[QUOTE=NovembrDobby;32098089]I can't speak for the others but XNA is a really good (imo) framework that is quick to prototype and develop with. It depends how complex your game is, but you shouldn't have a problem with it.[/QUOTE]
This, the only downside XNA has with the others you mention is that its windows only but this shouldnt worry you.
apart from that xna is better imho
Making up random attributes/names etc. for my roguelike is so much fun :>
[QUOTE=high;32098218]Anyone here use git extensions? When I install it to use plink it fails to find the key. I got the openssh option working but it has this annoying command window popup every time I do something.
No idea why plink isn't working :\. Worked perfectly fine with tortoisegit.[/QUOTE]
I've never been able to get gitextensions to connect to my server properly, and seeing how it's not nearly as well integrated in Visual Studio as, say, EGit is in Eclipse, I just use TortoiseGit for all my VS projects that I want versioned.
When scaling an image, what looks better.
A large image downscaled or a small image upscaled?
Both having the same factor of scaling
[QUOTE=robmaister12;32099316]I've never been able to get gitextensions to connect to my server properly, and seeing how it's not nearly as well integrated in Visual Studio as, say, EGit is in Eclipse, I just use TortoiseGit for all my VS projects that I want versioned.[/QUOTE]
I really wish git extensions and tortoisegit would share features. I switched to git extentions and really like it but I miss things like tortoisegits explorer integration (Icons, context menus, etc).
[QUOTE=Richy19;32099498]When scaling an image, what looks better.
A large image downscaled or a small image upscaled?
Both having the same factor of scaling[/QUOTE]
Large image downscaled
Just got done implementing [url=http://www.comp.nus.edu.sg/~duong/]multiresolution screen-space ambient occlusion[/url] (MSSAO). Seriously skim through that paper if you're at all interested in good SSAO, it provides an elegant solution to a lot of the problems which face more conventional SSAO techniques. No noisy artifacts, no blur, no excessive sampling.
My implementation probably still needs a few tweaks (I made some pretty dodgy approximations), but overall the results are promising. It's really pretty fast, too.
[img_thumb]http://img545.imageshack.us/img545/8407/mssao3911.png[/img_thumb]
I'd upload the final image with all the other lighting components, but the SSAO doesn't really stand out (which, I suppose, is a good thing :v:)
[QUOTE=Icedshot;32099672]Large image downscaled[/QUOTE]
Yep
[img]http://i.imgur.com/Rep0d.png[/img]
top are without smooth, botom are with.
left are upscaled, right are downscaled
[QUOTE=ROBO_DONUT;32100057]...[/QUOTE]
Where's the model from?
Am i supposed to rotate vertex normals when calculating lighting?
[QUOTE=layla;32100483]Where's the model from?[/QUOTE]
Xonotic.
[QUOTE=Icedshot;32100577]Am i supposed to rotate vertex normals when calculating lighting?[/QUOTE]
You generally want to do lighting in either world space or eye space. This means you first apply the TBN matrix (tangent-space normals only, skip this for object-space normals), then model rotation and optionally view rotation. It really depends on what coordinate system makes the calculations simplest for your particular application.
Really happy with my WIP state machine.
[cpp]stateManager.setState<CMainMenuState>();[/cpp]
[QUOTE=ROBO_DONUT;32100762]Xonotic.
You generally want to do lighting in either world space or eye space. This means you first apply the TBN matrix (tangent-space normals only, skip this for object-space normals), then model rotation and optionally view rotation. It really depends on what coordinate system makes the calculations simplest for your particular application.[/QUOTE]
Thanks, i understand what is going on now, more
Edit:
Should flat shading look like this?
[IMG]http://dl.dropbox.com/u/33076954/flat_shading.PNG[/IMG]
[QUOTE=high;32099651]I really wish git extensions and tortoisegit would share features. I switched to git extentions and really like it but I miss things like tortoisegits explorer integration (Icons, context menus, etc).[/QUOTE]
Yeah, and I find git extensions' fetch/push/merge dialogues much more confusing than they need to be. Also EGit is amazing in terms of what it does with Eclipse. git extensions basically just launches an external program to do everything, EGit integrates with the Team provider. Modified files have a > next to them, each solution has the branch name to the right of it, when merging, conflicting files and folders are denoted with a red diamond, committing has shortcut Ctrl+Alt+C, it's got a history panel built into eclipse, there's even a merge tool built into Eclipse that it uses.
(I still prefer manually merging because small merge conflicts are quick to fix and large merge conflicts generally require shifting code around to new places instead of just replacing one set with another)
I remember a long time ago someone got their calculator to render a mandelbrot set, I immediately copied them but haven't bothered to post it till now.
[quote][img]http://www.1337upload.net/files/IMG_0056.JPG[/img][/quote]
Everyone else should try it, it's a great time waster in boring classes where you can't talk.
[QUOTE=Naelstrom;32101929]I remember a long time ago someone got their calculator to render a mandelbrot set, I immediately copied them but haven't bothered to post it till now.
Everyone else should try it, it's a great time waster in boring classes where you can't talk.[/QUOTE]
that was me :v: i did it again during my physics final exam, i had enough time to write the program from scratch [i]and[/i] have it completely render before i was allowed to leave :v:
Well, I'm really happy now. My state machine operates on classes, and handles the instances of the classes all by itself. This means that I can do stateManager.setState<CClassName>(); and it'll create (if needed to) and set the state to the instance of CClassName, without me having to worry about it, all while keeping it encapsulated.
My OpenGL Superbible shit:
[MEDIA]http://www.youtube.com/watch?v=Ywi9d3XnQVg[/MEDIA]
I like that triangle. Also the circle, litttle work on the polygons, add more to make it more circlish, other than that the purple background-- |perfect| -- and when you removed the purple background to show the triangle--just oh my god that was amazing give this man a medal
[editline]3rd September 2011[/editline]
In all seriousness, that triangle did look neat
[editline]3rd September 2011[/editline]
Sorry, [i]tetrahedron[/i].
[QUOTE=Naelstrom;32101929]I remember a long time ago someone got their calculator to render a mandelbrot set, I immediately copied them but haven't bothered to post it till now.
Everyone else should try it, it's a great time waster in boring classes where you can't talk.[/QUOTE]
I actually did this by copying the code straight from a 3 page spread about the mandlebrot set for TI-84 in my Algebra II book. Shit was so cash.
Came back from the dead bringing random content !
[hd]http://www.youtube.com/watch?v=CQVC0a2j1rc[/hd]
[QUOTE=Naelstrom;32101929]I remember a long time ago someone got their calculator to render a mandelbrot set, I immediately copied them but haven't bothered to post it till now.
Everyone else should try it, it's a great time waster in boring classes where you can't talk.[/QUOTE]
I remember doing this as well. I got the Mandelbrot rendering working pretty well, but when I tried doing a Julia set, it took about four hours to render at the same level of detail, and I never figured out why.
Oh look in Boost you can dump a property tree to file..
[code]# Meanwhile in ~/.config/trainsc/config.json
{
"window":
{
"width": "800",
"height": "600",
"fullscreen": "false"
}
}[/code]
This probably isnt a correct lighting model:
[IMG]http://dl.dropbox.com/u/33076954/its%20broken%2C%20trust%20me.PNG[/IMG]
-snip-
Hey, what are the advantages of using SFML/C++ instead of LOVE/Lua apart from performance?
[QUOTE=Bambo.;32110203]Hey, what are the advantages of using SFML/C++ instead of LOVE/Lua apart from performance?[/QUOTE]
That's pretty much it.
Edit: Besides the fact that you can't obfuscate your code with LOVE/Lua but I don't really hold that as a mark against it, honestly.
just got back from debugging why certain touch-down events wouldn't register in my scene
apparently i was clicking on invisible GUI buttons because i didn't add a if (!Visible) { return; } in the GUI button handlers :v:
[QUOTE=Bambo.;32110203]Hey, what are the advantages of using SFML/C++ instead of LOVE/Lua apart from performance?[/QUOTE]
Pretty much it. And you get a bit more control.
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