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01:00 - 21:0021:00 - 22:00

Ahh I understand more little bits of that comic the more that I look at it
My classmates knew of the magic smoke very well
 
@danielunderwood ...they were stoners?
Excellent out-of-context quote.
 
welp, another recruiter blew me off lol...
 
9:23 PM
Actually I've been surprised a couple times by references to drugs in Rovelli's pop sci books
 
gateway drugs?
 
wormhole drugs!
You take them, you get sucked into another universe
 
sounds legit
 
Sounds like quite the experience to me
 
unfortunate that this job is actually in culver city...quite close to me...but he did not reveal the name of the firm so I can't go apply myself
 
9:28 PM
Once again, I grow more skeptical about the concept of "recruiter" :P
 
I had one call me unprompted yesterday. Got to test out Google's new call screening feature
Actually it was the same one that called me unprompted last week then put me on hold
 
I hope you put them on hold in return!
"Oh darn, I have to flobber the dingle, just hold on a minute", then go have lunch
 
Judging by what the recruiter's technical knowledge seemed to be, that may have sounded like actual software work
 
A great many start-ups fail because they forget to flobber the dingle.
 
Speaking of start-ups, I'll pay good money to anyone who creates one for an actually good pillow
 
9:34 PM
What's bad about existing pillows?
 
we should totally make a start up going after 3D rendering man...it's a good idea man...
is pbrt written in C++
 
All my pillows suck. I actually have one that's good but too tall and one that's good but too low. Time to try another I suppose
 
I'm not familiar with the syntax apparently... std::vector<std::string> filenames; like I can guess what it's trying to do, but I don't recall this syntax
 
Yeah that would be C++
 
@danielunderwood you try tempurpedic?
it's the only material I sleep on
very comfortable
 
9:37 PM
I'd be interested in a 3d rendering startup though. It's quite the interesting topic
 
LET'S DO IT
 
I had a memory foam pillow ages ago and it had a bit of an odd smell. I think I know someone else that has a tempurpedic pillow and loves it too though
I don't know if the old one was actually tempurpedic or not though
 
no odd smell to me
" The mechanics of parsing scene description files will not be described in this book; the parser implementation can be found in the lex and yacc files core/pbrtlex.ll and core/pbrtparse.y, respectively."
hmmm...seems like an important piece to leave out...
 
Well there are a bunch of scene description files and it's more of reading a file spec and sticking that in code
 
@enumaris :: is the C++ scope operator used for all scope resolutions that are not member resolutions of objects. If you're more used to e.g. Python, just replace each :: by a . mentally.
 
9:44 PM
I think a couple common ones would be bst (binary scene tree?) and some xml format. It's been quite a long time since I've looked at the formats though
 
The vector<type> construction just declares a type that is a vector of type. In statically typed languages you have to say what your collections contain!
 
I think how to structure scenes in general may be a big topic. I think that and formats may be covered in that game engine architecture book I mentioned
@ACuriousMind What you really want is vector<void*>!
 
@enumaris Parser construction is a very standard (and today often automated) task. I don't find it odd to leave it out.
 
@ACuriousMind right, but I'm interested in knowing what actually "describes" a 3-D scene...
 
@danielunderwood Ah, the abyss type. Nietzsche would be proud.
@enumaris Knowing what describes a thing and knowing how to parse a machine-readable interpretation of the thing are two very different things!
 
9:48 PM
yeah I guess I assumed if they weren't going to describe how a scene is parsed, they wouldn't describe how a scene is described
 
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