[QUOTE=bobthe2lol;31455387]Its like git vs svn. Svn stores the entire set of files, where git just stores changes.[/QUOTE]
No, no it's nothing like that. If that was true it would be like my version control generating base code for my project by using a random seed and then storing user made changes.
[QUOTE=awfa3;31455210]This is a genius idea. Did you think of this yourself or did you read it in a paper?[/QUOTE]
I thought of this a while back when I was looking at the implications of SVO raytracing (like in id tech 6). CSG operations on SVOs are really, really straightforward (unlike triangle meshes) and deterministic terrain generation was a fad here in WAYWO at the time, so I just kind of mixed the two.
I can't say whether it's entirely my idea. I do read a lot of random junk and sometimes I learn things and forget the source.
The other nice thing about using SVOs as opposed to other voxel structures is that you can stream data with successively increasing resolution, so you don't need to download it all at once in a networked environment.
[QUOTE=bobthe2lol;31455166]Are you by any chance resetting its rotation? Otherwise I don't know.[/QUOTE]
figured it out, there was some confusion between farseer and opengl
glRotate uses degrees for some odd reason
yes, i'm using deprecated opengl at the moment
[img]http://i.imgur.com/WSSL7.png[/img]
1x partially functional gwen button, drawn in OpenTK, which strangely stops drawing after a certain amount of time.
Yes that's right, I'm binding gwen to .NET. So far I've got the basic drawing to work, no input, fonts or textures yet. It uses PInvoke so it *should* be cross platform. Also it's possible to create your own renderer C# side, so you could potentially render using XNA, SlimDX or whatever you like.
[QUOTE=thomasfn;31457480]
Yes that's right, I'm binding gwen to .NET.[/QUOTE]
what's your reasoning behind binding an entirely C++ GUI toolkit to C#? you'd have to wrap literally everything in C functions
Since this is almost the end of the page, I'll put this here.
I just put together a few structures to make using OpenGL shaders a little less of a hassle in Opencraft.
It works a bit like this:
[cpp]
GLprogram prog;
prog.vertex = loadShader("vertex.glsl", GL_VERTEX_SHADER);
prog.fragment = loadShader("fragment.glsl", GL_FRAGMENT_SHADER);
prog.link();
[/cpp]
It's awfully specialised at the moment, but I can see it being helpful.
Is it really necessary to write separate versions of the same shader if I want my application to work on OpenGL 3 as well as 4?
[QUOTE=icantread49;31457585]what's your reasoning behind binding an entirely C++ GUI toolkit to C#? you'd have to wrap literally everything in C functions[/QUOTE]
I'm using [url=http://www.swig.org/]SWIG[/url], which generates the C functions and indeed the C# PInvoke code for you. All I'm doing is creating the input files for SWIG so it knows what to bind, and making everything work.
[QUOTE=thomasfn;31457852]I'm using [url=http://www.swig.org/]SWIG[/url], which generates the C functions and indeed the C# PInvoke code for you. All I'm doing is creating the input files for SWIG so it knows what to bind, and making everything work.[/QUOTE]
that's pretty cool :D
[url]http://www.facepunch.com/threads/1105841-Game-Programming-Competition-3[/url]
A few people may have missed this. Don't let it be Me vs Dlaor again :P
[QUOTE=icantread49;31457883]that's pretty cool :D[/QUOTE]
Yea, and although I have no interest in any of the other languages, it means Gwen could potentially be bound to python, lua, perl, ruby, D, or other ones on the list without too much hassle.
Speaking of GWEN.. I have to implement a GUI interface for my game with Lua bindings to create the GUI's entirely in Lua. Is GWEN moddable out-of-the-box (I.E. only using the API that's given to you and not adding huge source changes) to be suited to touch-based input, like on an iPhone? If not, I'll probably just end up writing my own. I haven't found anything that looks just right yet.
[QUOTE=Loli;31457934][url]http://www.facepunch.com/threads/1105841-Game-Programming-Competition-3[/url]
A few people may have missed this. Don't let it be Me vs Dlaor again :P[/QUOTE]
I would enter with Umbra Engine, but it won't be finished by the deadline.
[QUOTE=danharibo;31457714]Since this is almost the end of the page, I'll put this here.
I just put together a few structures to make using OpenGL shaders a little less of a hassle in Opencraft.
It works a bit like this:
[cpp]
GLprogram prog;
prog.vertex = loadShader("vertex.glsl", GL_VERTEX_SHADER);
prog.fragment = loadShader("fragment.glsl", GL_FRAGMENT_SHADER);
prog.link();
[/cpp]
It's awfully specialised at the moment, but I can see it being helpful.[/QUOTE]
It can be very helpful if you keep exanding it to handle things like uniforms, vertex attrib locations, etc. Right now I have a ShaderManager singleton that handles compiling and linking with custom exceptions thrown on compile error, the ability to bind a string name to a shader or program for later lookup, a simple scripting type file format that you can use to dynamically choose which shaders to load and to provide equations/variables to be used in uniforms, and the ability to provide a mathematical expression with some variables ($viewMatrix, $rand, etc.) that will be used to update uniforms.
Depending on what you're doing, a lighter approach to abstracting shaders and programs may be better. I'm probably going to have to rip up a large portion of this system once I switch to deferred rendering...
[QUOTE=Downsider;31458092]Speaking of GWEN.. I have to implement a [B]GUI interface[/B] for my game with Lua bindings to create the GUI's entirely in Lua. Is GWEN moddable out-of-the-box (I.E. only using the API that's given to you and not adding huge source changes) to be suited to touch-based input, like on an iPhone? If not, I'll probably just end up writing my own. I haven't found anything that looks just right yet.[/QUOTE]
GUI interface
:rolleyes:
I just finished the main storyline in Fallout: New Vegas. Now it is time for... the DLC.
Finished the functionality and simulator testing of my Bluetooth chat app! I don't currently have a picture of the chat, but I will soon. (Don't have access to two testing devices today).
The Start Screen
[img]http://i.imgur.com/qTTEF.png[/img]
I was wondering if you guys had any ideas to improve the look I'm going for. (Red + Black color scheme)
Anything on that screen can be changed (including the Nav Bar. I wrote a subclass that lets me have any background image or style for back/action buttons)
Started out working on enemy spawining, ended up with a star field effect.
[IMG]http://filesmelt.com/dl/Capture273.PNG[/IMG]
[QUOTE=mlbfan560;31463361]Started out working on enemy spawining, got a star field effect.
[IMG]http://filesmelt.com/dl/Capture273.PNG[/IMG][/QUOTE]
Did you make the image out of pixels?
[QUOTE=TheCloak;31463429]Did you make the image out of pixels?[/QUOTE]
No, I have a method that spawns new star objects that gets repeated in a while loop. Each time one spawns it gets added to a list.
I also have another method with a for loop that displays each object in the list at its last position minus one before the console cleared to get a movement effect.
[QUOTE=i300;31462401]Finished the functionality and simulator testing of my Bluetooth chat app! I don't currently have a picture of the chat, but I will soon. (Don't have access to two testing devices today).
The Start Screen
[img]http://i.imgur.com/qTTEF.png[/img]
I was wondering if you guys had any ideas to improve the look I'm going for. (Red + Black color scheme)
Anything on that screen can be changed (including the Nav Bar. I wrote a subclass that lets me have any background image or style for back/action buttons)[/QUOTE]A fellow iPhone dev! :buddy:
In response to the app, I think it's looking great. I'll probably be able to give you some better feedback once you stick some pictures of the chat up, but so far I like the fact that you haven't just used the standard UI elements, they get boring after a while.
[QUOTE=Epic Sandwich;31464201]A fellow iPhone dev! :buddy:
In response to the app, I think it's looking great. I'll probably be able to give you some better feedback once you stick some pictures of the chat up, but so far I like the fact that you haven't just used the standard UI elements, they get boring after a while.[/QUOTE]
Yup! My first app was Anyhub Mobile (which more or less works now).
I'll get you guys that chat screen tomorrow (I hope!)
After playing around with Everything, i found that Unity comes with ps3cmd 3.0, is this something special or am I late?
[QUOTE=Vbits;31464890]After playing around with Everything, i found that Unity comes with ps3cmd 3.0, is this something special or am I late?[/QUOTE]
Unity just updated to v3.4, which included that.
Look at the bottom of the first list: [url]http://unity3d.com/unity/whats-new/unity-3.4[/url]
(Thanks for reminding me to get the new version by the way, i haven't opened up any of my unity projects for a while)
[QUOTE=Loli;31457934][url]http://www.facepunch.com/threads/1105841-Game-Programming-Competition-3[/url]
A few people may have missed this. Don't let it be Me vs Dlaor again :P[/QUOTE]
Do I have to specifically say I'm entering beforehand? I [I]may[/I] have something to enter by the deadline but I'm not sure, and I don't want to commit myself to something and then not be able to complete it.
[cpp]
int main()
{
double z = 0;
int n;
for(n = 0; n < 1e7; n++) z += 1/((n/1e7)*(n/1e7)+1);
printf("%lf\n", z/2.5e6);
return 0;
}
[/cpp]
[QUOTE=i300;31464491]Yup! My first app was Anyhub Mobile (which more or less works now).
I'll get you guys that chat screen tomorrow (I hope!)[/QUOTE]I've developed two so far, [url="http://itunes.apple.com/us/app/nagger/id421915887?mt=8&ls=1"]Nagger[/url] (which is really only a glorified to-do list) and [url="http://itunes.apple.com/us/app/doodle-dodge/id431256698?mt=8&ls=1"]Doodle Dodge[/url] (which was the result of me messing around with Cocos2D for a week or so, I decided to submit it anyway). Surprisingly both have sold quite well, however the money they've made is nothing compared to what you can make on the App Store.
I'm currently in the early stages of a new game which I'm developing along with my mate who's doing the art. We're going to try and make it really well polished and actually fun to play so I'll be sure to post some progress up when we've got something to show.
[QUOTE=Overv;31461711]I just finished the main storyline in Fallout: New Vegas. Now it is time for... the DLC.[/QUOTE]
Interesting programming project you have there Overv.
Being ontopic, I have started to learn AS3 and flash, it's [URL="http://pastehtml.com/view/b2e7jmsid.html"]awesome[/URL] :D.
[QUOTE=Overv;31461711]I just finished the main storyline in Fallout: New Vegas. Now it is time for... the DLC.[/QUOTE]
I would gladly take over that project so you can work on open.gl again.
Lots of undefined references regarding GLTools (from the OpenGL SuperBible), time to fuck around again until it works... Just adding GLTools to the libraries doesn't seem to work D:
Oh wait I compiled them on linux the last time, time to recompile.
I think I'll favourite [url=http://stackoverflow.com/questions/5608520/opengl-superbible-5th-edition-set-up-problems]this[/url].
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