JF make 73
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Creation Date: 2002-02-07
This picture is simply the shotty guy's face pasted onto body 2 with a skeleton. You might be able to see that the skeleton is not done. You certainly can see that the skin is not done. Is he wearing a jumpsuit? We can only gasp in horror and wonder. No, I have stuff to do tonight, so gimme a break. The same skeleton technique went into this as most of the others. I did however find an interesting idea. That is you can put the elbow joint right on the inside of the elbow since bending the elbow backwards will only happen when Jav is breaking someone's arm (Ouch!). The wrist joint can go right in the middle of the wrist area. The shoulder is another idea, though. It can go right in the armpit and then you have to assign the vertexes on the top of the shoulder to it. That way they rotate around and it looks right. That's my thought anyway. The same can be done with the legs. That's merely an idea, so go back to work, you dog.

I finished my piecewise path quantization of an accelerated particle in C++. It sounds tough, but it's not very bad. It just assumes that there's a physical object that can be represented by a spherical particle (a person for example) and that the only way they can only move is applying constant force (walking is approximately constant). Thus a person goes from walking in a straight line to running in a straight line to turning a corner to walking straight and then slowing to a stop. It's actually a better system than what is found in professional video games. Professional video games use a harder system that doesn't do as good physics that relies on constant velocity and increasing velocity in steps related to the frame rate. Anyway, this picture is it. The pictures are a pair of triangles. The curve is made of twenty-one lines between each picture. It doesn't have to be 21, it could be as little as 1, but the curviness is less curvy with 10 or so. The curve is made from a function CAcceleratedParticle->GetPosition(tn) where tn is the time in milliseconds. Thus the function is based on time rather than position or anything like that. Often people try to tell us that they have a perfectly fast and smooth system, but you have to know the x value or something. That won't work for a video game. Next, in yellow is the velocity. You can see exactly what a particle does, right? And you can see that I'm not lying? Also, if you had the program you could drag around the cues you'd see that the system is completely fluid. Dragging one cue will change the curves around it to make a perfect curve no matter what position or velocity you want. As long as deltap * deltax >= h-bar/2. Hahaha, physicist joke. Actually, in the computer you can know the exact position and velocity of a particle since you don't have schroedinger's equations. Hehehe.
There's a quote of a physicist who said: "Not only do physicists do some things better than most people, we do everything better than everyone!" Ah yes, well, I wasn't going to say that is true, but I'm going to say that evidence is often gathered to that conclusion. ^_^;

Finding a job that is rewarding and not demanding is a really good goal. Computer consulting often sounds like a good job at times, but the not demanding part doesn't quite work... As long as a person can just do a bit here and a bit there, it's okay, right? I think that's what I'm looking for in a stable job. If I work for some company after I pay off my loans, they won't be able to keep me doing stuff that isn't either serious or fun more than ~20 hours/week even at minimum wage. I probably wouldn't last any time at a job that was neither serious nor fun after my debts are paid off. I probably wouldn't last at a fun job after my debts are paid off. Physics is the only thing that can keep my attention.
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