• What are you working on? v19
    6,590 replies, posted
[QUOTE=SEKCobra;30606265]Working through learncpp.com, so far it's all simple and really similar to C#.[/QUOTE] C C++ and C#, Look like each-other, no way ? Sorry.
[QUOTE=CawldFussuian;30606400]C C++ and C#, Look like each-other, no way ? Sorry.[/QUOTE] There is a lot more to a language that it's syntax. Lot's of languages can look similar but act completely different. For example, ruby and python have similar syntax but work in different ways, with each language having it's own strengths and methodologies.
[QUOTE=esalaka;30606091]No I mean how do you do the magic[/QUOTE] Using more magic, duuuh ! [QUOTE=ZeekyHBomb;30606034]Now, project the alpha-channel of the texture to the shadow :D[/QUOTE] Too much work, maybe I should just remove the transparency =/
[QUOTE=esalaka;30606091]No I mean how do you do the magic[/QUOTE] only Xerios3 can tell you the actual method he used but here's my $0.02 [cpp] // fragment shader // distance along animation (object space probably) float distance = currentTime; // the two different states float4 completed = tex2D(completedTex, uv); float4 building = tex2D(buildingTex, uv); // difference between this fragment and the animation distance float difference = dot(axisOfAnimation, fragmentPosition) - distance; // completed if fragment is behind the animation, building if it's in front float4 actualColor = difference < 0 ? completed : building; // add some glow between a difference of zero and someConstant float4 addGlowColor = someGlowColor * (1.0f - min(abs(difference) / someConstant, 1.0f)); return actualColor + addGlowColor; [/cpp]
[QUOTE=tngr;30606028][url=http://msdn.microsoft.com/en-us/library/system.web.script.serialization.javascriptserializer.aspx]System.Web.Script.Serialization.JavaScriptSerializer[/URL][/QUOTE] ... Wow. I did NOT expect that to actually exist. [editline]21st June 2011[/editline] Nevermind, it's ASP.NET only. Back to JSON.Net.
.NET has anything you want anything [editline]21st June 2011[/editline] and everything
[QUOTE=icantread49;30606554]only Xerios3 can tell you the actual method he used but here's my $0.02[/QUOTE] Nice hlsl detective skills :D but mine is more complex and therefore messy ( and not to forget unoptimized ), either way once beta is out all hlsl codes will be available to edit/steal =] [editline]21st June 2011[/editline] [QUOTE=esalaka;30607073].NET has anything you want anything [editline]21st June 2011[/editline] and everything[/QUOTE] Can NET provide girls?
Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it. [img]http://i.imgur.com/XlxIH.gif[/img]
[QUOTE=Frugle;30607578]Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it.[/QUOTE] That is so weird and funny at the same time, I am speechless.
[QUOTE=Xerios3;30607481]Nice hlsl detective skills :D but mine is more complex[/QUOTE] well i'd assume it'd be a lot more complex of course, i was just trying to demonstrate the general idea of how i would do it :v:
[QUOTE=Xerios3;30607481] Can NET provide girls?[/QUOTE] Maybe there'll be System.People in the next version
[QUOTE=Frugle;30607578]Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it. [img]http://i.imgur.com/XlxIH.gif[/img][/QUOTE] That is the creepiest thing I have ever seen
[QUOTE=Frugle;30607578]Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it. [img]http://i.imgur.com/XlxIH.gif[/img][/QUOTE] Sir, you are my hero.
Recursive descent parsers seem easy as hell to implement. Huh.
[QUOTE=Xerios3;30605736]Look [img]http://i.imgur.com/Ae93w.gif[/img] [B]I FEEL YOU HAVEN'T SEEN MY FANCY BUILDING ANIMATION ENOUGH[/b][/QUOTE] Rendering the object with Hex square texture, then using a HLSL shader to look up the diffuse texture based on the 'animation' frame + position of pixel and then display the diffuse texture if it's < change place, display the blue if it is the change place, and the Hex if nothing else. :v: As for the texture: I think the hex one should have glowing lines inset into it that are light blue/white, sort of like there is power running through it to hold it in place/hold it up/etc.
The shadow def. needs to reflect the model
Well if he's using a deferred renderer that's gonna be a problem.
Probably a dumb suggestion, but: It would be cool if you could have a little *push content post to content thread as well* button, that would let you tick that this was a content-some post Then, it would satisfy the people going "WHERE ARE CONTENT" because it would all be concentrated in a thread, and this thread could continue to be the general mix of content and chat it always is. Plus, then we'd have a thread full of concentrated awesome. Not that this could actually be implemented, but its a nice idea I know I complained about it before, but i actually like the style that waywo has :v: In other, programming news I added the ability to swing your weapon to my game. I'd show you another static image of a yellow circle with a purple stick sticking out of it, but it probably doesn't really add anything at this point :v:
[QUOTE=DeadKiller987;30580524]I haven't seen a registry corruption in over 9 years either.[/QUOTE] After a Window update, every time I tried to open a .exe Windows flashed up a nice big message saying "what program would you like to use to open the file "*.exe"?
[quote][img]http://dl.dropbox.com/u/11401644/Layered/Layered.png[/img][/quote] Layered windows are awesome. Download [url=http://dl.dropbox.com/u/11401644/Layered/Layered.exe]here[/url].
[QUOTE=danharibo;30587981]Perhaps authenticate was the wrong word, how could I identify individual users without them having to register at a central server. of course this doesn't need to work between servers, just sessions on a server.[/QUOTE] Little late but Private-public key encryption Randomly generate the keys for each user To authenticate the user should send their public key, then send known data (like their public key) encrypted with their private key Then to know if its right, decrypt the encrypted data using the public key and see if correct
[QUOTE=Lord Ned;30610570]Well if he's using a deferred renderer that's gonna be a problem.[/QUOTE] Nope, all forward. [QUOTE=CarlBooth;30610468]The shadow def. needs to reflect the model[/QUOTE] Yes, but I'm currently using depthbuffer only ( thanks Dx11 for this feature ). The drawback is that I can't use pixelshaders since I don't have rendertargets =/ [QUOTE=Lord Ned;30610442]Rendering the object with Hex square texture, then using a HLSL shader to look up the diffuse texture based on the 'animation' frame + position of pixel and then display the diffuse texture if it's < change place, display the blue if it is the change place, and the Hex if nothing else. :v: As for the texture: I think the hex one should have glowing lines inset into it that are light blue/white, sort of like there is power running through it to hold it in place/hold it up/etc.[/QUOTE] Here's the messy code for the effect ( it was a quick work after all ), don't ask me I coded this ages ago so now I have hard time figuring out what does what. [code] float4 buildfx = Texture2.Sample(LinearSampler, input.TexCoord*2) * 0.5f; float transition = saturate(((input.Height)*10) - ((Progress)*10)); float whiteFX = 1+((input.Height)*10) - ((Progress)*10); float alpha=0,result=whiteFX; if (whiteFX<1) result=1; if (whiteFX>2) {result=100;} if (whiteFX>2.1f) {result=1;}//((1+sin(Time/7))*0.4f) float time = ((1+cos(Time/20))*0.5f)*20; float pulse = ((input.Height*20) - time); float pulseUp = (((1.1f-input.Height)*20) - (20-time)); if (pulse>1 || pulse<0) pulse=0; if (pulseUp>1 || pulseUp<0) pulseUp=0; result+=pulse+pulseUp; float4 final = lerp(diffuse,buildfx,transition) * result; [/code] Btw, is it actually possible to render shadows and scene in one pass? I mean so that I don't have to draw all geometry all over again for shadows and scene.
[QUOTE=Frugle;30607578]Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it. [img]http://i.imgur.com/XlxIH.gif[/img][/QUOTE] easily best project here
[QUOTE=Frugle;30607578]Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it. [img]http://i.imgur.com/XlxIH.gif[/img][/QUOTE] 2D Euphoria. Do it.
[QUOTE=Frugle;30607578]Now it's possible to use skins with any size. I can create a skin and a joint map for it and it will work without any code changes. I made a pacman man skin to test it. [img]http://i.imgur.com/XlxIH.gif[/img][/QUOTE] I lost it when it kicked the box.
[img]http://i.imgur.com/f1mlu.png[/img] Yayyyy, I can stop making posts about lighting now! Finally figured out what I was doing wrong!
Extremely easy to use network library. [img]http://dl.dropbox.com/u/23989104/networklib.png[/img] If you want to respond to a message, you can just do from->SendMessage(MessageName, MessageContent).
[QUOTE=WeltEnSTurm;30613609]Extremely easy to use network library. [img]http://dl.dropbox.com/u/23989104/networklib.png[/img] If you want to respond to a message, you can just do from->SendMessage(MessageName, MessageContent).[/QUOTE] To get a std::string from user in client mode you should use std::getline(std::cin, send); so that a space doesn't end the string, but instead it is read until newline.
[QUOTE=sim642;30613837]To get a std::string from user in client mode you should use std::getline(std::cin, send); so that a space doesn't end the string, but instead it is read until newline.[/QUOTE] I know, I was too lazy to change it because it's not part of the library anyway.
[QUOTE=r0b0tsquid;30611959]After a Window update, every time I tried to open a .exe Windows flashed up a nice big message saying "what program would you like to use to open the file "*.exe"?[/QUOTE] That's not really corruption. Settings that other applications saved there wouldn't be touched in that case. Unless the whole registry got to the point of not being able to be read. But then the entire OS shouldn't boot at all. In your case a few entries got changed wrong that's all. I'm having trouble believing that it was a windows update alone that caused this too. And even if it is, things like that don't happen every day, and it's a bad reason to say programs shouldn't store stuff in the registry. However I do believe that only computer-specific (not user-specific) stuff should be stored there. For example, source uses it for graphical stuff like the resolution. If you just copied the Steam folder to another computer, your game settings are still in .cfg's, and while computer-specific stuff is lost, it's likely that another computer should use different settings anyway and not much is lost.
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