[QUOTE=q3k;31726280]It became 20% cooler.[/QUOTE]
MJ is 1000 times better than Rainbow Dash. Since when could Rainbow Dash moonwalk?
He didn't even moonwalk in the avatar, though.
[QUOTE=Maurice;31726304]He didn't even moonwalk in the avatar, though.[/QUOTE]
I'm not talking about the avatar specifically, but the who the avatar was.
[img]http://images.overvprojects.nl/SS-2011-08-14_17.16.34.png[/img]
ok
[QUOTE=Overv;31726344][img]http://images.overvprojects.nl/SS-2011-08-14_17.16.34.png[/img]
ok[/QUOTE]
Don't worry, thankfully it's easy to find older versions of xcode. Some, perhaps all of the OSX Discs even come with a version. I know it's not up to date, but it's better than nothing.
I've just been learning about shaders and they're fascinating, going to try to write a basic renderer with shadows/lighting/highlights all that sort of stuff to practice.
I decided to give my MenuButton class like 5 different constructors.
[img]http://i.imgur.com/gyYJb.jpg[/img]
This means it's piss-easy for me to make new UI buttons for placing units on a particular plane of attack. Still not fun to play, but I can start adding buttons for more ridiculous stuff now too.
[QUOTE=Nigey Nige;31726670]Still not fun to play[/QUOTE]
That is something you should address.
[QUOTE=Maurice;31726694]That is something you should address.[/QUOTE]
But I already thought of a new title. Not Fun.
[editline]14th August 2011[/editline]
Also, does anyone here object to having their projects written about in a bitmob article?
[QUOTE=Nigey Nige;31726774]But I already thought of a new title. Not Fun.[/QUOTE]
I will Not play it.
[QUOTE=Maurice;31726797]I will Not play it.[/QUOTE]
[img]http://garrysmod.fi/forums/Smileys/Facepunch/emot-saddowns.png[/img]
Is this thread going to be locked at all, and a new one created within the near future?
I enjoyed reading the highlights.
[QUOTE=Overv;31726344][img]http://images.overvprojects.nl/SS-2011-08-14_17.16.34.png[/img]
ok[/QUOTE]They're already requiring Lion for certain software? Oh dear.
[QUOTE=Epic Sandwich;31727501]They're already requiring Lion for certain software? Oh dear.[/QUOTE]
Considering that's the most recent version of XCode, and how cheap Lion is, I don't think that's outrageous.
[img]http://dl.dropbox.com/u/3695360/webSteam/app3.PNG[/img]
I've finally organised the friends list in order of state (ingame, online, away, offline), then alphabeticaly. It caches the avatars of your friends onto your SD card.
[img]http://dl.dropbox.com/u/3695360/webSteam/app4.PNG[/img]
And the Android app can finally send and receive messages. It justs needs some formating of the text. Still a load more features I want to add, such as viewing friends community profiles and achievements without using the browser and chat logs.
[QUOTE=Maurice;31726031]Development is slow so have a video of me dicking around in 1-1!
[media]http://www.youtube.com/watch?v=WtcGiZelPfk[/media]
Outsmarting enemies is fun.[/QUOTE]
The best part is when you jump on the shell to stop it. I could never do that.
[QUOTE=q3k;31725747][b]edit[/b]: Also, "gl/glext.h" and "gl/glxext.h" should be <GL/glext.h> and <GL/glxext.h> respectively, if you're installing them in /usr/include (and you shouldn't).[/QUOTE]
This is incorrect. You use angle brackets for whenever you manually add a folder to be used a prepended path, whereas quotes resolve to a relative path. For instance,
-I../ and then a #include <test.h> means that the compiler will look for ../test.h, but a #include "test.h" means it will only look for a test.h in relation to the file that includes it.
However, with gcc and clang it doesn't matter all that much, and you can get away with using angle brackets at all times, as long as you properly "-I" the folders.
MSVC does care however, so you need to explicitly add the file paths to the INCLUDE system environment variable.
[sp]The up/down side to working on a build system is getting to know your tools really really well :/[/sp]
[QUOTE=Chandler;31728546]You use angle brackets for whenever you manually add a folder to be used a prepended path[/QUOTE]
And for system-defined (well, cpp-configuration-defined) paths, like /usr/include.
[code]sergeb@foreveralone /mnt/data/Development/Projects/libsteam $ cpp -v
...snip...
#include <...> search starts here:
/usr/lib/gcc/x86_64-unknown-linux-gnu/4.6.1/include
/usr/local/include
/usr/lib/gcc/x86_64-unknown-linux-gnu/4.6.1/include-fixed
/usr/include
[/code]
So where was I wrong again? :v:
baby steps
[IMG]http://jimbomcb.net/files/08_2011/0001_1207.png[/IMG]
bottom is relay server, which the TF2 server sends data to, and the browser gets data from.
Implemented vertex-edge collision detection, right now it only applies linear force when the two bodies collide and not angular but I'm hoping to add that functionality later. Its a little bit buggy as well and suffers from some pretty bad tunneling but I never imaged I would even get this far. Next on the to-do list is adding it properly to the game, right now all the physics stuff is contained in one single class which is a nightmare and not very expandable.
[media]http://www.youtube.com/watch?v=czQqOjiC4_A[/media]
[img]http://dl.dropbox.com/u/3715122/RigidBodyCollision2.png[/img]
[img]http://dl.dropbox.com/u/3715122/RigidBodyCollision.PNG[/img]
After fixing a [url=https://github.com/SergeB/libsteam/commit/482ed35d540fb61278b7da863ed2b19b63df1cb9#diff-0]stupid bug[/url], libsteam finally works on Linux!
[img]http://i.imgur.com/5tu6C.png[/img]
Now to actually start implementing Steam3 functions... Or actually, figure out how to deal with protobufs in C.
[QUOTE=q3k;31728644]And for system-defined (well, cpp-configuration-defined) paths, like /usr/include.
[code]sergeb@foreveralone /mnt/data/Development/Projects/libsteam $ cpp -v
...snip...
#include <...> search starts here:
/usr/lib/gcc/x86_64-unknown-linux-gnu/4.6.1/include
/usr/local/include
/usr/lib/gcc/x86_64-unknown-linux-gnu/4.6.1/include-fixed
/usr/include
[/code]
So where was I wrong again? :v:[/QUOTE]
Those are actually built into the compiler as 'default' search paths :v:
You can look at the clang source to see they basically make a vector of strings that use those.
There was actually a regression bug in clang for linux for a while there, where it didn't know where any include paths were, because someone had accidentally commented out that whole block. (This was back in LLVM 1.x though :v:)
[QUOTE=Ortzinator;31728228]The best part is when you jump on the shell to stop it. I could never do that.[/QUOTE]
When you playtest something this often, you are bound to get good at it. Same with Not Tetris.
[QUOTE=TheBoff;31727816]Considering that's the most recent version of XCode, and how cheap Lion is, I don't think that's outrageous.[/QUOTE]Lion may be cheap, but I'm sure not everyone wants to upgrade. I think it's a bit wrong to require a month-old os for any piece of software anyway, and I bet they could've made that SL compatible pretty easily if they wanted to.
[QUOTE=Maurice;31729970]When you playtest something this often, you are bound to get good at it. Same with Not Tetris.[/QUOTE]I was wondering how the hell you were actually able to get points in Not Tetris..
[QUOTE=Epic Sandwich;31730021]Lion may be cheap, but I'm sure not everyone wants to upgrade. I think it's a bit wrong to require a month-old os for any piece of software anyway, and I bet they could've made that SL compatible pretty easily if they wanted to.[/QUOTE]
Did you expect anything else from Apple? They really enjoy forcing new products and obsoleting old ones. It's the exact opposite of what Microsoft does with their product timeline (still supporting a 10 year old OS -_-).
Trying to implement perlin noise
[img]http://gyazo.com/ce8c1509a0d18122ed9564d57419d538.png[/img]
uh....
[QUOTE=uitham;31730206]Trying to implement perlin noise
[img]http://gyazo.com/ce8c1509a0d18122ed9564d57419d538.png[/img]
uh....[/QUOTE]
Tell me about it:smithicide:
[t]http://gyazo.com/1bb31a59c30d093e53ff82f36f7ca225.png[/t]
[QUOTE=ralle105;31730578]Tell me about it:smithicide:
[t]http://gyazo.com/1bb31a59c30d093e53ff82f36f7ca225.png[/t][/QUOTE]
Hey, at least you made reflective plastic. That's perfectly fine, too! :v:
[editline]14th August 2011[/editline]
Or, well, shiny anyway
[QUOTE=Overv;31724348]I tried, I gave up.[/QUOTE]
-snip-
I'm late :V
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