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Coding By Numberz

A development blog showing the darker and lighter sides of Technical Artistry in the Games Industry.

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Coding By Numberz | codingbynumberz.blogspot.com Reviews
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A development blog showing the darker and lighter sides of Technical Artistry in the Games Industry.
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1 coding by numberz
2 variance
3 covariance
4 and covariance matrix
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6 play video
7 posted by
8 no comments
9 worldtimeclockplugin vcproj
10 1 comment
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Coding By Numberz | codingbynumberz.blogspot.com Reviews

https://codingbynumberz.blogspot.com

A development blog showing the darker and lighter sides of Technical Artistry in the Games Industry.

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codingbynumberz.blogspot.com codingbynumberz.blogspot.com
1

Qt Fun and Games | Coding By Numberz

http://codingbynumberz.blogspot.com/2010/03/qt-fun-and-games.html

Coding By Numberz: Qt Fun and Games. I'm a Lead Technical Artist at Bioware in Edmonton, Canada. My main expertise is in 3DS Max, Maya, Photoshop, .Net (C#) and everything inbetween. View my complete profile. Qt Fun and Games. I love being a noob again, all the fun and exitement of trolling forums for hours and ripping large clumps of hair out. The first peice of Qt awesomeness I found is that when you compile any of the test custom widgets you can't actually use them in the designer. Why? This generates...

2

Expanding Photoshop's Horizons: Plugins, Scripts and Flash | Coding By Numberz

http://codingbynumberz.blogspot.com/2010/01/expanding-photoshops-horizons-plugins.html

Coding By Numberz: Expanding Photoshop's Horizons: Plugins, Scripts and Flash. I'm a Lead Technical Artist at Bioware in Edmonton, Canada. My main expertise is in 3DS Max, Maya, Photoshop, .Net (C#) and everything inbetween. View my complete profile. Expanding Photoshop's Horizons: Plugins, Scripts and Flash. Very easy for anyone of a team to create and use. Easily imported and exported from Photoshop. Can include functionality from 3rd party plugins. No automatic way of distribution to team members.

3

February 2010 | Coding By Numberz

http://codingbynumberz.blogspot.com/2010_02_01_archive.html

Coding By Numberz: February 2010. I'm a Lead Technical Artist at Bioware in Edmonton, Canada. My main expertise is in 3DS Max, Maya, Photoshop, .Net (C#) and everything inbetween. View my complete profile. Developing custom Qt UI widgets for Maya 2011: A first look. Links to this post. Photoshop and Max Example Tool Videos. Links to this post. Subscribe to: Posts (Atom). Principal Component Analysis, Collision Volumes and You. Developing custom Qt UI widgets for Maya 2011: OMFG it works! Howdy, Heres a c...

4

March 2013 | Coding By Numberz

http://codingbynumberz.blogspot.com/2013_03_01_archive.html

Coding By Numberz: March 2013. I'm a Lead Technical Artist at Bioware in Edmonton, Canada. My main expertise is in 3DS Max, Maya, Photoshop, .Net (C#) and everything inbetween. View my complete profile. Principal Component Analysis, Collision Volumes and You. Links to this post. Subscribe to: Posts (Atom). Principal Component Analysis, Collision Volumes and You. Its been a loooong time between posts, and I guess a lot of distance as well.  This whole AAA business really takes it out of you :P . This page...

5

Links | Coding By Numberz

http://codingbynumberz.blogspot.com/2010/01/links.html

Coding By Numberz: Links. I'm a Lead Technical Artist at Bioware in Edmonton, Canada. My main expertise is in 3DS Max, Maya, Photoshop, .Net (C#) and everything inbetween. View my complete profile. This page will serve as a repository for all the information I have run aground on during some rough seas. Some of then turned out to be rather nice islands with coconuts and those little umbrellas in your drink. Photoshop Development and Related Links. 3DS Max Maxscript and Plugins. Maya, Qt and Python. Anoth...

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Coding By Numberz

A development blog showing the darker and lighter sides of Technical Artistry in the Games Industry. Tuesday, March 19, 2013. Principal Component Analysis, Collision Volumes and You. It's been a loooong time between posts, and I guess a lot of distance as well. This whole AAA business really takes it out of you :P. Find a way to automate the creation of best fit Bounding Box, Bounding Cylinder and Bounding Sphere collision primitives, mainly for environment art/props but could work for characters. Here's...

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C coding

All about c coding. Monday, November 28, 2005. The Gnu libstdc documentation. Consists of source level documentation of Gnu libstdc . The above is the official website of the documentation. Alternate libstdc -v3 Source Documentation. This is a good documentation site, which has source level documentation using the doxygen tool. Highly recommended! Posted by neeraj : 5:59 AM. This is a great library for programming accross platforms. Posted by neeraj : 5:57 AM. Friday, May 07, 2004. Monday, March 01, 2004.