnt receive anything since last virus (doom) attack .

----- Original Message ----- 
From: "Nick Trout" <nick <at> rockstarvancouver.com>
To: <sweng-gamedev <at> midnightryder.com>
Sent: Friday, January 30, 2004 11:58 PM
Subject: RE: [Sweng-gamedev] 3d files workflow

>
>
> > From: Jon Watte [mailto:hplus <at> mindcontrol.org]
> > Actually, the DirectX 9 SDK contains full documentation of the file
> > format,
> > and the SDK contains a lot of functions to load, save, and manipulate
> X
> > files. Much of that's probably in DX 8, too. The interfaces won't help
> you
> > if you're not on Windows, but the documentation will!
> >
> > It's all under msdn.microsoft.com; search for "x file format".
>
> Ah I see. The binary is just tokenised text format version. I thought it
> just compiled to C struct style from the template definitions. Why
> didn't they do that?!
>
> N
>
> _______________________________________________
> Sweng-gamedev mailing list
(Continue reading)

Mike Wuetherick | 6 Feb 2004 18:53

Re: List still working ?

we're all recovering from doom-itus

Nicolas EYPERT wrote:
> is the list still working ?
> didnt receive anything since last virus (doom) attack .
> 
> 
> 
> ----- Original Message ----- 
> From: "Nick Trout" <nick <at> rockstarvancouver.com>
> To: <sweng-gamedev <at> midnightryder.com>
> Sent: Friday, January 30, 2004 11:58 PM
> Subject: RE: [Sweng-gamedev] 3d files workflow
> 
> 
> 
>>
>>>From: Jon Watte [mailto:hplus <at> mindcontrol.org]
>>>Actually, the DirectX 9 SDK contains full documentation of the file
>>>format,
>>>and the SDK contains a lot of functions to load, save, and manipulate
>>
>>X
>>
>>>files. Much of that's probably in DX 8, too. The interfaces won't help
>>
>>you
>>
>>>if you're not on Windows, but the documentation will!
>>>
(Continue reading)

Javier Arevalo | 6 Feb 2004 19:02

Re: List still working ?

I sense a OOD-hurts-performance discussion coming up. :)

--
  Javier Arevalo
  Pyro Studios

----- Original Message ----- 
From: "Mike Wuetherick" <mike <at> gekidodesigns.com>

> we're all recovering from doom-itus
> 
> Nicolas EYPERT wrote:
> > is the list still working ?
> > didnt receive anything since last virus (doom) attack .

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Charles Nicholson | 6 Feb 2004 18:56

RE: List still working ?

*innocent whistle* ;)

------------------------------------------
Charles Nicholson
Sammy Studios	

> -----Original Message-----
> From: 
> sweng-gamedev-midnightryder.com-admin <at> lists.midnightryder.com 
> [mailto:sweng-gamedev-midnightryder.com-admin <at> lists.midnightry
> der.com] On Behalf Of Javier Arevalo
> Sent: Friday, February 06, 2004 10:03 AM
> To: sweng-gamedev <at> midnightryder.com
> Subject: Re: [Sweng-gamedev] List still working ?
> 
> 
> I sense a OOD-hurts-performance discussion coming up. :)
> 
> --
>   Javier Arevalo
>   Pyro Studios
> 
> 
> ----- Original Message ----- 
> From: "Mike Wuetherick" <mike <at> gekidodesigns.com>
> 
> 
> > we're all recovering from doom-itus
> > 
> > Nicolas EYPERT wrote:
(Continue reading)

Mat Noguchi (BUNGIE | 6 Feb 2004 21:02
Picon
Favicon

RE: List still working ?

Didn't we have this argument on GD-Algo a while back? Granted, back then
it was C++ vs. C mentality.

MSN

-----Original Message-----
From: sweng-gamedev-midnightryder.com-admin <at> lists.midnightryder.com
[mailto:sweng-gamedev-midnightryder.com-admin <at> lists.midnightryder.com]
On Behalf Of Javier Arevalo
Sent: Friday, February 06, 2004 10:03 AM
To: sweng-gamedev <at> midnightryder.com
Subject: Re: [Sweng-gamedev] List still working ?

I sense a OOD-hurts-performance discussion coming up. :)

--
  Javier Arevalo
  Pyro Studios

----- Original Message ----- 
From: "Mike Wuetherick" <mike <at> gekidodesigns.com>

> we're all recovering from doom-itus
> 
> Nicolas EYPERT wrote:
> > is the list still working ?
> > didnt receive anything since last virus (doom) attack .

_______________________________________________
Sweng-gamedev mailing list
(Continue reading)

Charles Nicholson | 6 Feb 2004 21:15

RE: List still working ?

I'm not looking to _start_ a circular and painful flame war.
I _am_ looking to dispel unfounded myths that OO design is purely
academic or somehow unfit for video game and/or console programming.

OO design != slow, though slow OO designs probably will be.
OO design != insane, though insane OO designs probably will be.

The original argument by Jon B was that OO and _real_ speed are
orthogonal when dealing with layers closer to the hardware (rendering,
in this case); that optimizations generally involve the cross-cutting of
object hierarchies.

My response to that is simply "You designed your objects to model a
problem other than performance."  This doesn't arise from being stupid,
my goal isn't to insult.  Often a performance analysis will give you
hints on how to remodel your objects in ways that may have seemed
unintuitive at the time.

But when someone thanked Jon B for dispelling his fear that his code
wasn't "object oriented" enough or based on "design patterns" because
these techniques aren't fast/useful, I felt obliged to make some noise.

OO design is language-independent, of course.  Many C programs are
OO-based, and many C++ programs are not.

------------------------------------------
Charles Nicholson
Sammy Studios	

> -----Original Message-----
(Continue reading)

Davis Ray Sickmon, Jr | 6 Feb 2004 21:46
Favicon

Re: List still working ?

It's not uncommon for the list to suddenly go quiet for a month at a time
- if there's a technical issue with the list, you'll find out about it
from me either via the list it's self, or a quick message to all list
subscribers (from outside the list.)  You'll also notice that it
frequently goes quiet right around the time of big show-off events like
E3.

So - don't worry when it goes quiet.  It just does that sometimes :-)

Mike Wuetherick said:
> we're all recovering from doom-itus
>
> Nicolas EYPERT wrote:
>> is the list still working ?
>> didnt receive anything since last virus (doom) attack .

-----
Davis Ray Sickmon, Jr
Owner, Midnight Ryder Technologies
http://www.midnightryder.com
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Issue tracking

Hi!

We are currently looking at various issue/bug tracking and time tracking
tools. It's quite hard to google for these things as there seems to be
loads of them, and requests on usenet for good ones only seem to be
answered by the people who make them.

So, can anyone on this list recommend a good issue tracking tool? It
doesn't have to be free. It should be something that we can set up
in-house, and preferably on a windows box.

Thank you for your time :-)

Bjarne Rene
Circle Studio
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Morgan Parry | 9 Feb 2004 18:26
Picon

RE: Issue tracking

We use Mantis: <http://www.mantisbt.org>.

It's written in PHP and just requires a web server (we use Apache), MySQL and some way of sending email. It's
free and open source. It's great for straightforward bug tracking, though perhaps not much beyond that.

If you want to see it in action, it's used to track its own bugs: <http://www.mantisbt.org/mantis/>.

Morgan.

> So, can anyone on this list recommend a good issue tracking tool? It
> doesn't have to be free. It should be something that we can set up
> in-house, and preferably on a windows box.
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Parveen Kaler | 9 Feb 2004 18:44
Picon
Picon

Re: Issue tracking

On Mon, 2004-02-09 at 09:17, Bjarne Rene (Circle Studio Ltd) wrote:

> So, can anyone on this list recommend a good issue tracking tool? It
> doesn't have to be free. It should be something that we can set up
> in-house, and preferably on a windows box.

We used to use Bugzilla and I still submit bugs for the Mozilla project
from time to time.  No one in house wanted to administrate MySQL.  So
now we use FogBugz.  I don't mind either.  FogBugz' interface is
probably a little more warm and fuzzy.

My only annoyance with FogBugz is that you can't attach more than one
file to a comment.  That's pretty minor though.  I just add another
comment to the bug.

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