Since I finally got SFML 2.0 to work I have been playing around with a particle effect system for like 5 hours right now.
They are 2x2 pixels large, stay alive for a random amount of frames and they spawn with a random color.
After messing around with rotation and angles I got them to make swirly patterns which (IMO) are pretty cool. You can't really see it in a picture, but it looks like a thin band rotating.
[img]http://www.fearswe.net/particles/1.png[/img]
[img]http://www.fearswe.net/particles/2.png[/img]
[img]http://www.fearswe.net/particles/3.png[/img]
It isn't optimized in any way since I am just playing around and don't really plan to use it in a game or anything, it handles 10k particles fairly well but in the screenshots I have double that.
I also just realized that my AV was doing a full computer scan while those screenshots were taken.
It's 5:53 am, I should probably go to bed now...
[thumb]http://filesmelt.com/dl/2011-08-20-011940_1280x800_scrot.png[/thumb]
Progress on the opening cutscene of my LD project.
Working on some IOCP networking stuff, when you know how IOCP works, it's not all that hard, but it's still way more complicated than epoll on Linux.
Anyway, here's a timelapse of me working on it (and some other stuff):
[media]http://www.youtube.com/watch?v=hriSMT91Fn0[/media]
This was just a test timelapse, I made a simple program to take a screenshot every 15 seconds, it doesn't support dual monitors yet and I plan on adding support for that.
I'm going to do a 12 hour timelapse tomorrow, hopefully I will spend more time programming instead of playing CS:S.
started working on a directx9 engine while i was banned for a month (me and my silly flaming habit)
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/de6f9df2-476d-4e7f-84ad-162385aef6d9/2011-08-19_2311.png[/img]
feels good to be coding what i want again
only problem is that the mouse data is totally inaccurate since it's not relative to the viewport coords, so thats my next objective is fixing that
i'm actually wondering if i should just use win32 info like WM_MOUSEMOVE for GUI, and let directinput just handle the deltas for any non-gui camera-locked stuff
Why are you using DirectX 9 and not 10/11?
[QUOTE=dajoh;31838063]Why are you using DirectX 9 and not 10/11?[/QUOTE]
because dx9 is a better entry point for learning the directx api and i dont see any reason to use dx10/11 over dx9
you know i'd much prefer you just explaining to me why i should use 10/11 rather than you just rating me dumb and bailing out of the thread
thank you devbug for your mature explanation
i don't know if this is some kind of ego trip for you guys but i legitimately want to know why i should use 10/11 over 9
like, if you guys have reasons as to why i should use them and you present them to me, i'll happily switch
but instead you're acting like children ghost rating me and completely ignoring when i ask for advice on which api to use
[QUOTE=Kopimi;31838098]i dont see any reason to use dx10/11 over dx9[/QUOTE]
Direct3D 10 abandons the fixed pipeline in favor of a fully programmable one, introduces shader model 4.0, geometry shaders, texture arrays, predicted rendering, and instancing 2.0.
Direct3D 11 adds tesselation, multithreaded rendering, compute shaders, and shader model 5.0.
You might want to have a look at this:
[url]http://msdn.microsoft.com/en-us/library/ff476342(v=vs.85).aspx[/url]
[QUOTE=Kopimi;31838098]you know i'd much prefer you just explaining to me why i should use 10/11 rather than you just rating me dumb and bailing out of the thread
thank you devbug for your mature explanation
i don't know if this is some kind of ego trip for you guys but i legitimately want to know why i should use 10/11 over 9
like, if you guys have reasons as to why i should use them and you present them to me, i'll happily switch
but instead you're acting like children ghost rating me and completely ignoring when i ask for advice on which api to use[/QUOTE]
Maybe you should wait a minute before raging about me not having responded yet?
[QUOTE=dajoh;31838063]Why are you using DirectX 9 and not 10/11?[/QUOTE]
A lot of people use Dx9(I would go as far as to say more often people have XP(sadly like me) and thusly have DX9, which is one reason Valve sticks to it)
[QUOTE=dajoh;31838267]Direct3D 10 abandons the fixed pipeline in favor of a fully programmable one, introduces shader model 4.0, geometry shaders, texture arrays, predicted rendering, and instancing 2.0.
Direct3D 11 adds tesselation, multithreaded rendering, compute shaders, and shader model 5.0.
You might want to have a look at this:
[url]http://msdn.microsoft.com/en-us/library/ff476342(v=vs.85).aspx[/url][/QUOTE]
thank you for finally providing reasons as to why one API is better than another,
but these are features i don't see myself using any time soon.
i understand that there are benefits to each new version of the API but i'd rather get an
understanding of directx's fundamentals before i start moving onto more complicated things,
and i've talked to a few people who are knowledgeable about the subject who i respect
a whole lot, and they've adamantly suggested that i start with directx9.
not to mention the fact that i don't want to alienate the market of XP users.
so thanks, but no thanks, i'm still going to be using directx9.
maybe next time we can just have a conversation like big boys rather than rating wars
[quote]Maybe you should wait a minute before raging about me not having responded yet?[/quote]
maybe you should just engage in a respectful/intelligent conversation before slamming your mouse to rate me dumb because i personally don't want to use a more advanced and complicated API?
I see why he was banned...
@Dajoh: Thanks, saved me lots of work :3
@Kopimi: The fixed function pipeline (DirectX 9, OpenGL 1.X-2.X) needs to die, with Windows XP. Also, great work! Really love the text rendition. (Sarcasm)
[QUOTE=Kopimi;31838327]
maybe next time we can just have a conversation like big boys rather than rating wars
[/QUOTE]
Gee, I'm sorry it took 10 minutes for me to write up a reply, I was doing other stuff, writing a reply wasn't my top priority at the moment.
[QUOTE=Kopimi;31838327]
maybe you should just engage in a respectful/intelligent conversation before slamming your mouse to rate me dumb because i personally don't want to use a more advanced and complicated API?
[/QUOTE]
I didn't "slam my mouse to rate you dumb" because you choose to use DirectX 9 instead of 10/11, I rated you dumb because you "saw no reason to use DX9 over 10/11".
[QUOTE=DevBug;31838444][b]I see why he was banned...[/b]
@Dajoh: Thanks, saved me lots of work :3
@Kopimi: The fixed function pipeline (DirectX 9, OpenGL 1.X-2.X) needs to die, with Windows XP. Also, great work! Really love the text rendition.[/QUOTE]
why? because i think its possible for someone to give advice without being a prick too?
i guess in my month away i forgot about all the elitism here
[QUOTE=DevBug;31838472]Yep, we sure did forget about [b]your elitism[/b] here.[/QUOTE]
[img]http://www.cinemablend.com/images/sections/23495/the_office_23495.jpg[/img]
yeah, alright, i'm out
[highlight](User was banned for this post ("Dumb image macro" - Overv))[/highlight]
i think for my first real project in python i'm gonna tackle making a bot for puyo puyo fever
does anyone know of any sort of resources for this kind of thing? i've never tried something like this before.
Rolling my own UTF-8 support for Kari:
[img]http://i.imgur.com/tZL1Z.png[/img]
Terminal.app seems to have issues with my program outputting UTF-8, but that "?" is indeed the cent symbol
Debugging is NOT fun when you are not in the mood for it and it returns an array of size one more than you told it to make.
[editline]20th August 2011[/editline]
And I figured out the problem! Not thanks to debugging though. :sadface:
[editline]20th August 2011[/editline]
Finished my simpler-than-basic basic!
[editline]20th August 2011[/editline]
and i broke it trying to clean it up and make it faster
I have a quesiton for anyone here with some C# experience.
Is is bad practice to re-initilize a variable? For example...
[code]
private GUIWord Cost;
public GUIWindow(Player player) {
int fuelCost = player.GetNeededFuel();
Cost = new GUIWord("s" + fuelCost.ToString(), new Point(290, 170), new Color(64, 64, 64));
}
// called when the widow is shown
public void WillShow(Player player) {
int fuelCost = player.GetNeededFuel();
Cost = new GUIWord("s" + fuelCost.ToString(), new Point(290, 170), new Color(64, 64, 64));
}
[/code]
Would be calling
[code]Cost = new GUIWord("s" + fuelCost.ToString(), new Point(290, 170), new Color(64, 64, 64));[/code]
more than once be bad? I understand that it works, but I don't like using bad practices in my code.
the garbage collector will take care of that for you, it's fine. If you're using something that the GC can't deallocate by itself (OpenGL buffers and textures, etc.), make an Unload method and call it before reallocating the GUIWord. You could also redesign the class to create a skeleton when constructed, then have a Generate method or something like that where you can directly reassign variables and skip over redundant stuff you don't need to calculate.
Note: (again if you're using OpenGL) glBufferSubData will let you change values in a buffer without needing to reallocate them. Use this if your buffer is the same size as before. If it's smaller or larger just use glBufferData.
[QUOTE=i300;31839671]I have a quesiton for anyone here with some C# experience.
Is is bad practice to re-initilize a variable? For example...
[code]
private GUIWord Cost;
public GUIWindow(Player player) {
int fuelCost = player.GetNeededFuel();
Cost = new GUIWord("s" + fuelCost.ToString(), new Point(290, 170), new Color(64, 64, 64));
}
// called when the widow is shown
public void WillShow(Player player) {
int fuelCost = player.GetNeededFuel();
Cost = new GUIWord("s" + fuelCost.ToString(), new Point(290, 170), new Color(64, 64, 64));
}
[/code]
Would be calling
[code]Cost = new GUIWord("s" + fuelCost.ToString(), new Point(290, 170), new Color(64, 64, 64));[/code]
more than once be bad? I understand that it works, but I don't like using bad practices in my code.[/QUOTE]
I'd atleast make getters/setters for stuff like that to be safe.
---
My more-basic-than-basic language thing is done!
Syntax:
varname = value (supports doubles, longs, strings, and other variables, oh yeah and booleans. todo: add function declaring)
It supports labels, too, to circumvent the temporary problem with no code defined functions yet.
function arg1 arg2 function2 arg1 arg2
return values work for functions so thats good.
[editline]20th August 2011[/editline]
[code]
baseic>print echoreturn echoreturn echoreturn echoreturn 1
1
[/code]
shows return values work in chains.
[editline]20th August 2011[/editline]
also I haven't added a function(probably will be hardcoded) for using labels. So labels can only be declared.
[editline]20th August 2011[/editline]
Thank god for Reflection, I was able to add an import function with for the most part ease.
[editline]20th August 2011[/editline]
[code]
import "java.lang.System"
print currentTimeMillis
1313836106937
[/code]
Woo!
Went back through all the collision code, fixed its buginess.
Also played around with the graphics and added a couple features, mute, restart etc.
[IMG]http://i.imgur.com/vlLDk.png[/IMG]
[QUOTE=reevezy67;31840461]Went back through all the collision code, fixed its buginess.
Also played around with the graphics and added a couple features, mute, restart etc.
[IMG]http://i.imgur.com/vlLDk.png[/IMG][/QUOTE] Looks good!
Who was it that was making that ASCII guitar hero game ages ago
[QUOTE=reevezy67;31840461]Went back through all the collision code, fixed its buginess.
Also played around with the graphics and added a couple features, mute, restart etc.
[IMG]http://i.imgur.com/vlLDk.png[/IMG][/QUOTE]
That would work well as a simple iPhone/Android game.
particle engine done, sry for the poor quality but I think you get the idea
[video=youtube;NOZdw7z5WVM]http://www.youtube.com/watch?v=NOZdw7z5WVM[/video]
next up Verlet + tile based environment
[IMG]http://filesmelt.com/dl/screenshot-2.png[/IMG]
Still cant figure out them stairs.
Edit: And my god I entered a room with my generator and the only thing I saw was an army of m's. For mutant.
[QUOTE=dajoh;31838451] I rated you dumb because you "saw no reason to use DX9 over 10/11".[/QUOTE]
He's right tho, for a begginer there isnt any need to use 9 over 10 or the other way round.
That said he should be learning the non FFP way, but as we dont know how he is doing it you can just assume he isnt using the FFP
[editline]20th August 2011[/editline]
[QUOTE=DevBug;31838444]The fixed function pipeline (DirectX 9, OpenGL 1.X-2.X) needs to die, with Windows XP.[/QUOTE]
There is nothing wrong with DX9/OGL2.X as long as your not using deprecated stuff, for example Im using openGL 2.1 and I can do everything I would need to do without having to rely on FFP
Also there is nothing wrong with XP in its self, I cant remember when it is that MS was stoping updates and support but until then there is noting wrong with using XP
[quote]Also, great work! Really love the text rendition. (Sarcasm)[/quote]
Why be like this? It just proves to everyone your being a dick
-snip-
[media]http://www.youtube.com/watch?v=H1dmn5Cl4XU[/media]
Intro and first area in all their programmer art glory (redoing all the art).
Crossposting WAYWO.
Why is everyone suddenly working on dungeon crawlers/roguelikes?
Well here is mine:
[media]http://www.youtube.com/watch?v=H2BeXKqQK28[/media]
Vid shows one floor of a small dungeon with nothing inside (other than rats and spiders)
Music system hasn't been implement due to there being no threats yet so I just made it transition half way in the vid.
Sound also has yet to be implemented cos I'm leaving that for last.
Sorry, you need to Log In to post a reply to this thread.