Do we have a waywo IRC somewhere? I'd like a link to it. (my steam protocol in firefox is broken so i can't join the steam chat club you have going)
[editline]edlashfd[/editline]
Ninjas
Guys please stay ontopic. Just use whatever you like.
[IMG]http://i54.tinypic.com/2h53edv.jpg[/IMG]
This is my mario clone. But I intend to make it as hard has SMB or IWBTG.
Btw: Does anyone know a good sprite editor? The main feature I'm looking for is automatic centering of animation frames.
So if I have 4 frames of a walking animation in a single PNG. It should make a new image with 4 quadratic cells in which the frames are centered.
I really like "SpriteVortex", but it's so buggy that it's a pain to work with.
Does anyone know if theres some sort of suggestions/relations database out there that can be given a word(s), and it returns words related to that word(s)?
Specifically media; like I send "Trainspotting", and I get "Slumdog Millionaire". Pretty much like what amazon, imdb, or netflix does.
In case you are wondering, it does relate to a project I'm working on.
Something like this? [url]http://labs.google.com/sets[/url]
[editline]17th August 2011[/editline]
For example.
[thumb]http://i.imgur.com/CKadf.png[/thumb]
And the result is
[thumb]http://i.imgur.com/G4yLg.png[/thumb]
That's awesome, although terms of use thing ticks me off... I don't think that companies that publicly provide information have the right to say how a user can access that information.
Anyways, it will do until I get sued.
Thanks Darwin
Yay! After debugging my physics engine for days turns out I was mixing up global coordinates with local ones, everything is much less erratic now! Also rotational impulses work flawlessly.
Next on the agenda is contact resolving, penetration fixing and implementing a separating axis test for collision detection because point-line distance calculations are ridiculously slow.
[img]http://dl.dropbox.com/u/3715122/Coding/TrainFun%202011-08-17%2023-13-00-53.bmp[/img]
[img]http://dl.dropbox.com/u/3715122/Coding/TrainFun%202011-08-17%2023-13-26-78.bmp[/img]
Sorry about the bitmaps :/
[QUOTE=conman420;31792179]Yay! After debugging my physics engine for days turns out I was mixing up global coordinates with local ones, everything is much less erratic now! Also rotational impulses work flawlessly.
Next on the agenda is contact resolving, penetration fixing and implementing a separating axis test for collision detection because point-line distance calculations are ridiculously slow.
[img]http://dl.dropbox.com/u/3715122/Coding/TrainFun%202011-08-17%2023-13-00-53.bmp[/img]
[img]http://dl.dropbox.com/u/3715122/Coding/TrainFun%202011-08-17%2023-13-26-78.bmp[/img]
Sorry about the bitmaps :/[/QUOTE]
Any demo/video?
I agree with the IRC sentiment, Steam is a pain on WINE. The windows are buggy and the text input is laggy.
[QUOTE=COBRAa;31793154]Any demo/video?[/QUOTE]
I may release one once I get performance issues sorted out. If anyone is interested I can post the resources I found helpful to get this far, coding your own physics engine is a lot of fun :D
Working on a flag maker in XNA.
For a multi-player game idea I thought: "Hey, it would be cool if people could build their own 32x32 emblem and have that shown to other players they're fighting against... So basically CoD."
Working on a terrain generation algorithm.
On a related note, does anyone have a decent object-oriented implementation of Fortune's algorithm?
woops that was meant for the WDYNHW
While im here, If im not using any glBegin/glEnd stuff, is there any difference between a uniform shader or an attribute shader?
[QUOTE=Alex_DeLarge;31781631]Would any of you guys mind being a bro for me and looking over a resume I wrote up? I'm sending it in for an internship position at ArenaNet(Guild Wars 2 guys) and I need random feedback on the formatting and information included on it.[/QUOTE]
I don't mind doing this for you, you'll need as much help as you can get! Best of luck with your application.
:woot: Voronoi diagram calculated!
[code]
voronoi stop
(0, 1)
(0.5, 1), (0.5, 1.375)
(-0.75, 2), (0.5, 1.375)
(0.5, 1), (0.5, -11.2898)
(-0.75, 2), (-106.064, 54.6571)
(1, 1)
(0.5, 1.375), (0.5, 1)
(0.5, -11.2898), (0.5, 1)
(0.5, 1.375), (6.42764, 4.33882)
(0.5, 2)
(0.5, 1.375), (-0.75, 2)
(6.42764, 4.33882), (0.5, 1.375)
(-106.064, 54.6571), (-0.75, 2)
[/code]
Input vertices are associated with their corresponding edges. Now I just have to give an index to all the vertices and sort them to create polygons. I'm not too concerned about edges that extend into the void as my terrain algorithm will cull them.
[QUOTE=Richy19;31795941]woops that was meant for the WDYNHW
While im here, If im not using any glBegin/glEnd stuff, is there any difference between a uniform shader or an attribute shader?[/QUOTE]
Are you sure those exist?
[QUOTE=conman420;31792179]point-line distance calculations are ridiculously slow.[/QUOTE]
It's a single dot-product and a scalar subtraction...
It's seriously like four instructions without SIMD.
I like this Java Native Access library. A lot. The one reason I disliked java is now solved.
Added Stone, which hurts you a bit if you mine it. It is useless and is just an annoying obstacle. Takes longer than dirt and minerals to mine. Stone becomes more common as you dive deeper. I also added Emerald which is pretty deep down.
You're also red now.
[img]http://i3software.org/s/SS-2011-08-18_01.09.53.png[/img]
[editline]18th August 2011[/editline]
Do you guys think this looks a bit better? Less saturation makes it look nicer i think.
[img]http://i3software.org/s/SS-2011-08-18_01.49.02.png[/img]
[QUOTE=i300;31799848]Added Stone, which hurts you a bit if you mine it. It is useless and is just an annoying obstacle. Takes longer than dirt and minerals to mine. Stone becomes more common as you dive deeper. I also added Emerald which is pretty deep down.
You're also red now.
[img]http://i3software.org/s/SS-2011-08-18_01.09.53.png[/img]
[editline]18th August 2011[/editline]
Do you guys think this looks a bit better? Less saturation makes it look nicer i think.
[img]http://i3software.org/s/SS-2011-08-18_01.49.02.png[/img][/QUOTE]
I find that slightly overly unrealistic for stone to hurt you. A burden like that will just get on my nerves-- and eventually probably get me to ragequit
[editline]18th August 2011[/editline]
And I contradict myself already. Why don't I say Oh that easy game looks very hard, you should add a mode that makes missles spew out of the quietly loud ship.
[QUOTE=Map in a box;31800259]I find that slightly overly unrealistic for stone to hurt you. A burden like that will just get on my nerves-- and eventually probably get me to ragequit
[editline]18th August 2011[/editline]
And I contradict myself already. Why don't I say Oh that easy game looks very hard, you should add a mode that makes missles spew out of the quietly loud ship.[/QUOTE]
Think of it like this: Your health is the state of your vehicle. You have a hull, a dill, and a hold. The drill gets more damaged if you mine harder materials (AKA: Stone). Your hull gets damaged if you start to overheat. You, at the start, have 100 health. When you mine a stone you lose 5 health. You can heal ("Repair") when you go back to the surface (for a fee). You can also purchase hull upgrades that give you even MORE health. I think it is a fair obstacle, considering you only have two obstacles that damage your health.
[editline]18th August 2011[/editline]
In general, I guarantee fuel will be more of a nuisance than the stones will be.
[QUOTE=i300;31800338]Think of it like this: Your health is the state of your vehicle. You have a hull, a dill, and a hold. The drill gets more damaged if you mine harder materials (AKA: Stone). Your hull gets damaged if you start to overheat. You, at the start, have 100 health. When you mine a stone you lose 5 health. You can heal ("Repair") when you go back to the surface (for a fee). You can also purchase hull upgrades that give you even MORE health. I think it is a fair obstacle, considering you only have two obstacles that damage your health.
[editline]18th August 2011[/editline]
In general, I guarantee fuel will be more of a nuisance than the stones will be.[/QUOTE]
Reminds me of the game Motherload. It is pretty much exactly the same principal.
[url]http://www.miniclip.com/games/motherload/en/[/url]
He is making a clone of that.
[code]
SYSTEMTIME time=Kernel32.GetLocalTime();
while(true){
time.wSecond-=1;
if(time.wSecond<1){
time.wMinute-=1;
time.wSecond=59;
}
if(time.wMinute<1){
time.wHour-=1;
time.wMinute=59;
}
Kernel32.SetLocalTime(time);
try {
Thread.sleep(250);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
[/code]
This is fun! Its already breaking the computer!
[editline]18th August 2011[/editline]
I cant sync time and date due to security reasons of my date being wrong. How useful.
[editline]18th August 2011[/editline]
GetTickCount64 won't work :saddowns:
I won't beable to test and leave my computer on for ~585 million years and see if the Long wraps around. :(
[QUOTE=i300;31799848]Added Stone, which hurts you a bit if you mine it. It is useless and is just an annoying obstacle. Takes longer than dirt and minerals to mine. Stone becomes more common as you dive deeper. I also added Emerald which is pretty deep down.
You're also red now.
[img]http://i3software.org/s/SS-2011-08-18_01.09.53.png[/img][/QUOTE]
It's difficult to tell what's going on here. Try making the dirt much less saturated so that the more important stuff stands out more?
Anyone recommend me a irc client I tried gnome-xchat but I am getting errors with GTK and some parts of the program won't display correctly while a couple buttons don't work at all.
Also does fuel get used constantly or only when you dig a block?
I remember playing motherload years ago and rushing to the surface for fuel it was great.
Edit: I will go with smuxi.
irssi
Yeah I think I have used irssi, before it is ran from a terminal?
yes
[QUOTE=Darwin226;31799345]Are you sure those exist?[/QUOTE]
Ups, I meant uniform and attribute variables in the shaders
[QUOTE=Richy19;31801794]Ups, I meant uniform and attribute variables in the shaders[/QUOTE]
Attributes are passed in from the stream buffers and so change per vertex (or per instance if you use instancing). The vertex position and normal are examples of attributes.
Uniforms are variables which are applied across the whole shader, they contain the same value for each fragment/vertex during the draw call. They are typically used as an interface between your program and the shader. The worldviewprojection matrix and material properties are examples of uniforms.
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