• What are you working on? v19
    6,590 replies, posted
[QUOTE=NovembrDobby;31712745]Don't forget the poly-by-poly unit/building construction. that was amazing[/QUOTE] Yeah I know what you mean. I'll try!
[QUOTE=Overv;31712717]I applied one final update to the [url=http://open.gl/?page=context#Creating the forward compatible context]Windows context creation[/url] section. Instead of using the latest version, it's more convenient if we're all using OpenGL 3.1.[/QUOTE] [url=http://www.facepunch.com/showthread.php?p=29771454#post29771454]What about WebGL?[/url]
[QUOTE=Xeon06;31713205][url=http://www.facepunch.com/showthread.php?p=29771454#post29771454]What about WebGL?[/url][/QUOTE] Later, just like C#, Android and Java. C++ is definitely the most used language for OpenGL, so I'm going to focus my efforts on that first.
For fucks sake. I'd be working on stuff if I didn't have to keep hitting my computer with a wrench. In the past 2 weeks I've had 8gb of Memory go down. Thankfully it's under warranty, but it still feels painful only having 4gb of Ram in my PC. Anyway, anybody got any game ideas? I'm really stuck for stuff to do.
[QUOTE=Loli;31713640]For fucks sake. I'd be working on stuff if I didn't have to keep hitting my computer with a wrench. In the past 2 weeks I've had 8gb of Memory go down. Thankfully it's under warranty, but it still feels painful only having 4gb of Ram in my PC. Anyway, anybody got any game ideas? I'm really stuck for stuff to do.[/QUOTE] ...I have 2gb
[IMG]http://localhostr.com/files/fwOVJAd/Zombie%20Eat%20Out.png[/IMG] Working on an editor.
[QUOTE=DevBug;31714335][IMG]http://localhostr.com/files/fwOVJAd/Zombie%20Eat%20Out.png[/IMG] Working on an editor.[/QUOTE] Love the art style.
[QUOTE=DevBug;31714335][IMG]http://localhostr.com/files/fwOVJAd/Zombie%20Eat%20Out.png[/IMG] Working on an editor.[/QUOTE] They look too much like arrows =/
[QUOTE=Loli;31714542]Love the art style.[/QUOTE] Isn't that a minecraft texture pack? :v:
[QUOTE=Chris220;31714855]Isn't that a minecraft texture pack? :v:[/QUOTE] mebeh...
[QUOTE=Chris220;31714855]Isn't that a minecraft texture pack? :v:[/QUOTE] Yeah, it's the one with 512² textures rendered from vector art that kinda look TF2-ish to me
Hey guys. Just got back from a trip. Going to continue working on my game!
[QUOTE=Loli;31713640]For fucks sake. I'd be working on stuff if I didn't have to keep hitting my computer with a wrench. In the past 2 weeks I've had 8gb of Memory go down. Thankfully it's under warranty, but it still feels painful only having 4gb of Ram in my PC. Anyway, anybody got any game ideas? I'm really stuck for stuff to do.[/QUOTE] 24 GB RAM master race. [img]http://www.codinghorror.com/.a/6a0120a85dcdae970b0148c7d5b892970c-800wi[/img]
[QUOTE=thf;31711901]I just think it's good training to try to make your own physics functions, even if you end up using a library. Also, I'm not entirely sure how the line thingy works. Is the blue square attached to the "void" in it's middle, and the small red line is "welded" to it? While the longer line only has the requirement that the first end is attached to the short line and the other one to the mouse pointer?[/QUOTE] The lines are the same as in this diagram: [img]http://dl.dropbox.com/u/3715122/collision_3.gif[/img] The smaller red line is just a visual check for me so that I could check I was getting the positions of the centre of mass and the point that the force was acting correctly. Also can anyone think of a reason why when running an SFML window with visual studio opened SFML picks up thousands of mouse move events per frame, whereas running the same .exe through windows explorer the whole thing acts normally? Whenever I move the mouse the whole program freezes while it processes the mouse move events, its driving me crazy. It isn't my code its visual studio interfering somehow.
[QUOTE=Overv;31715404]24 GB RAM master race. [img]http://www.codinghorror.com/.a/6a0120a85dcdae970b0148c7d5b892970c-800wi[/img][/QUOTE] What the hell are you doing with all that RAM?
[QUOTE=Overv;31715404]24 GB RAM master race.[/QUOTE] I really hope that is a server.
[QUOTE=Xylorast;31715482]I really hope that is a server.[/QUOTE] A server with less than 4h uptime?
[QUOTE=esalaka;31715548]A server with less than 4h uptime?[/QUOTE] Could have just restarted it.
[QUOTE=Overv;31715404]24 GB RAM master race. [img]http://www.codinghorror.com/.a/6a0120a85dcdae970b0148c7d5b892970c-800wi[/img][/QUOTE] There's overkill, and then there's just plain showing off. Unless you are rendering videos, running a bunch of VMs, using this box as a server (even worse, running Windows on it), or keeping your whole OS in a ramdisk, there's NO reason to have that much memory, let alone be using it all at once.
Maybe he's rendering something
[QUOTE=Robber;31715477]What the hell are you doing with all that RAM?[/QUOTE] 14 1080p porn videos at the same time
[QUOTE=Overv;31712717]I applied one final update to the [URL="http://open.gl/?page=context#Creating the forward compatible context"]Windows context creation[/URL] section. Instead of using the latest version, it's more convenient if we're all using OpenGL 3.1.[/QUOTE] Making it run 3.1 seams to break it, running 3.2 and 3.3 work fine for me :S. I think ill just use the newest version and figure my shit out as it goes. On another note if I could get some pear review on my vector class's header that would be awesome. [url]http://pastebin.com/r5D4gtKR[/url] I'm not suer if I did the operators right or not and the internet doesn't seam to have a consistent answer. [url]http://pastebin.com/MbtSh5ZD[/url]
My tank game progress: [img]http://i55.tinypic.com/2s169vl.png[/img] Thanks to DevBug for alot of help with the bullets!
[QUOTE=polkm;31715629]making it run 3.1 seams to break it, running 3.2 and 3.3 work fine for me :S[/QUOTE] I'm going to echo using 3.2 might be the best option here, as it was the introduction of a geometry shaders (which are a big friggin deal in graphics development right now), as well as being the highest available version for OS X (Apple keepin' us down yo). Also there's sync and fence objects that helps with multithreaded rendering if you're into that sort of thing (I am), as well as support for implementing megatextures (multitexture sampling etc.)
Hey guys, check out what I accidentally made! [img]http://dl.dropbox.com/u/2670708/fuckawesomeon.PNG[/img]
sierpinski somethings
[QUOTE=Chandler;31715711]I'm going to echo using 3.2 might be the best option here, as it was the introduction of a geometry shaders (which are a big friggin deal in graphics development right now), as well as being the highest available version for OS X (Apple keepin' us down yo). Also there's sync and fence objects that helps with multithreaded rendering if you're into that sort of thing (I am), as well as support for implementing megatextures (multitexture sampling etc.)[/QUOTE] That sounds, by far, superior.
[media]http://www.youtube.com/watch?v=r8eOEf-KMxM[/media] (Fucking Camtasia... Shitty quality. I'll try and improve that later) I think I like the way movement looks now. What do you guys think?
[QUOTE=i300;31715996][media]http://www.youtube.com/watch?v=r8eOEf-KMxM[/media] (Fucking Camtasia... Shitty quality. I'll try and improve that later) I think I like the way movement looks now. What do you guys think?[/QUOTE] What is the meter thing in the bottom left?
[QUOTE=Richy19;31716039]What is the meter thing in the bottom left?[/QUOTE] That's your hold. It shows you how much free space you have. Once its full, minerals that are mined don't get added. [editline]ni[/editline] This is, roughly, what I want the game to look like when it's finished. [img]http://i3software.org/s/SS-2011-08-01_16.00.04.png[/img]
Sorry, you need to Log In to post a reply to this thread.