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 Post subject: Re: funny jpg topic
PostPosted: 03.15.13 
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Godlike
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ratio: 1.56
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nick: I_Play_Games
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ratio: 1.14
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 Post subject: Re: funny jpg topic
PostPosted: 03.16.13 
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Ingame Mod
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secret of the white smoke .... is this weed from your farm Crushy? :lol:

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 Post subject: Re: funny jpg topic
PostPosted: 03.18.13 
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:lol:


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lol.jpg [ 11.68 KiB | Viewed 3124 times ]

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 Post subject: Re:dswp love story
PostPosted: 03.21.13 
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1. Start video (this is just to have some music in the background)
2. scroll below and read it :mrgreen:



Watch this vid @ Youtube (new Window)

Everything u say on wurst servers can and will be used for or against you :evil:
Attachment:
<3 story.jpg
<3 story.jpg [ 230.49 KiB | Viewed 5477 times ]

superfluous text is removed for easier reading...there's some artistic freedom too :)

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 Post subject: Re: funny jpg topic
PostPosted: 03.22.13 
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omg pingo off the leash :D



 


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 Post subject: Re: funny jpg topic
PostPosted: 03.23.13 
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skill: 459.356
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deaths: 756
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PingoSuSE wrote:
:lol:

[Image: Pen is broken]

Nice find, the employee who wrote that had a lot of humour :D



 


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 Post subject: Re: funny jpg topic
PostPosted: 03.23.13 
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nick: Blah
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deaths: 10118
ratio: 1.56
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nick: I_Play_Games
skill: 734.04
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 Post subject: Re: funny jpg topic
PostPosted: 03.24.13 
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nick: [dswp]Cat
skill: 308.138
kills: 388
deaths: 508
ratio: 0.76
.,.


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 Post subject: Re: funny jpg topic
PostPosted: 03.25.13 
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I didn't think DSL was fast. Actually, I think all the computers in the world altogether are slow*.

*A long and boring story:
I recently considered making a very realistic game/simulation engine in which I'd simply place atoms and simulate physical forces. Of course, you cannot simulate more in-game atoms with a CPU/GPU/whatever consisting of less atoms. So I thought about increasing the size of atoms from 0.000 000 000 1m to 0.001m. That would be 10 000 000x less atoms in a 1D simulation, and 1000 000 000 000 000 000 000x less atoms for a 3D simulation. Sounds like a big simplifications. But, that's still 1 000 000 000 atoms (=1 Giga-atom) per cubic meter of dense simulated matter (i.e. concrete). That times number of bytes per a variable, times the number of variables per atom times number of frames per second** (**if you want to simulate proper collision detection (atoms should usually travel mach less than their size per frame to prevent quantum-tunneling-like effects at low speeds in macroscopic environment) and/or sound (at least 44000fps) you cannot settle down for 30fps) gives a lot of data to process (that only for 1 cubic meter of game-space). Now take a typical game world size into account and you get very much lots of data to process.


On another note: funny how I suddenly understand German when it talks about ejaculation and sperm. ;)

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 Post subject: Re: funny jpg topic
PostPosted: 03.26.13 
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-----bomb:  
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skill: 1056.62
kills: 18077
deaths: 14755
ratio: 1.22
natirips wrote:
I didn't think DSL was fast. Actually, I think all the computers in the world altogether are slow*.

*A long and boring story:
I recently considered making a very realistic game/simulation engine in which I'd simply place atoms and simulate physical forces. Of course, you cannot simulate more in-game atoms with a CPU/GPU/whatever consisting of less atoms. So I thought about increasing the size of atoms from 0.000 000 000 1m to 0.001m. That would be 10 000 000x less atoms in a 1D simulation, and 1000 000 000 000 000 000 000x less atoms for a 3D simulation. Sounds like a big simplifications. But, that's still 1 000 000 000 atoms (=1 Giga-atom) per cubic meter of dense simulated matter (i.e. concrete). That times number of bytes per a variable, times the number of variables per atom times number of frames per second** (**if you want to simulate proper collision detection (atoms should usually travel mach less than their size per frame to prevent quantum-tunneling-like effects at low speeds in macroscopic environment) and/or sound (at least 44000fps) you cannot settle down for 30fps) gives a lot of data to process (that only for 1 cubic meter of game-space). Now take a typical game world size into account and you get very much lots of data to process.


On another note: funny how I suddenly understand German when it talks about ejaculation and sperm. ;)





I am hoping for quantum computers :)



 


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