transactions go basically like this: try { * start transaction (command depends on the db engine) * update * update * insert *...until you're done * commit (<- stuff gets written at this point) } catch { rollback } Let's say the last insert fails and leaves your db in an incomplete state. Then you can issue a "rollback"…
oops - sorry, not been keeping up to date with the forum, so missed all your chaps replies The major issue is organisation and categorisation, so some ideas i have include - Search > its be great to type in "rust" or "dirt" etc and have all the appropriate brushes show up - TABBED BRUSH SECTIONS > The monolithic list of…
Im pretty sure Frostbite is using Enlighten which is a static solution which requires precalculated data. Light Propagation Volumes is what Cryengine 3 uses. Its less accurate than the way Enlighten works, but it doesnt require any precalculated data (although I am using precalculated indirect light occluders which can…
I added a lot of gameplay related stuff in: Unity WebPlayer I created a pretty hacky event driven mission scripting system. Heres the mission code used for this demo: MEC.BeginAutoAdd(); //Main Thread MEC.CurrentThread("GettingStarted"); MEC.ShowDialog("WelcomeDialog1", "Oh hi there, welcome to Null Space. Lets start with…
Aside from getting ready to switch software packages and engines I haven't been working on too much other than small stuff like this: ScaleSpin, it adds a spinner to the curve editor to help you control the position of the scale origin. For regular max objects Monsters scale snap works great, but it doesn't handle all…
Took the xyzWindow script for Maya posted here the other day and updated it to be a full transform type-in window that mimics Max. Maybe someone here can get some use out of it (or give some thoughts on improving it): ////////////////////////////////////////////////////title: xyzWindow//Version: 2.0//Date:…