[img]http://img221.imageshack.us/img221/156/lightingtest20110623195.jpg[/img]
Am I artistic yet?
automerge
[QUOTE=Staneh;30660559][img]http://img221.imageshack.us/img221/156/lightingtest20110623195.jpg[/img]
Am I artistic yet?
automerge[/QUOTE]
Rated artistic because I'm not quite sure what's going on.
[editline]23rd June 2011[/editline]
also headache
[QUOTE=Staneh;30660559]
*Lighting test*
Am I artistic yet?
automerge[/QUOTE]
Those are definitely not lights.
Yeah I kind of quit that project because I had no idea how to actually make a lighting system.
[QUOTE=Staneh;30660559][img]http://img221.imageshack.us/img221/156/lightingtest20110623195.jpg[/img]
Am I artistic yet?
automerge[/QUOTE]
Somehow I can't stop staring into the center and scroll left and right.
Please tell me I'm not the only one seeing it 'move'.
[quote][url=http://dl.dropbox.com/u/2670708/ohgod.png][img]http://dl.dropbox.com/u/2670708/ohgod.png[/img][/url][/quote]
Yes you are.
[QUOTE=Dryvnt;30662239]Please tell me I'm not the only one seeing it 'move'.[/QUOTE]
Yeah, got get checked or something bro.
[QUOTE=SEKCobra;30662286]Yes you are.[/QUOTE]
If you flick your eyes across it diagonally, it ripples a little
[QUOTE=Icedshot;30662814]If you flick your eyes across it diagonally, it ripples a little[/QUOTE]
Please make sure your input device is connected properly and no connections are damaged.
Are there any guides into working with Box2D on Android?
[QUOTE=Dryvnt;30662239]Please tell me I'm not the only one seeing it 'move'.[/QUOTE]
Maybe you've got some static coming through for some reason.
[QUOTE=Kopimi;30638183]sorry if i'm late/braindamaged but what is the geometry shader doing here?
looks cool but i'm not quite sure what's going on.
also, been reading 3D Game Development with DirectX 9.0c, a Shader Approach
awesome book with great info, but i got to the matrix multiplication and my head popped
now i'm in heaven and jesus christ even the dialup is fast up here[/QUOTE]
That is basically just a VBO of points being rendered as cubes in the geometry shader. The geometry shader is creating each cube.
Also, terrain generation on the GPU:
[img]http://i56.tinypic.com/f6w4p.png[/img]
I found a really fast implementation of simplex noise on github which I am using to generate the terrain. Currently I don't don't cull the hidden cubes beneath the surface, but that should be possible with some kind of transform feedback.
Here's a good page for game design:
[url]http://www.garagegames.com/products/torque-3d/getting-started[/url]
Specifically the game examples section, it has a lot of good points that you should think about if you are making a game of one of those genres, there isn't really any Torque Specific stuff in the game examples section.
[media]http://www.youtube.com/watch?v=07I3TZvk1tU[/media]
Custom collision handling, collision group, ignoring collision with certain groups / bodies, ping-pong animations.
All at the cost of performance and well-written code.
The boxes seem to react totally wrong at 0:13 , the box just jumps over a few pixels.
I swear I see something from this thread on reddit every day :raise:
[QUOTE=DrLuke;30664434]The boxes seem to react totally wrong at 0:13 , the box just jumps over a few pixels.[/QUOTE]
That is because I'm not setting X Velocity to 0 when it hits a solid wall. Will fix for next video :P
Humble indie bundle just tweeted this [url]http://the-witness.net/news/?p=1004[/url]
Its a pressentation at UC Berkeley on programming indie games
Havent watched it myself yet but thought someone else might like to check it out
[img]http://filesmelt.com/dl/dockk.png[/img]
Tiles on top are currently running applications. You can also pin apps (think OSX dock...) and click on a tile to switch to it. The UI + general design is very much inspired by MetroUI (which I love). It's built with C# + WPF.
Hopefully, I'll start adding features such as "live" tiles (content of a minimized window is in the tile), social networking tiles (facebook), "stacks" of tiles (virtual folders, like how libraries work in Win7, presented like OSX's stacks), and maybe jumplists. I have yet to decide if I should go back to 128x128 tiles, or just keep the 64x64...
[QUOTE=Jacko2007;30663482]Are there any guides into working with Box2D on Android?[/QUOTE]
Sorry to burst your bubble, but you aren't going to find a guide for library, language and platform combination.
Box2D is a 2D physics library written in C++ with a Java port called JBox2D. At this point there are two things you can do. If you're feeling adventurous, you can use the original C++ code, write a JNI wrapper for it and compile it with the NDK. This route is more difficult, but you'll be able to work with the original code and any updates in the future will be easy to implement. You also get the speed benefit of native code, which can mean a huge difference with a physics engine.
On the other hand, you can use the JBox2D project and attempt to get it working on Android. I assume the developer has taken garbage collection in mind and newer releases of Android can help you circumvent most of the GC trouble, but there will always be an overhead you won't have in native code. A physics engine is a complex system with a lot of variables, calculation and allocation/deallocation.
If you don't have a lot of experience with Android yet, I suggest you start with JBox2D and it shouldn't pose a problem in most projects. But if you are going to rely heavily on the physics engine and you want to make the most of it, you'll want to use the native code.
[QUOTE=Jacko2007;30663482]Are there any guides into working with Box2D on Android?[/QUOTE]
You could use [url=http://www.andengine.org/]AndEngine[/url] which has a Box2D module
Making this as a side project in spare time or when I'm bored:
[img]http://i.imgur.com/qJppo.jpg[/img]
And because the physics was already 3D, I wrote a quick line of code to convert it to an n-Body simulation:
[img]http://i.imgur.com/IOeFn.png[/img]
[img]http://dl.dropbox.com/u/4838268/hellyeah.png[/img]
IDE reading
[img]http://ragefac.es/faces/b62a5a382db3f33b046af9609e1d8bfb.png[/img]
[editline]24th June 2011[/editline]
Now for some sleep
You know when you are getting far in making a game when you realise the private identifier for a entity is stored on the client and server, time to generate both public and private Identifiers, one has read access and the other has read write.
Fixed: Now you only get the ID instead of the Private ID, though since you sort of have access to system.reflection you could get a bit more, but that would be really complex
Also I just realised that you can disguise a tank as a resource node or a resource node as a tank.
[QUOTE=noctune9;30663876]That is basically just a VBO of points being rendered as cubes in the geometry shader. The geometry shader is creating each cube.
Also, terrain generation on the GPU:
[img]http://i56.tinypic.com/f6w4p.png[/img]
I found a really fast implementation of simplex noise on github which I am using to generate the terrain. Currently I don't don't cull the hidden cubes beneath the surface, but that should be possible with some kind of transform feedback.[/QUOTE]
For somewhat static geometry, wouldn't it be faster to calculate the mesh once instead of letting the geometry shader run through it every frame?
[highlight]-NOT MY CONTENT-[/highlight]
Shamus Young, the guy who did that amazing procedural city, is doing a procedural world generator thing and it's looking really cool.
[url]http://www.youtube.com/watch?v=Q7BIaERfNs0[/url]
You might want to sub him / check out his blog if you're interested in that sort of thing.
[QUOTE=ZeekyHBomb;30676188]For somewhat static geometry, wouldn't it be faster to calculate the mesh once instead of letting the geometry shader run through it every frame?[/QUOTE]
The geometry shader can output to a buffer on the GPU, so you could have the best of both if render time is a problem. It's called the streaming output stage in DirectX but I am not sure what the OpenGL equivalent is called.
In this case though I believe he's using the geometry shader to save memory rather than render performance.
Could anybody point me in the right direction for developing an OS? I'd quite like to rip off Chrome OS, or at least steal all of it's ideas. It seems quite good for net books and such.
Any Assembly tutorial would be nice :3:
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