Another Popularity Contest ....

Posted by Adventus on June 9, 2006, 2:08 a.m.

I've been wondering, whether all this reputation stuff is really good for the site? I mean badges are at least acheivements in a way, well some of them are…. *cough* chicken/fox badge *cough*…. ahem, but reputation is just like im back at highschool with all the cool 'in-kids' isolating the non-conformist kids. While i have no evidence of this attitude existing yet within the commmunity, I reckon its only a matter of time….

Although, i do have evidence of status affecting how much people take notice of your works. Check this out:

The order of the stuff i've submitted:

<b>1st.</b> Released Lighting engine…. 54 downloads: 8/10 rating….

<b>2nd.</b> Released RTS example…. 75 downloads: 8/10 rating….

<b>3rd.</b> Released FOW example…. 91 downloads: 9/10 rating….

Notice the trend…. as i became more recognised downloads increased about 50% each release…. and by my count you guys got the ratings all wrong, my lighting engine should be highest by far, and i really thought i had cracked something nobody else had released to the public, FAST shadow rendering.

The real question here is whether status should affect what you look at as much as it obviously does? and if we continue this trend will it turn into the status game i reckon is present on the GMC?

In other news, i've only got 2 easy assignments (English, Chem) left wooooot….. then onto exam week….damn. I've also decided on my game (look through my other blogs for more info) to have different 'specials' for each character, of which there are currently 4 with the following Specials: Sprint, 2x Damage, Super shield and super accuracy. Im planning on having 1 more character…. anybody got ideas?

Here's my current weapons list:

- Minigun…. gotta have a minigun.

- Rocket Launcher….

- Dual Pistols….

- TSorion…. slower homing bullets

- Ballistic rockets…. 5 small scattering rockets

- Shotgun….

- Flamethrower

- Have any ideas?

…..One goin out to the kids…. Never, i repeat Never play 'Gay Chicken'.

Comments

Adventus 18 years, 5 months ago

Quote: Radnom_Games
:( You REALLY don't want to know.
damn you got that right *shudder*

<b>JakeX</b> Yea thats true, thats what i hope to avoid at 64D…. Although theres not really enough stuff released here every day to make it such a big problem, everybody pretty much gets a good look unlike the GMC.

<b>biggmax</b> i guess your the im so cool i dont even need a rep guy…. XD

<b>gml_josea</b> I pretty much agree with you, unfortunately rep is gonna play a big part in my life, but i guess im an idealist, i like to ask 'whether it should play a part?'

Eva unit-01 18 years, 5 months ago

lol that same thing happens to me all the time..on the GMC I havnt got one hot topic the whole time i've been there…so i'm taking alternatives {laughs evily..you dont need to know lol}

Juju 18 years, 5 months ago

Quote:
i really thought i had cracked something nobody else had released to the public, FAST shadow rendering.
I'm afraid not. DarkWalk's egine is just as fast and supports polygons, whereas a lot of yours is hard-cdoed. If I'm honest, is like comparing a Neanderthal and Albert Einstein.

Adventus 18 years, 5 months ago

Quote: theman
I'm afraid not. DarkWalk's egine is just as fast and supports polygons, whereas a lot of yours is hard-cdoed. If I'm honest, is like comparing a Neanderthal and Albert Einstein.
I could theoretically prove to you that Dark Walks HDR is a fair bit slower at shadow casting than mine. He did put a huge amount of effort into it but i think my theory is better, which is what i really wanted to show. Polygons are in the next version aswell as true lighting.

<i><b>Heres some speed proof:</b></i>

<b>Dark walk shadow rendering</b>, each shadow requires: 18 trig functions, 17-33 point distances, 4 point directions…. I kinda lost count of the point distances, but its hell of a lot.

<b>PHEONIX shadow rendering</b>, each shadow requires: 0 trig functions, 0-2 point distances, 0 point directions.

Now this isnt taking into account the 100's of times and divide functions in Dark Walks. Need i say more? Seriously dude once you look deep into Dark Walks code its really flawed. I must be the Einstien in your comparison.

Adventus 18 years, 5 months ago

Oh and i almost forgot, Unless im looking at the wrong engine(Dark HDR lighting) Dark Walk doesnt really have polygon shadows anymore than i do…. in fact its the same as my <i>'user set' defined box</i>. Maybe your just spiteful that you didnt think it up?