Joss Whedon has a large band of worshippers. This is why Serenity was voted film of the year. They could televise Joss's shopping list and a load of Buffy and firefly fans would watch it if they know Joss wrote it.
And Serenity was a pretty okay film, despite the usual failing that TV to movie conversions have (too many main characters, need to introduce characters without boring the established fans. But I really can't be bothered watching it again.
But anyway - This week it was actual gaming. We played the Paranoia card game. Lots of treacherous goodness, except everyone was way too nice about it. They wanted to complete the missions. Completing the missions is easy if we all cooperate. But then other people will win. The game only works if played mercilessly. I decided to start picking on the nicest players.
The BBC talks about laundering the money from the robbery on Tonbridge. How can you clear up that amount of money? Seems some of it is non-sequential and untracable, so that's okay, but the rest of it was coming from the bank of England. You can't take it to the bank. They know where it came from. You have to find a way to spend it, and there's a limit to how much you can spend in cash without raising eybrows. Probably portable consumer electronics, sucgh as iPods and digital cameras is a good start since it's compact for its price, and can be easily disposed of on ebay.
But still, using this method, you need to spend a lot of time just shopping and selling. You might be able to dispose of say £50 000 in a day, but you can't do this every day, and you'll need to move around a lot because the money will eventually be noticed when it's paid into banks (There's got to be some tracking going on somewhere).
My game's collision engine has got way too complicated. The idea I initially had was that all collision volumes can handle distance from points, and hoitting planes and lines, then each volume is a class that has methods for dealing with these and a means of representing itself in terms of points, planes, and lines.
That means there's quite a lot of work to do each time I want to add a new mesh type, and if I want to change something, I need to change all of them. Just treating them as arbitrary meshes is too slow when you have a complex mesh. I could always simply do unions of sub meshes, but is there a better way of doing this? And do I need to know how hard I've hit an object?
|< Is it because I is fallen on my arse, AYE!!!!!!!! | BBC White season: 'Rivers of Blood' >|