Does XNA only support one UV Map per mesh?
[quote][img]http://i.imgur.com/dYc4D.png[/img][/quote]
[QUOTE=Overv;31692267]Thanks, added that. I'm currently working on the Linux code.
[t]http://i.imgur.com/9tDpf.jpg[/t][/QUOTE]
Nice background. That's some hardcore content you're writing up there
[QUOTE=awfa3;31693280]Nice background.[/QUOTE]
Isn't that the stock Ubuntu background? Or did I just get [i]whoooosh[/i]ed hard?
[img]http://dl.dropbox.com/u/3715122/TankEngineHyperSpeed.PNG[/img]
Fixed the tank engine. Accidentally left the sf::Image in the flying grass entity, it wasn't doing anything but it must have been slowing down the game a lot seeing as I can now get 10,000 flying grass entities with 90fps :)
For those interested, I've posted the source of [url=http://www.facepunch.com/members/439373-NotchBlog]NotchBlog[/url] here:
[url]http://pastebin.com/iZHfFKNe[/url]
[QUOTE=Overv;31686498]
Which graphics card do you have?
[/QUOTE]
I have a Geforce 9600 GT it appears to be running 3.3 opengl.
Fuck webdev, who wants to playtest [url=http://dl.dropbox.com/u/3188768/WAR.jar][B]my game[/B][/url]? I'd like feedback on the following things:
[quote]
-Does it run?
-Does it continue to work after several playthroughs?
-Is it in any way fun?
-If not, what do you think could make it fun?
-Would you like to make me some less shitty art?
[/quote]
Thanks dudes.
[QUOTE=Nigey Nige;31694745]Fuck webdev, who wants to playtest [url=http://dl.dropbox.com/u/3188768/WAR.jar][B]my game[/B][/url]? I'd like feedback on the following things:
Thanks dudes.[/QUOTE]
It is too fast to do anything,
add a fps limit
[QUOTE=uitham;31694853]It is too fast to do anything,
add a fps limit[/QUOTE]
That's weird, it's working fine for me. Gimme a sec to change it.
[editline]12th August 2011[/editline]
Okay, could you try again and tell me if it works? :3
[QUOTE=Nigey Nige;31694745]Fuck webdev, who wants to playtest [url=http://dl.dropbox.com/u/3188768/WAR.jar][B]my game[/B][/url]? I'd like feedback on the following things:
Thanks dudes.[/QUOTE]
-It runs just fine on my computer.
-Yes, it works fine after several playthroughs.
-It has the potential to be a fun game, I do tend to focus more on clicking the buttons than watching the game though.
-More character types and gameplay additions.
-Yes, most definitely.
I need to convert a number (say, 242) to a number between 0 and 1 (say, 0.242)
At the moment I'm multiplying it by .001, but I need to have numbers greater than 1000, but if I put it 1 decimal higher the terrain (I'm using Perlin noise to generate terrain) gets flat.
[QUOTE=neos300;31696890]I need to convert a number (say, 242) to a number between 0 and 1 (say, 0.242)
At the moment I'm multiplying it by .001, but I need to have numbers greater than 1000, but if I put it 1 decimal higher the terrain (I'm using Perlin noise to generate terrain) gets flat.[/QUOTE]
Logarithms to find what power of 10 the number is below, and then divide by that?
[QUOTE=neos300;31696890]I need to convert a number (say, 242) to a number between 0 and 1 (say, 0.242)
At the moment I'm multiplying it by .001, but I need to have numbers greater than 1000, but if I put it 1 decimal higher the terrain (I'm using Perlin noise to generate terrain) gets flat.[/QUOTE]
Divide it by 10^(floor(log(number)+1)) or something
[QUOTE=Nigey Nige;31694745]Fuck webdev, who wants to playtest [url=http://dl.dropbox.com/u/3188768/WAR.jar][B]my game[/B][/url]? I'd like feedback on the following things:
Thanks dudes.[/QUOTE]
Runs fine.
Works through playthroughs.
It isn't really fun. All you need to do is spam button clicks, there is no strategy to it and you can win every time just by clicking on buttons. That said, if you added more types of units and some more strategy other than just clicking buttons (cooldowns, etc) and not make the AI churn out units like a supercomputer, it could be fun.
The art is fine.
Learning how 3D in XNa works. Have rendered my first ever triangle.
esa's method didn't work, and I'm a math noob what are a logarithms and how would I use them to solve my problem?
[QUOTE=neos300;31697169]esa's method didn't work, and I'm a math noob what are a logarithms and how would I use them to solve my problem?[/QUOTE]
^, in C at least, is the XOR operator, not exponentiation.
[QUOTE=neos300;31697169]esa's method didn't work, and I'm a math noob what are a logarithms and how would I use them to solve my problem?[/QUOTE]
A logarithm tells you what power the base of the logarithm would need to be put up to in order to equal the number you input to it.
log base 10 of 100 = 2
Ie. are you sure you were using the correct function?
[editline]13th August 2011[/editline]
[QUOTE=Neo Kabuto;31697252]log base 10 of 100 = 2[/QUOTE]
Which means that 10^log(100) = 100
[editline]13th August 2011[/editline]
More generally, n^logn(a)=a (Where logn denotes base-n logarithm)
[QUOTE=esalaka;31697246]^, in C at least, is the XOR operator, not exponentiation.[/QUOTE]
That would explain things.
I'm so used to ^ meaning exponents.
[QUOTE=esalaka;31697256]Which means that 10^log(100) = 100[/QUOTE]In addition, some languages make the default logarithm the "natural log", which is the log base e. Make sure you're using the right one first.
[editline]12th August 2011[/editline]
[QUOTE=neos300;31697318]I'm so used to ^ meaning exponents.[/QUOTE]He did mean it as an exponent, though.
I'm using (C++)
[cpp]float k = (int)10^(int)floor(log(i)+1);
float f = p->Get(i / k, 0.5);
SetPixel(i, f * k, true);[/cpp]
Where p is the perlin noise generator.
And it doesn't generate terrain, I assume f * k is wrong? (f * 300 + 300 doesn't work either)
[editline]12th August 2011[/editline]
[QUOTE=Neo Kabuto;31697350]In addition, some languages make the default logarithm the "natural log", which is the log base e. Make sure you're using the right one first.
[editline]12th August 2011[/editline]
He did mean it as an exponent, though.[/QUOTE]
He just said he meant XOR, didn't he?
[QUOTE=neos300;31697410]He just said he meant XOR, didn't he?[/QUOTE]
No, he meant it as an exponent.
He couldn't have meant XOR, that wouldn't make any sense.
[QUOTE=esalaka;31697246]^, in C at least, is the XOR operator, not exponentiation.[/QUOTE]
?
[QUOTE=neos300;31697447]?[/QUOTE]
I meant you might've used it in your code. I meant exponent but the operator in C is XOR.
[QUOTE=neos300;31697447]?[/QUOTE]He thought you were just copying it in like you did. Also, you need to use a base 10 log.
EDIT: Beat to the first point, but the second one is still important.
and you did.
The fix is simple: Include <math.h> (Or <cmath> in C++) and use pow(a,b) instead of a^b
[editline]13th August 2011[/editline]
Oh, and use log10 instead of log. log is base-e
Well using
float k = pow(10,floor(log(i)+1));
Makes the output numbers extremely high (4294965185, for i = 763 to 799) so I guess I'm doing
float f = p->Get(i / k, 0.5);
SetPixel(i, f * k, true);
wrong
float k = pow(10, floor(log10(i) + 1));
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