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Creation Date: 2002-11-11
Oh my goodness, I just found Kate. It has everything that EditPlus does and it runs under Linux. Kate isn't a person, it's an editor. This is great. I found KEdit and that was terrible. Then I found KDevelop and it was buggy. Then I found KWrite and I could develop at 100%+ and now Kate is sweet. It's got multiple document-single window system which is what I'm all about. One of EditPlus's best features: built-in file directory with tab. It has a few extra features, too. I haven't looked into them, but they look like xml and html stuffs, which are handy for my line of work (assassinations and robberies, Armed Robbery: it's everywhere you want to be). Anyhoo, It's a good editor. The wordwrap is buggy and unintuitive, but that's how it goes. This picture is pretty neat, huh? In less than two weeks, I have made massive steps toward a great Linux 3d engine. It currently supports: multiple Milkshape3D models, BMP and PNG textures, alpha transparency* (PNG), basic constant velocity camera, and animation.

But not just an 'engine' -- something that I can build a game on top of in the very near future. If I can give you this picture now, imagine what it will be in 8 months. I'm going to implement lighting, fog, accelerated pathing and character control over the weekend. I assume you know what lighting is (directional, point, and spotlights). Fog will be vertex range fog (opposed to pixel fog or non-range vertex fog). Accelerated pathing is my own invention. It assumes that objects can only accelerate constantly over any defined amount of time. That's pretty good, since Newton's Law of motion says that Net Force=mass*acceleration. Mass is constant for all purposes and Net Force is generally constant over a defined amount of time. WTF does that mean in English? Well, of course, that means that you aren't likely to break your own neck when you start running a 100 meter dash nor will you teleport to another part of the house. From freshman physics, we learn that a motion, a change in position(t) is velocity(t) and a change in v(t) is only caused by an acceleration(t). How are these related? Well, they are related by change. Acceleration is the change of velocity over time. Similarly, velocity is the change of position over time. We need to take the derivative. This is calculus, so if you haven't taken calculus, take my word. In math terms, a(t)=dv/dt and v(t)=dp/dt. So a(t) = d/dt(dp/dt). d/dt means derivate with respect to time. So a(t) is the double derivative of p(t). But if you have a(t) or v(t), how do get v(t) or p(t)? Simple, use the integral. v(t) = Integral(a(t)) and p(t) = Integral(v(t)) and p(t) = Integral(Integral(a(t))). But even mathematicians and physicists don't like doing integrals unless they're easy or in a book. Especially when it's computers doing them. Well, a simple solution can be made for computers if we assume that acceleration is constant, that is a(t) = a0 where a0 is a vector. Any college student should be able to do the integral v(t) = Integral(a0). If you aren't a college student, here's your solution: v(t) = v0 + a0*t. That's right, velocity is linearally dependent on acceleration. So for example, we start out at a dead halt, we hit the gas pedal (accelerator pedal in Europe) which accelerates at 10 meters/second/second. Ten seconds after you hit it, you'll be going to be going 100 meters per second. That's fast. Take your foot off the pedal and you'll be accelerating at -1 meter/second/second (friction when you press the clutch). So in 100 seconds, you'll be standing still as long as friction is constant (it is actually dependent on velocity, etc, but we physicists say good enough at that point). So let's do the next integral. This one is a bit trickier. v(t) = v0 + a0*t and p(t) = Integral(v(t)). But still, if you passed Math 125, you are skipping down the page. The answer is p(t) = p0 + v0*t + 0.5*a0*t*t. An interesting integral, but simple. What makes it good for me is that it is very fast on a computer. No complex speed enhancing algorhithms necessary. Four multiply instructions, two adds, and a move. So given a constant acceleration direction and magnitude, you have your position at any time t. If you want, string a bunch of these together and you have a winding path. In fact, you can make a very winding path with constant accelerations. But how do you make it smooth? Well, I did the calculations for that also. I won't go over them because I hardly understand them and they're slightly buggy when I get close to diving by zero. But the physics is correct. The end result of the two equations is staggering when you see it. It looks beautiful to me. I haven't seen a camera on an accelerated path, but I know that it will give me an orgasm. It almost gives me an orgasm just thinking about smooth camera paths. But the cool thing is that not only cameras, but models can be moved in this fashion to produce smooth, realistic, and beautiful motions. But there's more. This isn't just any old acceleration system. It's never been used before. Half-Life, Quake, etc all use the assumption that the the frames per second is small. Well using the integrals, it doesn't assume. It will be smooth, while the others are not. I'm going to use it to my advantage in my RPG Hack Mars and in JF Anime.

Right. Talking about JF, I've stopped doing Scene 1 pages. I wish I could, but I'm holding myself back. Ask your psychiatrist. I'll do it in the near future. I've just been in Linux for the last two weeks. Before that, I dunno. But the past is past, so hopefully I'll finish JF Scene 1 soon. Then I'll go on to Scene 6. If I get sidetracked, I'll work on Scene 2 JF Final. I've discussed this before, but I don't think it's clear. Between September 2001 and August 2002 was JF Rough Draft. I did Scene 1-5 to see all what I could do. I wanted that to be JF Final, but nothing doing. It really isn't very good. During that time I did a lot of development and such. In August 2002, I finally started to do JF Final Scene 1. You can see that over at the comic. JF Final is more verbose and spread out. It's more beautiful and uses better models. So with that said, Scene 5 is almost ready for port to JF Final. All I have to do is switch the models, animate them, and put them into director and take screenshots. Not very easy, is it? No. It'll take a week of constant work. Scene 2, 3, and 4 each need a full workover which will take a few weeks each. But that's a good thing. Making a final draft means that I can stand tall and tell people that I spent a year and a half on this. Of course, I was studying physics at the same time, but that's not important. At very least, I'm getting exposure that will be good when I start looking for a job. I'll be able to apply for creative video game jobs that require a published work. So JF is important to me. I spend most of my time on it. Some people say I should focus on physics, but what's the use? They won't teach me more than seven credits at a time, so the rest of my time and energy needs a good destination. So hopefully, I can shift some of my time from Linux Video Game engine to JF Final so that you people can go "ooh, ahh..."

I've only gotten compliments from people I know in real life while I know for certain that people have found my page looking for stegging, hard pr0n, hentai, and manga scans. If you're looking for any of that, looking in Google for it is not the right method. I assume that Google is as good as any, but it's the channel. Not that I'd know where to get any of those, but I'd probably look for them in IRC or Usenet. I also just type in semi-random addresses. Say you're looking for FOIA stuff. A semi-random address would be thesmokinggun.com or indymedia.org but actually, those are the opposite of semi-random. But how else do you find anything? If you go through msn.com you'll never find anything worthwhile. That's not a promise, it's a fact. If you go to IRC and ask people for valuable stuff for free, they'll be uncool about it. If you troll on Usenet, you'll get flamed, etc. You've gotta play it cool on the net. It's anarchy and you don't do stuff that you do with your TV. Note that TV is not open, the net is. Public access is hardly even open. The Radio is the same. HAM radio is closer, but HAM is limited to voice and range. So how do you find *anything*?! Very easy, spend all your time looking for vague terms that define your interests. For example, if you are interested in 3d modeling, try vertex, matrix, weight, blending, face, texture, and chumbalum soft. Hehehe. If you're interested in 3d programming, try game, model, skeleton, and flipcode.com. You get the idea, right? If you can describe the most obscure idea, you'll find a link to exactly what you want. If you really want free manga, don't look for 'free manga'. Silly luser. Manga translation is warmer. stick rezo is one answer. There are other answers, but go ahead. If you think Kazaa is your answer, buyer beware: you get what you pay for. Okay, not really. You don't pay and you do get ... something. Those pop-ups and spyware are part of the bargin. Then you got content. There's some good techno on there. Happy Hardcore is good stuff. Uh huh. What next? You want more free stuff? Well, web comics are popular, so they say. '^_^ If you click the button called links on this very page, you'll get a bunch of them. So how have I downloaded around 70 GB of stuff from the internet in 7 years? Well, I deleted most of that stuff (due to legal and copyright stuff), but about 5 GB of that is stuff now on my harddrive in the form of good free stuff. 5 GB is stuff that I made that was inspired by the stuff I saw on the internet. 1 GB is stuff that I took from the internet and manipulated for my own uses. The simple best advice that I can give you is check every links page no matter how awful a site is. Say you got a terrible NASA site while looking for soft pr0n (it happened to me when I was 16). You go directly to their links and you find a commercial space site. They have a links page to their advertiser. They have a cool advertiser and you go check out robotic tanks. They sponsor a documentation project (ugh). That documentation project covers free software. You use their project page. Hmmm, what is CDex? Ka-ching! The hypertext idea is great because it makes a network of words. To make this network of words work, people organize it into a few sections: cover, content, buy, and/or links. Links is essential page for the network to work. If your content is all linked up, people actually have to skim your document for them. A page for it makes it work. That's the idea of MLA Works Cited. So you get my idea? If you get here by looking for the wrong thing, you need to change your browsing technique so that you can get here by not looking for the right thing.

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