• What are you working on? v19
    6,590 replies, posted
[QUOTE=Dlaor-guy;30613318]2D Euphoria. Do it.[/QUOTE] maybe someday
Made a little implementation of Box2D and SFML. Going good so far for my first time using them. [img]http://dl.dropbox.com/u/8508508/screenshot.png[/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. [img]http://i.imgur.com/XlxIH.gif[/img][/QUOTE] It's missing something.. I don't know.. [sp]The arm should be wiggling uncontrollably.[/sp]
[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] Please make this into a full game where you play as big bird meets pacman.
Porting Vapor to Gtk# because Winforms looks like Windows 95: [img]http://dl.dropbox.com/u/10968786/steamre/vapor/notifications.png[/img] MonoDevelop is a giant piece of crap, btw.
can't decide if this belongs here or in the web-dev thread. But I wrote a php script that generates heatmaps of death positions in tf2. I also wrote some a source-mod plugin to auto-take the level overviews and upload them to the site. Heres a picture of 180k kills on dustbowl. [img]http://dl.dropbox.com/u/3612697/Projects/websites/Heatmaps/dustobwl_180k.JPG[/img]
[img]http://i.imgur.com/V4bjq.png[/img] For some reason, drawing that triangle was incredibly difficult in XNA 4.0. Fuck you missing Normal0.
Working on my rendering engine. Just made a video of it to show some visuals. I've been working on this for like 3 year now to get experience with C++ and 3d graphics. Posted some stuff a loooong time ago in this thread but i doubt anyone would remember either me or my work :v: (especially since a lot changed). [media]http://www.youtube.com/watch?v=wikVo54Jqgg&hd=1[/media] [b]Stuff used:[/b] C++ Direct3d 9 SDL (Window and Input) AssImp (Model loading) LibNoise (Terrain generation) CEGui (GUI) Going to aim for a Sci-Fi game involving the colonization of a planet in a RTS/Tycoon style way. Shown in the video is a tower that will provide a habitable and buildable area and will be the center of your civilization and the pink and smaller building is just a w.i.p./placeholder thingy. Both models are being worked on by a friend of mine. As a bonus i (partially) added one of the soundtracks (made by me, i do a lot of stuff) to this video. Don't expect anything playable for a while though, there's still tons of stuff to do like building a layer on top of my engine that will handle the actual game and fleshing out the GUI system. Once i can get some gameplay working you'll be seeing a lot more from this project.
Don't really know if this belongs here but fuck it. [img]http://i.cubeupload.com/ylUwwy.png[/img] no img_quote :saddowns:
did you write the application that puts all that information on your desktop? if not, get out.
He didn't write Rainmeter
[QUOTE=S!nclair;30623077]He didn't write Rainmeter[/QUOTE] its possible that he wrote his own rainmeter-like application though i highly doubt it
[QUOTE=Asmaedus;30622987]Don't really know if this belongs here but fuck it. no img_quote :saddowns:[/QUOTE] if you put the image in quote tags it'll do about the same also how the hell can you stand only having 25GB my computer has 137GB, with only 8.88GB left
[QUOTE=Ac!dL3ak;30623126]if you put the image in quote tags it'll do about the same also how the hell can you stand only having 25GB my computer has 137GB, with only 8.88GB left[/QUOTE] It was a shitty old ex-lease computer I picked up at an auction a few days ago. Was only $120 (aud) including the screen etc. I'm trying to make it at least slightly useful by turning it into eye candy. My main computer has about 2 terabytes of storage v:v:v
[QUOTE=Asmaedus;30623189]It was a shitty old ex-lease computer I picked up at an auction a few days ago. Was only $120 (aud) including the screen etc. I'm trying to make it at least slightly useful by turning it into eye candy. My main computer has about 2 terabytes of storage v:v:v[/QUOTE] so did you make the program or not?
[QUOTE=Kopimi;30623300]so did you make the program or not?[/QUOTE] No. Calm your tits. All i've done is play with some variables.
[QUOTE=Asmaedus;30623354]No. Calm your tits. All i've done is play with some variables.[/QUOTE] adjusting an .ini file for rainmeter isn't programming. :frog:
this is programming! [code] #include stdafx.h" #include <iostream> int main() { cout << "Hello World!" << endl; return 0; } [/code] very hard coding at that...
[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 decided to write up a game idea using this character. In the year 2014, the world is threatened by one of the worst things know to mankind. The bigbirdpacman monster. It was only two years ago, that night I saw the light in the sky as it descended from the starry heavens into the ocean. What rose out was this thing. It first seemed calm, but then started stomping and crushing with it's pacman like jaws. It rampaged for days and night killing most of the inhabitants of Madagascar and reflooding New Orleans. When it was finished all human life had turned underground, attempting to show the creature love we sent out the cutest little girls and animals we could find. The creature stomped them all, smashed them all, crushed them all.... but one. The little girl hugged the creature, and for a moment timed stopped. It's eyes widened, tears flowed. It's nose dripped from sadness. The monster had learned love. And then it crushed the small girl. tl;dr You play as giant yellow thing crushing shit, and then crush small girls and animals.
[QUOTE=Xerios3;30612948]Nope, all forward. [/quote] Wise man probably. I had a spin with deferred renderering and it's... interesting. It provides it's own set of problems, and Forward is probably the best method for an RTS with the general single-light source. [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] How do you not have Render Targets? o_O!? [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] [/quote] Seems enough like what I said though terribly confused. :v: [quote] 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] Nope, that's the entire idea behind well, lighting in general. Render once from the light source in the direction of the light source. Save the information in a depth buffer (Allows you to know what's in the way of the light source...) Render the scene again from the viewers perspective, and use some crazy matrix math to figure out if a pixel is behind an object (by referencing the depth buffer) and then draw it darker if it is. Forward rendering only requires rendering the scene what, two times? Deferred Rendering requires rendering the entire scene... 2-3 times per Point-Light, and 6 times for an Omni-light. I think you're fine by only haveing two passes. :v:
[QUOTE=Lord Ned;30624217]Wise man probably. I had a spin with deferred renderering and it's... interesting. It provides it's own set of problems, and Forward is probably the best method for an RTS with the general single-light source. How do you not have Render Targets? o_O!? Seems enough like what I said though terribly confused. :v: Nope, that's the entire idea behind well, lighting in general. Render once from the light source in the direction of the light source. Save the information in a depth buffer (Allows you to know what's in the way of the light source...) Render the scene again from the viewers perspective, and use some crazy matrix math to figure out if a pixel is behind an object (by referencing the depth buffer) and then draw it darker if it is. Forward rendering only requires rendering the scene what, two times? Deferred Rendering requires rendering the entire scene... 2-3 times per Point-Light, and 6 times for an Omni-light. I think you're fine by only haveing two passes. :v:[/QUOTE] I'm only rendering twice per light ?? But then again my lighting is 2D, using 3D shaders though, so I dunno. wait no I render the geometry once, and then 1 pass per light (point or omni).
[QUOTE=Lord Ned;30624217] Deferred Rendering requires rendering the entire scene... 2-3 times per Point-Light, and 6 times for an Omni-light.[/QUOTE] [i]wat[/i] dont you mean rendering the entire scene [b]once[/b], then rendering one geometric shape per light? or are you talking about shadow maps? shadow maps require the same amount of rendering regardless of whether you have a forward renderer or a deferred renderer
[QUOTE=icantread49;30624761][i]wat[/i] dont you mean rendering the entire scene [b]once[/b], then rendering one geometric shape per light? or are you talking about shadow maps? shadow maps require the same amount of rendering regardless of whether you have a forward renderer or a deferred renderer[/QUOTE] Ah, then yes. It's the shadow maps. My bad.
[QUOTE=Asmaedus;30622987]Don't really know if this belongs here but fuck it. no img_quote :saddowns:[/QUOTE] fuck off [editline]22nd June 2011[/editline] [QUOTE=Dlaor-guy;30606841]... Wow. I did NOT expect that to actually exist. [editline]21st June 2011[/editline] Nevermind, it's ASP.NET only. Back to JSON.Net.[/QUOTE] Nah, it works in any .NET application [highlight](User was banned for this post ("Flaming/backseat moderation" - Overv))[/highlight]
[QUOTE=Siduron;30622625]Working on my rendering engine. Just made a video of it to show some visuals. I've been working on this for like 3 year now to get experience with C++ and 3d graphics. Posted some stuff a loooong time ago in this thread but i doubt anyone would remember either me or my work :v: (especially since a lot changed). [media]http://www.youtube.com/watch?v=wikVo54Jqgg&hd=1[/media] -sniparoooo- [/QUOTE] At first I thought it was the forcefield making that music. *plays too much hl2*
[quote][url=http://i.imgur.com/Xvco3.png][img]http://i.imgur.com/Xvco3.png[/img][/url][/quote] I am so damn glad to finally see that window, I've been scratching my head as to why it wasn't working for a week and I figured out the I was stupidly using the RootWindow ID as the Screen ID in glXChooseVisual. :pseudo:
Just added moveable entity's to my game, it took less then 2 hours to add fully networked movement. Page King, really? [img]http://dl.dropbox.com/u/2014606/CodeCrusade/the_new_codecrusade3.png[/img] This whole world is done serverside.
[QUOTE=TVC;30627381]I am so damn glad to finally see that window, I've been scratching my head as to why it wasn't working for a week and I figured out the I was stupidly using the RootWindow ID as the Screen ID in glXChooseVisual. :pseudo:[/QUOTE] Why not just make a log function for that logging
[QUOTE=Map in a box;30627568]Why not just make a log function for that logging[/QUOTE] I haven't gotten that far.
[QUOTE=tngr;30627099] Nah, it works in any .NET application[/QUOTE] I'm pretty sure it wasn't in C# because I couldn't find the reference to add... [img]http://i.imgur.com/TVgke.png[/img] [img]http://i.imgur.com/t5xd5.png[/img]
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