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TOC

To the right you see the table of contents. This way, you can start reading the content of the page right away, no need to scroll past the TOC. And the normal TOC wastes so much white space to the right of it, why not conserve it? Ah, well, maybe it's not for every page, but that's why it's a template; it's optional. As with anything I add, it's just a suggestion and I'm not offended if it's totally rejected and deleted! I use it on my own wiki, and just thought I'd share the idea. :) Ricket 23:07, 1 March 2008 (EST)

  • You can actually do this in as the general TOC. Making it floating does induce a bit of problems with larger images, but this is easily fixed up by manually locating the TOC (__TOC__ I believe it is) or re-arranging the content. You can see an example live at my wiki. I do agree, it is a much better way to go. But if we do have something like that, it should be the page standard instead of having to define it on a per-page basis. --Spodi 12:28, 2 March 2008 (EST)

Blacklist test

Testing blacklist

[1]

TEST1 TEST2 TEST3 TEST4 TEST5 TEST6 TEST7 TEST8 TEST9 TEST10 TEST11 TEST12 TEST13 TEST14 TEST15

Hello World

IN USE PLEASE DONT DELETE THIS RIGHT NOW

THANKS

ok

Section

Let Σ be a closed oriented surface enclosing a charge Qenc and a volume V, then

\oint_\Sigma \vec E\cdot\hat{n}\ \mbox{da}=\frac{Q_{enc}}{\varepsilon_0}

by the Divergence theorem we have

\int_V div \vec E\ \mbox{dV}= \frac{Q_{enc}}{\varepsilon_0}

but

Q_{enc} = \int_V \rho\ \mbox{dV}

so

\int_V div \vec E\ \mbox{dV}= \frac{1}{\varepsilon_0}\int_V \rho\ \mbox{dV}

therefore

div \vec E = \frac{\rho}{\varepsilon_0}

almost everywhere

Code test

for(int i=0; i<3; i++){

}


Ray Triangle Intersection

Preface

Ray -> triangle intersection is a widely asked for topic amongst novice game coders. This is really a very simple topic that I will try to explain to the best of my knowlege.

the basics

first of all you need to know how to work with * Vector Math.

To keep it simple i will show a simple vector class implementation (stripped down to the basics)

Basic c++ vector implementation


#define EPSILON (1E-5)  // this is used since floating point arithmatic 
                        // since there can be quite a bit of precision loss 
                        // (todo - link to precision loss link)

typedef float Real; // change to double for more precision

class Vector3
{
public:
    Real x,y,z;

    //constructors
    Vector3(){ x=y=z=Real(0); }

    Vector3(Real x,Real y, Real z){ this->x=x; this->y=y; this->z=z; }

    Vector3(const Vector3& v){ x=v.x; y=v.y; z=v.z; }

    
}

Level 1

Level 2

Level 3

This is a std::vector from the STL.

std::vector<int> numbers;


This is me just changing stuff.

If I add a new heading, does it show up automatically?

Yes, yes it does.

Let's give GeSHi a try:

#include <iostream>
using std::cout;
using std::endl;
 
int main()
  cout << "Hello Game Programmers around the world!" << endl;
 
  return 0;
}


now for c#...

namespace test
{
  public class myClass
  {
    public void myFoo()
    {
       int theVar = 15;
       return;
    }
  }
}

and some messed up colors those are!

now for vb...

namespace test
  public class myClass
    public sub myFoo()
      dim theVar as int = 15
    end sub
  end class
end namespace

New Heading?


Binary Packets

Files:Example.jpg

How They are Set Up First a person