[img]http://gyazo.com/795502000930f82690fbdc7da2041a5a.png[/img]
Is that actually someone's name, or is that a bug/feature?
[QUOTE=Quark:;31658541][img]http://gyazo.com/795502000930f82690fbdc7da2041a5a.png[/img]
Is that actually someone's name, or is that a bug/feature?[/QUOTE]
No, there's someone with an HTML tag in their name.
Yes I forgot to strip the tag off of garry's name, it's a bug.
[IMG]http://localhostr.com/files/csBic2Y/capture.png[/IMG]
[IMG]http://localhostr.com/files/D2ZIGGO/capture.png[/IMG]
Ignore performance as I'm not checking the PVS.
[QUOTE=HubmaN;31649165]Oh, no, I didn't mean that, sorry - I was asking if your entity system would allow you to do GUI items in a similar manner.[/QUOTE]
I'm not entirely sure I understand what you're talking about...do you mean something like this?
[cpp]
void SomeEntityComponent::Tick(...)
{
GameTriggerable* trig = Parent()->Get<GameTriggerable>();
if (trig->Triggered)
{
// do something when entity was triggered
trig->Triggered = false;
}
}
[/cpp]
I always peek in here and see you guys making the coolest shit. I've never programmed before, and I'm wondering where I can start.
[QUOTE=Jawalt;31653939][url]http://pastebin.com/iVUA5ZuL[/url]
Sorted by word length instead, this one is actually more interesting.[/QUOTE]
[quote]108 mexican[/quote]
[QUOTE=Hypershadsy;31660100][/QUOTE]
Late, I fixed the list.
The context creation chapter will be available tomorrow afternoon, although I can't promise it'll be fully checked and proofread yet - like with the introduction.
[QUOTE=Jawalt;31658481]
[quote]
51 bobthe2lol
51 danharibo
51 Jawalt
52 Lord Ned
55 DevBug
55 geel9
58 Ziks
60 CarlBooth
62 Dlaor-guy
62 Loli
72 Overv
73 Maurice
74 Icedshot
89 NorthernGate
99 Chris220
103 icantread49
118 Richy19
127 esalaka
127 Quark:
151 Map in a box
[/quote]
[url]http://pastebin.com/sQ11Jzik[/url]
One last fun piece of info, highest post counts in the thread, everyone there is > 50. I will stop posting these now.[/QUOTE]
I'm on TV!
[editline]10th August 2011[/editline]
Also, you should make a program that lists the URLs of those posts.
[editline]10th August 2011[/editline]
[QUOTE=Overv;31660230]The context creation chapter will be available tomorrow afternoon, although I can't promise it'll be fully checked and proofread yet - like with the introduction.[/QUOTE]
Make them editable.
-snip, answered my own question-
[QUOTE=Map in a box;31660276]Make them editable.[/QUOTE]
As I've said before, when they're all done. I'm not going to waste more time converting this layout to a wiki skin.
[QUOTE=Jawalt;31660226]Late, I fixed the list.[/QUOTE]
Okay
[QUOTE=Overv;31660580]As I've said before, when they're all done. I'm not going to waste more time converting this layout to a wiki skin.[/QUOTE]I might just be retarded, but was that a yes or a no?
started an obligatory minecraft clone, right now the only thing I have is basic vertex and index buffers for every chunk, and the face culling, so you only see faces that are adjacent to air.
These 6 chunks however consume 700mb of ram :D, right now I'm storing an instance for every quad of the cubes, so that's a maximum of 6 instances of the quad class, which is way too much, gonna pack the vertex building into the vertexBuffer-Build method, so I don't actually have to store any vertex data.
And in this example, there are a lot of faces, since the space is filled with 80% cubes, so there are a lot of faces visible.
In the actual terrain however, there would be massive chunks, so alot of the faces would get culled anyway.
[IMG]http://img600.imageshack.us/img600/20/minecraftclone201108110.png[/IMG]
Edit:
How could you possbly rate that programming king oO
This is a little Pong clone I made to try to get better at C# and XNA styled to Portal 2. It took me forever to make all of the art assets. The sound however was just taken from Portal 2.
I'm terrible at AI.
[video=youtube;LJjdc9A3QeQ]http://www.youtube.com/watch?v=LJjdc9A3QeQ[/video]
Home made particle system. When the ball hits the light it breaks and the room gets dark. It can be paused.
It looks great, but the sound is really annoying when it makes a collision.
[QUOTE=Jacen;31662011]This is a little Pong clone I made to try to get better at C# and XNA styled to Portal 2. It took me forever to make all of the art assets. The sound however was just taken from Portal 2.
I'm terrible at AI.
[video=youtube;LJjdc9A3QeQ]http://www.youtube.com/watch?v=LJjdc9A3QeQ[/video]
Home made particle system. When the ball hits the light it breaks and the room gets dark. It can be paused.[/QUOTE]
Oh man, that looks good, but the bounce sound would drive me nuts within a minute. Try using the bounce sound that the energy balls use instead
Yeah, that collision sound is awful.
If I wanted to release it I'd need to redo it from the ground up anyway. I didn't add comments so I can't remember what some things are supposed to do. The coding is also very, very messy.
[QUOTE=WeltEnSTurm;31653803]It has nothing to do with Garry's Mod so I can't really post it into the Lua version of this thread,
but neither does it have much to do with me programming.
Anyway, I made a Lua tutorial. Let me know what you think, if you're bored.
[url]http://weltensturm.bplaced.net/tutorials/lua/[/url]
It's my first tutorial ever, so.. don't take it serious :v:[/QUOTE]
If it hasn't todo anything with GMod / GLua then you shouldn't use && || ! etc as they were implemented by Garry.
Whats this.. I don't even.. I uh.. What..?
[media]http://www.youtube.com/watch?v=LczqQIPFcag[/media]
[QUOTE=John the Gr8;31658406]Hey if you figure multi-screen out, please let me know how you did it (if, ofc, you want). I want to add that to upScreen as well, but I don't have the time to look into it.
edit: if your way can be used in C#[/QUOTE]
multiscreen is easy: [url]http://msdn.microsoft.com/en-us/library/system.windows.forms.screen.aspx[/url]
find the min/max coords.
[QUOTE=Jacen;31663280]Yeah, that collision sound is awful.
If I wanted to release it I'd need to redo it from the ground up anyway. I didn't add comments so I can't remember what some things are supposed to do. The coding is also very, very messy.[/QUOTE]
Doesn't matter, it clearly works the way it was meant to. Though you really should make the ball bounce different directions dependent on where it hits the paddle (otherwise it is always going the exact same way). Just don't use the Source code itself to get yourself a job.
Fixed Flickering. Just thought you should know.
[QUOTE=Map in a box;31664545]Fixed Flickering. Just thought you should know.[/QUOTE]
Am I the only one who didn't think the flickering was a bug?
[img]http://i.imgur.com/fOZtL.png[/img]
IT'S 50% ALIVE!
yessss
[editline]11th August 2011[/editline]
[QUOTE=Ltp0wer;31664589]Am I the only one who didn't think the flickering was a bug?[/QUOTE]
Just some double buffering shoved in there to fix it
[QUOTE=kraffslol;31651983][img]http://dl.dropbox.com/u/1093888/ZScreen/2011-08/Screenshot-2011-08-10_20.42.47.png[/img]
My first C++ project!
Todo: Parse GET requests[/QUOTE]
What networking API are you using for that? Looks fun to make, I'd make one myself :v:
Hmm.. Should I use a BigInteger for counting time? Just in case someone gets past the long limit?
[editline]11th August 2011[/editline]
I just realized my java program uses 0% cpu usage. How the hell..
[QUOTE=Map in a box;31664993]Hmm.. Should I use a BigInteger for counting time? Just in case someone gets past the long limit?
[editline]11th August 2011[/editline]
I just realized my java program uses 0% cpu usage. How the hell..[/QUOTE]
Java's a lightning fast programming language.
Edit: Wewt 100 posts.
Added an options menu, now you can toggle visibility of various nyanny elements.
[editline]11th August 2011[/editline]
Automurge breaker.. PURGE HIM!
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