• What are you working on? v19
    6,590 replies, posted
[QUOTE=s0ul0r;31437468]You just inspired me to take a video of my gui. The mouse is somehow hidden, but you get the idea. VIDEO[/QUOTE] Make a button that outputs one when pressed. and make a toggle thing that when it receives an input greater then 1 it toggles and it needs to then it needs to receive an input of 0 and then 1 again to toggle again.
Hi guys, I lurk here because I like to see what you all are making, otherwise I am (slowly) learning c++ after scripting with Glua for ~ 1 year. Anyways to the real reason I am posting. Earlier people were talking about Lua speed vs V8 and I have found an article which profiles Lua, LuaJIT , Javascript , Perl and C and compares them all. [URL="http://attractivechaos.wordpress.com/2011/01/23/amazed-by-luajit/"]You can read it here! Don't worry, it's short.[/URL]
I've just created a program in C++ that converts a Far Cry 2 .xbt to a .dds and a batch file which will automate this process on a folder of .xbt files. [img]http://dl.dropbox.com/u/12453703/fc2_batch1.png[/img] [url]http://dl.dropbox.com/u/12453703/FC2Texture_Convert_Release01.zip[/url] Zip contains some sample .xbt files which you can convert. Hopefully the program isn't bugged in some way...
[QUOTE=Chrispy_645;31445445]I've just created a program in C++ that converts a Far Cry 2 .xbt to a .dds and a batch file which will automate this process on a folder of .xbt files. [img]http://dl.dropbox.com/u/12453703/fc2_batch1.png[/img] [url]http://dl.dropbox.com/u/12453703/FC2Texture_Convert_Release01.zip[/url] Zip contains some sample .xbt files which you can convert. Hopefully the program isn't bugged in some way...[/QUOTE] I did that like a year ago... [url]http://robertrouhani.wordpress.com/2010/08/04/far-cry-2-stuff/[/url]
fuckin ninjas :v: (I'm 3 years late, anyway)
[QUOTE=robmaister12;31445474]I did that like a year ago...[/QUOTE] Your point being?
[QUOTE=Azur;31445894]Your point being?[/QUOTE] No big point, just saying it's been done before. And the .xbt format is very simple, it's a .dds with a variable-length header.
Wait... I just realized that my awesome C# project was in the first post. Thank you, RyanDv3.
I don't really mind, it was a good learning experience for me... buffers, streams, and what not. :smile: (I'm'a rate myself optimistic) Edit: (Fuck, only losers self-rate)
New video Taken from the [URL="http://www.facepunch.com/threads/1108612-Umbra-Voxel-Engine"]thread about our engine[/URL]! It is quite laggy, not only due to me using Fraps, but also because the current implementation of overlays is very laggy. If you don't feel like watching the whole thing (the video is quite long), skip ahead! The caves grow larger as I venture down. [media]http://www.youtube.com/watch?v=YWWLdrUXR3A[/media] At the end of the video, I am walking about 2100 blocks beneath the surface. Also, loading the landscape will be faster if you've been to an area before, because then you only need to stream the data from the hard disk. In this video we're generating everything on the fly.
Thats a funky cave.
[QUOTE=robmaister12;31446085]No big point, just saying it's been done before. And the .xbt format is very simple, it's a .dds with a variable-length header.[/QUOTE] It sounds to me like you're trying to put him down. "It's been done before" "Oh it's really simple" This isn't a competition to show who's got the most original ideas.
[QUOTE=Matte;31450157]New video Taken from the [URL="http://www.facepunch.com/threads/1108612-Umbra-Voxel-Engine"]thread about our engine[/URL]! It is quite laggy, not only due to me using Fraps, but also because the current implementation of overlays is very laggy. If you don't feel like watching the whole thing (the video is quite long), skip ahead! The caves grow larger as I venture down. [media]http://www.youtube.com/watch?v=YWWLdrUXR3A[/media] At the end of the video, I am walking about 2100 blocks beneath the surface. Also, loading the landscape will be faster if you've been to an area before, because then you only need to stream the data from the hard disk. In this video we're generating everything on the fly.[/QUOTE] You should make it so if in a chunk faces, there is a part with no cube, (A space that leads to the next chunk) you generate the chunk on that side. That way, there won't be any of that blue void.
Does anyone know of a 2d primitive drawing api for XNA? Basically, I want to be able to draw lines and circles and rectangles and bezier splines and shit like that. Its funny, because winforms has it for the Graphics class. I wonder if I could take those functions and use them for SpriteBatches... most probably not.
Deterministic cave generator? Awesome, no more spamming huge amounts of chunk data over the network. I could see you wanting to add lots of low-frequency noise-thingies (TM) to spice up the terrain, though - that could make it quite a bit slower depending on what the spices are.
[QUOTE=bobthe2lol;31451899]Does anyone know of a 2d primitive drawing api for XNA? Basically, I want to be able to draw lines and circles and rectangles and bezier splines and shit like that. Its funny, because winforms has it for the Graphics class. I wonder if I could take those functions and use them for SpriteBatches... most probably not.[/QUOTE] GraphicsDevice. [code] public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount); public void DrawPrimitives(PrimitiveType primitiveType, int startVertex, int primitiveCount); public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, int[] indexData, int indexOffset, int primitiveCount); public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount); public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount); [/code]
[QUOTE=Night-Eagle;31451903]Deterministic cave generator? Awesome, no more spamming huge amounts of chunk data over the network.[/QUOTE] I don't get why MC doesn't do that.
can someone help me with farseer? it doesn't wanna rotate my bodies :( [cpp] Body = BodyFactory.CreateBody(s.World); Body.AngularDamping = 0; Vertices verts = new Vertices(); /* populate vertices */ FarseerPhysics.Collision.Shapes.Shape ps = new FarseerPhysics.Collision.Shapes.PolygonShape(verts, 0.0f); Fixture f = Body.CreateFixture(ps); [/cpp] the physics simulation seems to run but nothing ever rotates, Body.Rotation is always 0 ??
[QUOTE=Robber;31453579]I don't get why MC doesn't do that.[/QUOTE]How do you determine what is cave and what is user placed?
Does anyone know any good tutorials for android development?
Just found out that sqlite doesn't have a command for dropping a column from a table :\. Instead you have to rename the table, create a new one and reinsert the data. Guess thats easier to do when changing columns instead of having to manage alter updates.
[URL="http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/"]http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/[/URL] I know what I'm doing.
[QUOTE=danharibo;31453754]How do you determine what is cave and what is user placed?[/QUOTE] Keep two separate SVOs. One that's raw land and a second CSG overlay. This could actually drop memory/disk usage by a boatload. If the raw land is generated proceudrally in a deterministic fashion, you actually don't need to store any of it at all. You store the seed and generate whatever you need on the fly (perhaps caching frequently-accessed areas). Because the overlay SVO stores only [i]changes[/i] to the base map, it will initially be very, very small. There's actually no reason why Minecraft couldn't be made into an MMO or run at much higher resolution (think pebble-size nodes instead of 1mx1mx1m blocks). I think a lot of the methods they use are much less than ideal.
[QUOTE=DevBug;31453909][URL="http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/"]http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/[/URL] I know what I'm doing.[/QUOTE] I used that article as the basis for some of the algorithms I wrote for my cube-based game
[QUOTE=Azur;31451361]It sounds to me like you're trying to put him down. "It's been done before" "Oh it's really simple" This isn't a competition to show who's got the most original ideas.[/QUOTE] It wasn't my intention, but I guess that's what I came across as. Sorry...
[QUOTE=icantread49;31453625]can someone help me with farseer? it doesn't wanna rotate my bodies :( [cpp] Body = BodyFactory.CreateBody(s.World); Body.AngularDamping = 0; Vertices verts = new Vertices(); /* populate vertices */ FarseerPhysics.Collision.Shapes.Shape ps = new FarseerPhysics.Collision.Shapes.PolygonShape(verts, 0.0f); Fixture f = Body.CreateFixture(ps); [/cpp] the physics simulation seems to run but nothing ever rotates, Body.Rotation is always 0 ??[/QUOTE] .BodyType = BodyType.Dynamic; [editline]31st July 2011[/editline] Here's my body-from-verts code: [csharp] Vertices verts = new Vertices(); //Poopulate verts Vector2 scale = ConvertUnits.ToSimUnits(new Vector2(10)); verts.Scale(ref scale); MyBody = BodyFactory.CreatePolygon(((PhysicsGameScreen)screen).World, verts, 1f); MyBody.BodyType = BodyType.Dynamic; [/csharp]
[QUOTE=bobthe2lol;31455014].BodyType = BodyType.Dynamic;[/QUOTE] i have that too here's other stuff i tried: [cpp] ent.Get<Physical>().Body.FixedRotation = false; ent.Get<Physical>().Body.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; ent.Get<Physical>().Body.SleepingAllowed = false; ent.Get<Physical>().Body.LinearDamping = 0.0f; ent.Get<Physical>().Body.AngularDamping = 0.0f; ent.Get<Physical>().Body.Restitution = 0.25f; ent.Get<Physical>().Body.Inertia *= 0.1f; ent.Get<Physical>().Body.Position = new Microsoft.Xna.Framework.Vector2(0, 10); ent.Get<Physical>().Body.AngularVelocity = 10.0f; [/cpp] in fact, the body bounces off correctly due to its angular velocity - it's just that the Rotation variable never actually changes
[QUOTE=icantread49;31455045]i have that too here's other stuff i tried: [cpp] ent.Get<Physical>().Body.FixedRotation = false; ent.Get<Physical>().Body.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; ent.Get<Physical>().Body.SleepingAllowed = false; ent.Get<Physical>().Body.LinearDamping = 0.0f; ent.Get<Physical>().Body.AngularDamping = 0.0f; ent.Get<Physical>().Body.Restitution = 0.25f; ent.Get<Physical>().Body.Inertia *= 0.1f; ent.Get<Physical>().Body.Position = new Microsoft.Xna.Framework.Vector2(0, 10); ent.Get<Physical>().Body.AngularVelocity = 10.0f; [/cpp] in fact, the body bounces off correctly due to its angular velocity - it's just that the Rotation variable never actually changes[/QUOTE] Are you by any chance resetting its rotation? Otherwise I don't know.
[QUOTE=ROBO_DONUT;31454183]Keep two separate SVOs. One that's raw land and a second CSG overlay. This could actually drop memory/disk usage by a boatload. If the raw land is generated proceudrally in a deterministic fashion, you actually don't need to store any of it at all. You store the seed and generate whatever you need on the fly (perhaps caching frequently-accessed areas). Because the overlay SVO stores only [i]changes[/i] to the base map, it will initially be very, very small. There's actually no reason why Minecraft couldn't be made into an MMO or run at much higher resolution (think pebble-size nodes instead of 1mx1mx1m blocks). I think a lot of the methods they use are much less than ideal.[/QUOTE] This is a genius idea. Did you think of this yourself or did you read it in a paper?
Its like git vs svn. Svn stores the entire set of files, where git just stores changes.
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