Do you ever question you`re life?
Anser please....
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Re: Do you ever question you`re life?
no
"your" |
Re: Do you ever question you`re life?
constantly
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Re: Do you ever question you`re life?
of course
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Re: Do you ever question you`re life?
often, normally late at night while lying in my bed after a joint or two.
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Re: Do you ever question you`re life?
Thankyou...nice. Not doing too well at the mo. Ho Hum....
More ideas? |
Re: Do you ever question you`re life?
do you ever question your life?
do you ever wonder why? do you ever see in your dreams, all the castles in the sky... oh tell me why... do we build castles in the sky... oh tell me why... are the castles way up high... please tell me why... do we build castles in the sky... oh tell me why... are the castles way up high... |
Re: Do you ever question you`re life?
yes, i think that everyone questions their life on occation, although im quite happy with mine at the moment.
deepflow should be shot for posting those song lyrics though |
Re: Do you ever question you`re life?
yes he should, with bullets not cum.
i will never cease to be amazed with pa's innate podanticness |
Re: Do you ever question you`re life?
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Re: Do you ever question you`re life?
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Re: Do you ever question you`re life?
I am life, aren't I?
lol @ making fun of grammar. I ****ing rock. |
Re: Do you ever question you`re life?
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EDIT which is lucky as that point was made in the first reply |
Re: Do you ever question you`re life?
bloody pedant
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Re: Do you ever question you`re life?
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And no, I trouble myself with more important questions. For example why my quaternions rotate the wrong way when multiplying them. |
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But this might help you: i˛ = j˛ = k˛ = ijk = -1 |
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Re: Do you ever question you`re life?
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And yes, imaginary numbers. Really cool stuff. I don't have a clue what I'm doing, but they work, and that's all that counts. They rotated the wrong way BTW because I had the whole multiplication in operator* around the wrong way. JetLinus, why would they be overrated? I can understand that they are a bit redundant in rotations that are limitted to one axis (for example in a FPS like Quake2 where the character only rotates around its y-axis). But when working with rotations around arbitrary axes like in flight simulators they are really handy to prevent gimbal lock. PLUS they are fast. No COS or SIN needed to rotate. Just a few multiplications and additions. Really funky stuff. It makes me regret I didn't pay more attention in maths class in school. |
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