[QUOTE=i300;31579750]uHHHHHHHHHHHHHH
[img]http://i.imgur.com/FP4EI.png[/img][/QUOTE]
Add a semicolon to the line above the interface? That or it wants you to write the interface in assembly...
[QUOTE=i300;31569833]What about them?[/QUOTE]
Shouldn't it be "chat logs"?
[QUOTE=robmaister12;31579787]Add a semicolon to the line above the interface? That or it wants you to write the interface in assembly...[/QUOTE]
It's giving me that error in a [B][U]Pre Compiled[/U] Apple Framework[/B].
[editline]7th August 2011[/editline]
[QUOTE=thelinx;31579794]Shouldn't it be "chat logs"?[/QUOTE]
With the Quotes? Why.
[QUOTE=i300;31579750]uHHHHHHHHHHHHHH
[img]http://i.imgur.com/FP4EI.png[/img][/QUOTE]
(This is also why you should be using clang :v:)
[QUOTE=i300;31580190]
With the Quotes? Why.[/QUOTE]
No he means get rid of the s in "chats" here:
[quote]
[img]http://i.imgur.com/0st4w.jpg[/img]
[/quote]
[QUOTE=Jawalt;31576798]Sorry, Overv but this is probably the worst warning ever.
To which Jookia responds
Niether of these are trolling, and and both are really opinion pieces.
Null procedes to respond with this, which has absolutely nothing to do with what Jookia said, using C# in a remotely large project has nothing to do with the cleanliness of his C++ code. This is bad logic, you need not have worked in a remotely large project in C# to comment upon the cleanliness of C++ code.
Jookia responds in the -exact same way- Null did, a completely different topic to what was originally said. And he's dumb'ed into oblivion.
In what way does Jookia feel? Here Nullsquared is misrepresenting where Jookie stands. Starting to use C# in large projects has ABSOLUTE NOTHING to do with the belief that code cleanliness is not a language barrier and is programmar error. And no where -did- he judge C#, not in a single place did he judge C#. In fact all of Jookia's posts are above, and bar quotes "C#" never appears once. This post is a classic example of a strawman.
Really this is all that needs to be adressed. The rest of conversationd degrades into flaming, and I can see why. The person he's talking to is presenting things he's not even said as arguments against him. After reading over this part of the thread, I feel bad for Jookia, you guys jumped down his neck when in reality he didn't do shit until after someone else began being illogical, and questioning his experience.[/QUOTE]
You need to go and play outside more often.
Take some R&R
[QUOTE=Richy19;31577398]Just made a quick tool to check for gamepad input with sfml.
If anyone has a 360 controller or a PS3 controller can they try it out?
[url]http://dl.dropbox.com/u/30243525/SFML%20Controller%20test.exe[/url][/QUOTE]
Well it seems to work, but your program is glitchy as hell :v:
The text keeps getting printing in the wrong place and stuff, really hard to see what it's saying.
Microsoft FxCop (generally speaking any Code Analysis program) is incredibly useful for keeping a consistent coding style and making sure you aren't doing anything stupid. FxCop specifically is available as part of the Windows 7 + .NET 4 SDK and reads .NET binaries. It gives you all sorts of errors from capitalization to unused methods, variables, and classes, to "we think this method would be better off a as a property"
Among other minor bugfixes, my last commit was:
[code]line: 469(+) 412(-) files: modified = 36 added = 0 deleted = 1 replaced = 0[/code]
which isn't bad for today considering I spent most of today playing TF2...
[editline]7th August 2011[/editline]
and I still have ~200 suggestions from FxCop, about 130 of them are for spelling/grammar, adding words like "shader" and abbreviations like "GLSL" got rid of a few of them, a lot of the remaining ones are parameter names that aren't descriptive (int a, Matrix4 m, etc.)
[QUOTE=Richy19;31577398]Just made a quick tool to check for gamepad input with sfml.
If anyone has a 360 controller or a PS3 controller can they try it out?
[url]http://dl.dropbox.com/u/30243525/SFML%20Controller%20test.exe[/url][/QUOTE]
Works with an xbox pad, although sometimes it spams stuff about a joystick moving when I'm not doing anything to it.
[QUOTE=Richy19;31577398]Just made a quick tool to check for gamepad input with sfml.
If anyone has a 360 controller or a PS3 controller can they try it out?
[url]http://dl.dropbox.com/u/30243525/SFML%20Controller%20test.exe[/url][/QUOTE]
Works with a generic gamepad on W7, although it goes a bit crazy when using analog inputs.
[QUOTE=Chris220;31581796]Well it seems to work, but your program is glitchy as hell :v:
The text keeps getting printing in the wrong place and stuff, really hard to see what it's saying.[/QUOTE]
[QUOTE=NovembrDobby;31582567]Works with an xbox pad, although sometimes it spams stuff about a joystick moving when I'm not doing anything to it.[/QUOTE]
[QUOTE=q3k;31582816]Works with a generic gamepad on W7, although it goes a bit crazy when using analog inputs.[/QUOTE]
Thanks guys :buddy: Means I dont have to depend on XInput or DX for controller input
A summer job intervened, but I'm ready to push that quest thing for Minecraft out of the door. It's got serialization, a Journal-type shebang, the works. I had to put item-based quest proposals on ice, though, since it's the inventory and not the item that serializes, and modifying that would conflict with TMI. (A bit annoying that)
Anyway, a demo of a multi-stage quest and the GUI junk:
[media]http://www.youtube.com/watch?v=4pd0vdJOJyU[/media]
[editline]7th August 2011[/editline]
-whoops, old reply.-
[IMG]http://dl.dropbox.com/u/3724424/Programming/VeeGen/demos1.png[/IMG]
Another example terrain generated with my WIP library.
This one was created by generating a cave, then generating a BSP dungeon on top of it.
---
[img]http://dl.dropbox.com/u/3724424/Programming/VeeGen/demos2.png[/img]
This one was created by generating a cave, then a path-based dungeon on top of it.
---
Obviously generators can return all the room areas in a list to populate them.
All the rooms are guaranteed to be connected to each other.
The generators are also very fast. The whole process takes around 2 seconds for a 600x300 map.
[QUOTE=SupahVee;31583111]This one was created by generating a cave, then a path-based dungeon on top of it.
---
Obviously generators can return all the room areas in a list to populate them.
All the rooms are guaranteed to be connected to each other.
The generators are also very fast. The whole process takes around 2 seconds for a 600x300 map.[/QUOTE]
Could you smooth and round off the corners of the dungeons in the second one to make a navigable, realistic-looking cave system?
[editline]7th August 2011[/editline]
Also, content:
[img]http://i.imgur.com/YE02S.png[/img]
My code's becoming a bit of a mess and some of my logic is downright retarded (I've got a timer that increments once per tick, counts up to 100 and resets. Almost all my game updates are based on 'is timer 33? is timer 66? is timer 99? If so, do something that happens three times a second'). On the plus side, POOSH BUTAN FOR SORD MAN.
[editline]7th August 2011[/editline]
Hang on, none of my guys actually have weapons...
[editline]7th August 2011[/editline]
[QUOTE=NovembrDobby;31582567]Works with an xbox pad, although sometimes it spams stuff about a joystick moving when I'm not doing anything to it.[/QUOTE]
Might be your pad. Mine has lost resistance slightly in the down direction on the left thumbstick, so it just sits there backpedalling(?) if I don't hold it.
[editline]7th August 2011[/editline]
Also people should be temporarily muted in a thread if one of their posts gets 15+ boxes.
It took me 6 months to successfully compile SFML2 for Visual C++ but I finally did it.
[QUOTE=CarlBooth;31581475]You need to go and play outside more often.
Take some R&R[/QUOTE]
Uhh actually I just came back from 2 days of white water rafting, and was reading what I missed.
I've been trying to figure out what's fun.
[img]http://i.imgur.com/AVscT.png[/img]
I think lots of dudes flying everywhere is fun.
(Green dudes are in beserk mode. Basically they POW and the other dudes fly away)
Give them some freaking clothes already jeez.
[QUOTE=Maurice;31583916]Give them some freaking clothes already jeez.[/QUOTE]
Sorry.
[img]http://i.imgur.com/p681x.png[/img]
[QUOTE=Jawalt;31576798]
In what way does Jookia feel? Here [b]Nullsquared is misrepresenting where Jookie stands[/b].
[...]
and questioning his experience.[/QUOTE]
[QUOTE=Jawalt;31540550]
Note the large projects he's talking about are just a couple of his own projects, basically a grapher and probably whatever that simple cartoony game was we saw earlier.
[/QUOTE]
talk about misrepresenting where someone stands :v:
In my jungle engine each tree is just a little bit of data in an array (sprite, direction, items it drops..) etc, would it be better to have each as a new instance of a tree class? To me that seems like a waste and much slower but it doesn't really make much difference either way in how it's coded.
Back from holidaying, working on my Android game at the moment. I'll try and magic some images from my phone later.
[QUOTE=icantread49;31584244]talk about misrepresenting where someone stands :v:[/QUOTE]
What I said didn't misrepresent your opinion in any way.
You also literally tried to retool the wording of my post. You cut out an entire sentence with the [...]
[QUOTE=chaz13;31584301]In my jungle engine each tree is just a little bit of data in an array (sprite, direction, items it drops..) etc, would it be better to have each as a new instance of a tree class? To me that seems like a waste and much slower but it doesn't really make much difference either way in how it's coded.[/QUOTE]I find that I prefer the design that is easier to maintain or expand;
a class like 'WorldObject' that you can inherit a 'Tree' from would let you define several different things ( Trees, Rocks, Buildings ) using the same interface.
So imho you should go with a class, the overhead is negligible.
Experimenting with block saving format.
[img]http://i.imgur.com/3ao6V.png[/img]
You may say "This looks like minecraft!"
But no. [I]Minecraft[/I] looks like [I]this[/I].
[QUOTE=Maurice;31584569]Experimenting with block saving format.
[img]http://i.imgur.com/3ao6V.png[/img]
You may say "This looks like minecraft!"
But no. [I]Minecraft[/I] looks like [I]this[/I].[/QUOTE]
Is this just for a laugh or are you working on an engine for a game?
[QUOTE=chaz13;31584670]Is this just for a laugh or are you working on an engine for a game?[/QUOTE]
I have no idea. I have 2 ideas for simple games, but I'm not entirely convinced of either. (One is where you have to make a 3D shape which matches the provided [url=http://www.google.com/search?hl=en&rlz=&q=orthographic+projection&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi&biw=1680&bih=895]Orthographic projections[/url], but my friend says he played something like that, the other is continuing the viewpoint game I conceptualized some weeks ago, which I know already exists)
The current map (tree and house) is just for laughs. Current map format is really convoluted.
[img]http://i.imgur.com/cu74i.png[/img]
I'm not on windows vista what the hell
[QUOTE=Maurice;31584691]I have no idea. I have 2 ideas for simple games, but I'm not entirely convinced of either.
The current map (tree and house) is just for laughs. Current map format is really convoluted.
[img]http://i.imgur.com/cu74i.png[/img]
I'm not on windows vista what the hell[/QUOTE]
Ah fair enough, I was just thinking some kind of squad based shooter (maybe turn based) would look amazing on something like that.
After fucking around with my XCode install, trying to fix the problem I have been having, It wiped my Users folder clean. I am going to do a fresh install of OS X and then reinstall XCode. Luckily I had my Projects folder backed up.
Since thread is kinda slow,
[img]http://i.imgur.com/jgIMn.png[/img]
Optimized so it doesn't draw faces that point right into another block. In the screenshot I am also hiding the tops of the blocks so I can see if it works. Got me a disappointing ~30% rise in FPS.
More optimization, I'm at 13 fps with 100x100 block plane. Started with 8.
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