HDTenEightyP/NetNews huggingface dataset:
From: worley@a.cs.okstate.edu (WORLEY LAWRENCE JA)
Subject: Re: Good animation program
Organization: Oklahoma State University
Date: Tue, 5 Jan 93 05:33:43 GMT

From article <1iarq4INNmbc@gambier.rick.cs.ubc.ca>, by w5y092@rick.cs.ubc.ca (Stephen Todd Leroux):
> Hiya... I'm looking for a good program to create animations for use in a game.
> Basically sprites, but I'd like it to be fairly powerful, and (free?)
> shareware.  I've seen a lot of stuff by autodesk anmimator.  Is this useful
> for my purpose?  I have a feeling its commercial.  Anyone know the price for
> the program?
> 

Yes, it is commercial.  And it is VERY expensive.  I believe that AutoDesk
has two versions of this program.  3D Animator is the cheap version (around
$700 ? ) and there is a MUCH more expensive version that is about $4,000 I
think.  I visited with an AutoDesk rep at a local computer show last fall,
where he was demonstrating both programs.  I was so impressed I bought
AutoDesk (I got a better deal than $700 though).

BTW, both progs require a coprocessor and 386/486 before you can even
install them.

-Jason Worley
Newsgroups: rec.games.programmer
From: geoffs@eecs270.engin.umich.edu (Geoffrey M Silverton)
Subject: Re: Wolf/UU (was plotting pixels)
Date: Mon, 11 Jan 93 21:20:32 EST
Organization: University of Michigan Engineering, Ann Arbor
Originator: geoffs@eecs270.engin.umich.edu



> Better yet, how many have working scene rendering code?  Doing bitmapped walls
> Wolf-style isn't too tough, and it can be done with either massive lookup
> tables or a couple of multiplies per column of pixels.  The tricky part is
> doing textured floors and ceilings, since you have to effectively perform
> a Bresenham or similar line draw across each tile on the floor. (ick)

Actually, I have textured ceilings and floors working but am not using
a Bresenham alg. -- I am looping through screen pixels not floor 
coordinates and so have two integer divides in the inner loop to convert 
the x, y.  Even with this divide, I am getting about 6 fps in a 200x100 
window on my 386 33. Can anyone who's looked at this sort of thing think 
of a way to get rid of the divides in the inner loop of the floor/ceiling 
code?

I am taking the distance corresponding to a given screen pixel from a 
lookup table but I have to divide (or multiply...) by two factors found 
from the user's rotation angle to get the x and y components.  A 2-D 
lookup table for this would be too big.

Have you seen Catacombs Abyss?  They seem to have used the WOLF3D 
rendering code but have fewer #angles for rotation and are using 16 color 
EGA!  Still, the creatures are more interesting.

Geoff
(geoffs@engin.umich.edu)
From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Re: Goto [variable] in C+
Date: 31 Dec 92 17:19:44 GMT
X-Maildoor: WaflineMail 1.00r


  Sir  spoke forth saying:
"Goto [variable] in C++ ?" toward 
 on 12-28-92  14:44
 Ap> This is a question from someone new to C...

 Ap> How could I set up C code so that a program goes to a function where
 Ap> the name of the function is placed in a string variable? The specific
 Ap> use I'm thinking of is for an adventure game, where the function the
 Ap> parser calls depends on the verb the player used in typing in his
 Ap> command.. I could set it up as: 
 Ap> -If verb_parsed is 'eat' then call eat_function
 Ap> -If verb_parsed is 'give' then call give_function

 Ap> and so forth, but this is awful... How could I write it in C to look
 Ap> like: 
 Ap> -Go to [verb_parsed + string_holding_parameter_characters]


    You could use tokens and a switch statement:

    ie
    switch(verb_parse(data)) {
        case eat:eat(args); break;
        ...
        }

    or you can do this

    int (*actions)()[TOTAL_ACTIONS];
    then

    actions[verb_parse(data)](args);

                Stephen Cyberman@Toz.Buffalo.NY.US
             Mangled on Wed  12-30-1992  at 17:27:24

... It balances!  It balances!  Run the paychecks!
---
 * Blue Wave/QWK v2.11 *
                                                                                                                   
Xref: sparky rec.games.programmer:5365 alt.graphics:440 comp.graphics:13667 comp.graphics.animation:1573
From: ewebber@access.digex.com (Eric Sean Webber)
Newsgroups: rec.games.programmer,alt.graphics,comp.graphics,comp.graphics.animation
Subject: What is the difference between 3D Studio and Animator (AUTODESK)
Date: 9 Jan 1993 15:36:03 GMT
Organization: DIVERSIFIED ETC. P.O. BOX 952 Greenbelt, MD 20770 USA
NNTP-Posting-Host: access.digex.com
Keywords: Difference between AUTODESK Animator and 3D Studio

What are the differences between AUTODESK's Animator, 3D Studio, and
Animator PRO

 Thanks, ERIC   ; - 0      ewebber@access.digex.com



Newsgroups: rec.games.programmer
From: galt%peruvian.cs.utah.edu@cs.utah.edu (Greg Alt)
Subject: Re: 256 VGA (mode 13h)
Date: 12 Jan 93 15:55:08 MST
Followup-To: rec.games.programmer
Reply-To: galt%peruvian.utah.edu@cs.utah.edu
Organization: University of Utah, CS Dept., Salt Lake City

In article <C0qLEE.JI8@dcs.ed.ac.uk>, bal@dcs.ed.ac.uk (Benjamin Librojo) writes:
>	Has anyone out there written code for directly accessing display 
>memory in VGA 320X200 (256 colors) mode ? For some reason in my program,
>if the y-coord is greater than 100 the x position of the pixel seems to be
>out by about ten pixels. Does anyone know why this is? Am I doing something

I had this same problem a while ago.  The problem is how you are computing
the address for the pixel (I think).  You might want to try setting up an
array of chars that is 64000 long, and just index into it.  Another idea
would be to have it print out the memory addresses that it is calculating
right around the part where it messes up; that should give you an idea of
how you are computing it incorrectly.  It is probably something like 
unsigned vs. signed variables or casting problems.  

----
Join the Greg Alt boycott! Put /galt/h :j in your killfile today!
----
Newsgroups: rec.games.programmer
From: robert@alkymi.unit.no (Robert Schmidt)
Subject: Re: OK.. about my original copyright question.
Organization: Norwegian Institute of Technology
Date: Thu, 7 Jan 93 20:19:40 GMT

In article <1993Jan7.180301.29829@nb.rockwell.com>, wade@nb.rockwell.com (Wade Guthrie) writes:
> 
> In article <wH1ywB2w164w@jwt.UUCP>, bbs-cyclic@jwt.UUCP (Ron Czarnik) writes:
> > Maybe what I meant was a trademark.  What I basically don't want used is 
> > the idea.  What is the difference/definition between/of a copyright and a 
> > trademark?
> 
> I think what you want is a patent.  I didn't see the original article, but
> if it's the idea, you are talking about a patent.  Now I'm no patent lawyer
> (and I'm sure that the first 'bzzznnnnt' flame response will include that
> last statement :->), but I believe the following.  First, patents have 
> historically not been done in software.  Second, I think I have heard that
> some software (ideas) are being patented these days.
> 


Especially things concerning compression etc.  As the comp.compression faq
tells us, most of the popular compression programs have patents or
patents pending.


robert
Newsgroups: rec.games.programmer
From: olsen_jo@cc.uvcc.edu
Subject: Wolf/UU (was plotting pixels)
Organization: Utah Valley Community College
Date: Mon, 11 Jan 1993 18:46:26 GMT

In article <W2f=Jv-@engin.umich.edu>, geoffs@yangtze.engin.umich.edu (Geoffrey M Silverton) writes:
> 
> In article <725904224.0@njackn.fidonet.org>, Jacob.Hartog@f99.n121.z1.fidonet.org (Jacob Hartog) writes:
>>         I'm writing a wolf-3d/Ultima Underworld type game and have encountered 
>> something of a stumbling block.
> *** Just out of curiosity, how many people on rec.games.programmer are writing
> Wolf3D-type games?

wolf_writer_count++;

Better yet, how many have working scene rendering code?  Doing bitmapped walls
Wolf-style isn't too tough, and it can be done with either massive lookup
tables or a couple of multiplies per column of pixels.  The tricky part is
doing textured floors and ceilings, since you have to effectively perform
a Bresenham or similar line draw across each tile on the floor. (ick)

It can also get messy figuring out how to draw the objects and beasties.

I've opted (for now) to not use textured floors and ceilings since I'll be
needing a good chunk of processor for the AI routines.

Could someone who has seen Ultima Underworld (and others?) give
a quick eval?  It would be good to see:

- #angles you can turn to (4, 16, >500, etc)
- #degrees in field of view
- what surfaces are textured
- frames per second for a specific machine
- vertical movement resolution

For Wolf, the numbers are approximately the following:

- Over 640 angles (320 angles, and under 180 degree field of view)
- Roughly 135 degree field of view (I don't have it in front of me)
- Walls textured, floor all one color, ceiling all one color.
- 386/33 gets about 15-20 fps for me at full size.  I've seen it run at
  or over 30 fps on a 486.  It can run on a 286, but is a dog at full size.
  (full size means 320 x 100 window)
- No vertical movement.

olsen_jo@uvadm.uvcc.edu
Newsgroups: rec.games.programmer
From: rdippold@cancun.qualcomm.com (Ron Dippold)
Subject: Re: Windows and SVGA Was: Re: Why are PC graphics so horrible?
Organization: Qualcomm, Inc., San Diego, CA
Date: Wed, 6 Jan 1993 19:51:07 GMT

nak@cbnews.cb.att.com (neil.a.kirby) writes:
>And now we are back to one standard to write games for.  It used to be CGA,
>then EGA, then VGA.  But there are numerous SVGA engines out there; S3,
>Mach8, Mach32, ET4000, etc.  What is that one standard?

>WINODWS.

This is because as far as Windows is concerned, all these are pretty
similar.  You manipulate a bitmap.  Some have more colors.  Some have
less.  Now, add the game card with true sprites, fast bitmap rotation,
etc.  These are radical changes compared to SVGA-CGA.  What does
Windows know of sprites other than the occasional hardware cursor?
Can you write a game that makes enough use of the special features of
the game card to make it especially attractive to gameplayers, yet
still have your game run well enough on SVGA-CGA that they will want
to buy it as well?  If yes, then you're set.
-- 
Sex is nobody's business but the three people involved.
Newsgroups: rec.games.programmer,rec.games.empire
From: marshall@seas.gwu.edu (Christopher Marshall)
Subject: PC Empire Combat Resolution
Organization: George Washington University
Date: Thu, 7 Jan 1993 15:14:21 GMT

Does anybody know how Walter Bright's PC Empire conducts combat?
I seem to run into a lot of very unlikely combat results, like an army
doing 2 points of damage against a destroyer.

The manual talks about how the two pieces 'trade hits' until one is dead.
Assume piece A attacks piece B.  I imagine what Empire does is roll to see
if A hits B.  Apply damage to B if A hit.  Roll to see if B hits A.  Apply
damage to A if B hit.  Continue.  My question is, how do you calculate
the probability of A hitting B given the attack factor of A and the defense
factor of B?

There is also another way combat could be conducted.  Assume A attacks B.
Based on attack and defense factors, there is a certain probability that
A will hit B and otherwise B hits A.  Damage is applied.  Repeat.
Does anyone know if this is how combat is conducted?

Chris Marshall
Xref: sparky rec.games.programmer:5374 alt.graphics:443 comp.graphics:13693 comp.graphics.animation:1583
From: tessmann@cs.ubc.ca (Markus Tessmann)
Newsgroups: rec.games.programmer,alt.graphics,comp.graphics,comp.graphics.animation
Subject: Re: What is the difference between 3D Studio and Animator (AUTODESK)
Date: 12 Jan 1993 12:23:14 -0800
Organization: Computer Science, University of B.C., Vancouver, B.C., Canada
NNTP-Posting-Host: larry.cs.ubc.ca
Keywords: Difference between AUTODESK Animator and 3D Studio

ewebber@access.digex.com (Eric Sean Webber) writes:

>What are the differences between AUTODESK's Animator, 3D Studio, and
>Animator PRO

> Thanks, ERIC   ; - 0      ewebber@access.digex.com


3D Studio is a 3 dimensional modelling/animation/rendering package.

Animator and Animator Pro are 2D animation packages.  

You can take rendered images from 3DS into Animator and combine them with other
images created elsewhere.  I believe that you can also take animation sequences
from Animator (.fli files) and use them to create moving texture maps in 3DS.

	Markus

Newsgroups: rec.games.programmer,comp.os.os2.programmer,comp.os.msdos.programmer
From: kuan@dms.agames.com (Frank Kuan)
Subject: how to do vga mode 0x13 in os2?
Organization: AGC
Date: Mon, 4 Jan 1993 21:30:21 GMT


I have been writing a graphics program that uses vga mode 0x13 (320x200x256)
as a dos application with borland C.  The difficulties I'm having are
all related to 16 bit limitations.

I want to use 32 bits, statically allocate more than 64k, and still be
able to use a source debugger and not have it crash. 

I think the way to go is to develop this as a 32 bit flat model application
under os/2, and when it is stable, port it to a 32 bit dos extender since
the masses use dos. 

I have a few questions concerning this:

1. Is watcom the way to go, gcc, or Zortech? (C++ would be nice, but not
	essential, so that's not a consideration) 
2. I have four of the .inf redbooks for os2, but I could not find info
	on how to talk to the video card to pop it into mode 0x13, or
	even how to bring up an os2 full screen. What address is vram
	mapped to?
3. I've never seen an os/2 app written to use vga mode 0x13. Are there
	any available with source?

Any advice, answers, hints would be greatly appreciated.

- Frank
From: bell@cs.unc.edu (Andrew Bell)
Newsgroups: rec.games.programmer
Subject: Re: Patents (was Re: OK.. about my original copyright question.)
Date: 8 Jan 1993 08:33:16 -0500
Organization: The University of North Carolina at Chapel Hill
NNTP-Posting-Host: beethoven.cs.unc.edu
Keywords: Patents, copyrights, trademarks

In article <1993Jan8.084941.16685@news.unige.ch> afzal@divsun.unige.ch writes:
>If you are opposed to the notion of patents on software techniques, then
>you could become a member of the League for Programming Freedom (sorry,
>don't have details at hand, there was an article in CACM last year on patents
>which talks about the LPF).

From another newsgroup:
If you have any questions, please write to the League, phone
(617) 243-4091, or send Internet mail to lpf@uunet.uu.net.

                       Jack Larsen, President
                       Chris Hofstader, Secretary
                       Steve Sisak, Treasurer

    League for Programming Freedom
    1 Kendall Square #143
    P.O.Box 9171
    Cambridge, Massachusetts 02139

   Andrew Bell
   bell@cs.unc.edu
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.programmer
Subject: Re: OK.. about my original copyright question.
Date: 7 Jan 93 20:40:00 GMT
Organization: University of California, San Diego

In article <wH1ywB2w164w@jwt.UUCP> bbs-cyclic@jwt.UUCP writes:
>Maybe what I meant was a trademark.  What I basically don't want used is 
>the idea.  What is the difference/definition between/of a copyright and a 
>trademark?
>
>-Ron

	As I seen to recall (correct me if I'm wrong!), a copyright
covers an idea, say like a book.  A copyrighted book cannot be
reproduced without the permission of the author...etc...etc.  A
trademark covers a word...a character's name, a special term used by
the company...etc.
	Generally, I guess, you trademark names of places and
characters in your work, and you copyright the idea...the whole.  So
if someone came along and wanted to write their own Wing Commander,
they couldn't use the name (trademarked), and they can't steal the
background (copyrighted).
	I do believe that's the general idea.  (Again, if I'm wrong,
would someone correct me?)

Newsgroups: rec.games.programmer
From: s14335rd@UMASSD.EDU (W'zup)
Subject: Autodesk Animator???
Reply-To: s14335rd@UMASSD.EDU
Organization: UMASS DARTMOUTH, NO. DARTMOUTH, MA.
Date: Mon, 11 Jan 1993 17:52:16 GMT

Hey,

	In response to the replies to the posting about a good 
animation program...  Both individuals responded by saying that 
Autodesk Animator *is* commercial and expensive.  I agree, but I am 
not too sure about the figures ($700-$4000).  I saw it at a show 
(shrink-wrapped etc...) for only about $70!

					Later,
					Rob.

Newsgroups: rec.games.programmer,rec.games.int-fiction,rec.arts.int-fiction
From: jacobw@phoenix.Princeton.EDU (Jacob Solomon Weinstein)
Subject: Re: Question about TADS programming
Originator: news@nimaster
Organization: Princeton University
Date: Wed, 6 Jan 1993 20:54:30 GMT

In article <1993Jan6.190054.27255@ultb.isc.rit.edu> jsvrc@rc.rit.edu (J A Stephen Viggiano) writes:
>In article <1993Jan6.162202.9225@viewlogic.com> allen@baja.viewlogic.com (Dave Allen) writes:
>
>>   Down in the unreachable internals of TADS, something eats multiple
>>   spaces.
>
>Funny, I can't get the @#%!! thing to NOT put two spaces after a period.
>

I direct both of you to page 64 of the TADS 2.0 manual, wherein it
explains how to handle both of these problems quite simply. (Page 62
in the TADS 1.x manual.)
From: allen@baja.viewlogic.com (Dave Allen)
Newsgroups: rec.games.programmer
Subject: Re: plate tectonics
Date: 8 Jan 93 13:54:58 GMT
Organization: Viewlogic Systems, Inc., Marlboro, MA
Originator: allen@baja

Clayten Hamacher wrote:
> I have been meaning to write a map generator, not just one that puts
> mountains and rivers on a map, but one that generates a world like we have.
> I'd use most of the rules of plate techtonics and a few other things, maybe a
> gravity variant (how many hills and how high..)
> Start with a sphere, draw 'plates' on it.
> Toss a big chunk of land (1/3 or so) in one clump onto the map.
> Assign directions and speeds to the 'plates', making all move roughly out
> from        the center.
> Keep track of convection currents for future use.
> Note what plates eventually meet, depending on the type of boundary they'd
>        form different landscape features (volcanoes etc)
> Add hotspots and other 'phenomenon' to make small deformities.
> Map the land roughly, only the big rivers and such things.
> Print map of random Earthlike world..

Well, this isn't a FAQ, but it is an O(ften)AQ.  I wrote such a program and
posted it to comp.sources.misc two years ago.  You can get it from anyplace
that archives comp.sources.misc, volume 18.  My favorite place is to ftp from
ftp.uu.net, directory usenet/comp.sources.misc/volume18/planet.  It does
everything you asked for.  Get it, read the doc, and ask me questions.  Here's
the README:

This is version 1 of a scientific planet generator (as opposed to a
die-rolling planet generator).  It is written in C and runs in graphics
mode under Xwindows, or in text-only mode under UN*X.  There are three
programs:

   - tec: a continental drift simulator
   - clim: a climate generator
   - globe: computes and displays a rotating planet

Copyright (c) 1991 by David Allen.  You may distribute this freely as long
as you leave my name and copyright notice intact.

I'd really like your comments and feedback; send e-mail to
allen@viewlogic.com, or send us-mail to David Allen, 10 O'Moore Ave,
Maynard, MA 01754.

There are three subdirectories:

   - src: contains all source and a UN*X Makefile
   - example: contains some sample input and output files
   - doc: contains details about how to use the programs and how they work.

Dave Allen: allen@viewlogic.com
Organization: Penn State University
Date: Tue, 12 Jan 1993 12:27:46 EST
From: <SML108@psuvm.psu.edu>
Newsgroups: rec.games.programmer
Subject: Atari 2600 tech specs

Hi, can someone either email me or point me to the proper ftp archive
to get detailed Atari 2600 specs.  Also, just what were atari 2600
cartridges developed on?  Anyone got a spare development system they
want to sell?

Scott
From: goodrich@sirius.noname (Mike Goodrich)
Newsgroups: rec.games.programmer
Subject: Re: need SBP Faq and help.....
Date: 8 Jan 1993 19:37:48 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: goodrich@sirius.noname
NNTP-Posting-Host: sirius.larc.nasa.gov

Well, I have had lengthy experience with Turbo-C and generally have a high regard
for it. The memory model snafu's on the iAPX80x86 are however legendary. I would
recommend (4) things:

(1) read the manual on memory models VERY CAREFULLY, you may find some surprises.
(2) single step your code at the assembler level and watch what is happening to
	particularly all the address registers.
(3) if you are using pointers, print out their values with printf() while not
	running under the debugger.
(4) I have traced a many a weird bug to a missing <include> file.

happy debugging...

..mike


Newsgroups: rec.games.programmer
From: egerter@gaul.csd.uwo.ca (BARRY EGERTER)
Subject: VGA 256 - WGT Systems
Organization: Computer Science Dept., Univ. of Western Ontario, London, Canada
Date: Thu, 7 Jan 1993 19:50:45 GMT
Keywords: wgt, graphics, vga


	After several months of questions pertaining to the location of the
WGT graphics systems for 256 color VGA, I have now obtained a support BBS
with unlimited DL bytes for our products. It's a very large system with
seven nodes, and roll-over phone numbers (if one is busy, it tries the next
for you).

	I'm not intending this as a plug, but I have received enough interest
to make this posting. Callers using the following account will be taken
directly into the WordUp! message conference and file area. Menus in the system
are very helpful for those unfamiliar with PCBOARD. The account to use is:

	First name:      Word
	Last name :      Up
	Password  :      Graphics

The numbers to call are:

	(519) 457-1991   300-2400 (all error correcting)
	(519) 457-0059   14.4k  v.32  v.32/bis  v.42  v.42/bis
	(519) 457-0054      - same -

WordUp Software Productions is a guest on this system, so comments to the Sysop
do not reach us. Leave mail regarding our software, or support, to
Barry Egerter.


Their info:

    @@@@@@@@|                            @@@@@@| @@@|
    @@|   @@|                            @@| @@| @@| 
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    @@@@@@@@| @@| @@| @@|        @@|     @@| @@| @@|  @@|        @@|    
          @@| @@| @@| @@@@|      @@|     @@| @@| @@|  @@@@|      @@|
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    @@@@@@@@| @@@@@@| @@|        @@|    @@@| @@@@@@|  @@@@@@|    @@|
                                                                      
  Online Since April 1985!            Seven Full-Time Nodes and GROWING!
  Five CD-ROM Drives (a 1st!)         Over 2 Gigabytes of Downloads!
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  Unlimited Voice Support: 457-6698   No File Ratios - ever!
  Works out to only $5/month          VISA/MasterCard Online

      Brian Johnson / Sysop-Owner * Dave Wilmink / Sysop-Owner

Newsgroups: rec.games.video
From: gstump@twg.com (George Stump)
Subject: *****WANTED-Ecco,Streets2,Rash2,Golf*****
Organization: The Wollongong Group, Palo Alto, CA
Distribution: usa
Date: Wed, 6 Jan 1993 20:27:02 GMT

If you got em and would like to sell them drop me a line
Thanx-gstump@twg.com
From: littaum@atlantis.CS.ORST.EDU (Mike Littau)
Newsgroups: rec.games.video
Subject: Super Star Wars Level Select--possible
Date: 4 Jan 93 21:58:40 GMT
Organization: Computer Science Outreach Services - Oregon State University
NNTP-Posting-Host: atlantis.cs.orst.edu

I got this from Compuserve for the level select for star wars.  People say
it works, but I don't have SSW yet (anyone want to sell it??), so I don't
know if it works or not.  Anyways:

First, type a,a,a,a,x,b,b,b,b,y,x,x,x,x,a,y,y,y,y,b when it says start/options.
Then, anywhere in teh game:

Level skip:  Press START on controller 2
Game debugging mode:  L,R several times rapidly on controller 2


Would someone please tell me if they work?  Thanks!