• What are you working on? v19
    6,590 replies, posted
[QUOTE=BlkDucky;32149174][URL="http://code.google.com/p/gimp-normalmap/"]This one?[/URL] There are quite a few.[/QUOTE] Well whichever works the best
Made a rpn calculator for a class; [URL]http://www.mediafire.com/file/ztuhpvsi7nikpzs/rpn_calculator.zip[/URL] Now you try to break it and proceed to laugh at me and my shitty shattered pile of software. [editline]6th September 2011[/editline] Source is included, if you wanna laugh at that too. Douche Oops! That came with an old Release exe, one sec... Fixed.
[QUOTE=DevBug;32149143]No need to cross-post from WDYNHW. Anyways, forward deceleration, [URL="http://en.wikipedia.org/wiki/Forward_declaration"]this[/URL] Wikipedia article best describes it. You're already using it when defining classes in header files and their member functions in .cpp files.[/QUOTE] Just to be sure is this correct? or do i want to have the hpp includes inside the cpp file? [cpp] #ifndef ACTOR2D_HPP_INCLUDED #define ACTOR2D_HPP_INCLUDED #pragma once #include <SFML/Graphics.hpp> #include <Box2D/Box2D.h> #include "Drawable.hpp" namespace ke { class Actor2d : public Drawable { public: Actor2d(); virtual ~Actor2d(); sf::Image spriteImage; sf::Sprite sprite; }; } #endif // ACTOR2D_HPP_INCLUDED [/cpp] [cpp] #include "Actor2d.hpp" ke::Actor2d::Actor2d() { } ke::Actor2d::~Actor2d() { } [/cpp]
[QUOTE=RyanDv3;32149324]Made a rpn calculator for a class; [URL]http://www.mediafire.com/?7f7z8510x4j67[/URL] Now you try to break it and proceed to laugh at me and my shitty shattered pile of software. [editline]6th September 2011[/editline] Source is included, if you wanna laugh at that too. Douche Oops! That came with an old Release exe, one sec... Fixed.[/QUOTE] Hey look, you gave us your entire mediafire folder! Nice!
Note, if you downloaded my calculator in the last 3.87 minutes, I just updated my post with the correct version; [url]http://www.mediafire.com/file/ztuhpvsi7nikpzs/rpn_calculator.zip[/url] [editline]6th September 2011[/editline] [QUOTE=Map in a box;32149554]Hey look, you gave us your entire mediafire folder! Nice![/QUOTE] ??? wtf fixing links... Not that it matters, feel free to download anything in there.
[QUOTE=RyanDv3;32149562]Note, if you downloaded my calculator in the last 3.87 minutes, I just updated my post with the correct version; [url]http://www.mediafire.com/file/ztuhpvsi7nikpzs/rpn_calculator.zip[/url] [editline]6th September 2011[/editline] ??? wtf fixing links... Not that it matters, feel free to download anything in there.[/QUOTE] Why does your tetris use images for each of the block colors?
[QUOTE=Map in a box;32149653]Why does your tetris use images for each of the block colors?[/QUOTE] Because it was like my first project ever. :v: (At least for game/ graphics stuff). I actually posted it here in the programming subforum years ago... Before that I was making christmas tree generators like * ** *** **** ***** ****** ** ** Except obviously with spaces to make things triangular Those were the days...
[QUOTE=Dlaor-guy;32130094]Yeah... this was supposed to be a sphere generator. [img]http://i.imgur.com/GhqgZ.png[/img] Back to the drawing board.[/QUOTE] And here's the fixed version :v: [thumb]http://i.imgur.com/2VZiR.jpg[/thumb] (now with 100% more textures)
So I finally found a decent HLSL tutorial, get the the bottom and.. it's written by Garry. Awesome! Should've clicked when I realised what facewound was but it didn't for some reason. [url]http://www.facewound.com/tutorials/shader1/[/url]
[QUOTE=Dlaor-guy;32150100]And here's the fixed version :v: [thumb]http://i.imgur.com/2VZiR.jpg[/thumb] (now with 100% more textures)[/QUOTE] Froid 2?
[QUOTE=BlkDucky;32150189]Froid 2?[/QUOTE] Dlaor just post that froid 2 concept image so I don't have to go find it
[url=http://dl.dropbox.com/u/4081391/froid2concept.png]Froid 2[/url]
I hope that ball has insane grip to the level, otherwise that'll be hell
[QUOTE=NorthernGate;32150793]I hope that ball has insane grip to the level, otherwise that'll be hell[/QUOTE] That probably won't be a real level, I'll make sure that most spaces are at least 3 blocks wide.
[QUOTE=Dlaor-guy;32150921]That probably won't be a real level, I'll make sure that most spaces are at least 3 blocks wide.[/QUOTE] I think he means the slope, also is it just me or do the metalic parts of that photo look like plasticine?
I just found a video about Mari0's background story: [media]http://www.youtube.com/watch?v=l3maHvjsIF4&feature=bf_next&list=PL7BFA0161E7A41A8B&lf=plcp[/media]
[QUOTE=Darwin226;32117393]Also, I never got why phong is more advanced than flat shading. It always seemed easier to do vertex normals than face normals.[/QUOTE] Just been lurking and read this so this reply is a bit late. Flat shading just gets the face normal vector (which is the average of that faces vertex normal vectors - edit: wait no it's not) and does the shading calculation using it, then all pixels of that polygon are that colour. Gourad shading uses vertex normal vectors and uses the shading calculation on them, interpolating the colour across the polygon. Phong shading interpolates the vertex normal vectors across the polygon, so for every pixel of a polygon drawn, it has to do a shading calculation. So - Flat shading does a shading calculation once for every polygon on screen Gourad shading does a shading calculation once for every vertex on screen (and interpolates colour across the polygon) Phong shading does a shading calculation for every single pixel which has part of a polygon drawn on it (where the vector it uses is calculated by interpolating between the different vertex normals of the polygon) So basically phong shading has a ton more shading calculations than either flat or gourad.
[QUOTE=Jallen;32152266]-snip-[/QUOTE] Havent seen you in here for a few months :D
[QUOTE=Jallen;32152266]Just been lurking and read this so this reply is a bit late. Flat shading just gets the face normal vector (which is the average of that faces vertex normal vectors) and does the shading calculation using it, then all pixels of that polygon are that colour. Gourad shading uses vertex normal vectors and uses the shading calculation on them, interpolating the colour across the polygon. Phong shading interpolates the vertex normal vectors across the polygon, so for every pixel of a polygon drawn, it has to do a shading calculation. So - Flat shading does a shading calculation once for every polygon on screen Gourad shading does a shading calculation once for every vertex on screen (and interpolates colour across the polygon) Phong shading does a shading calculation for every single pixel which has part of a polygon drawn on it (where the vector it uses is calculated by interpolating between the different vertex normals of the polygon) So basically phong shading has a ton more shading calculations than either flat or gourad.[/QUOTE] Well ok, but when you're rendering with OpenGL you can only have one normal per vertex (usually) and in a cube for example, each point is a part of 3 faces. That would mean it would need 3 different normals to be able to do flat shading (seeing as the values are interpolated anyways). I understand how phong is more expensive but when it comes to OpenGL, it's easier to do.
[QUOTE=Richy19;32152477]Havent seen you in here for a few months :D[/QUOTE] Had a summer free of programming, I enjoy it but it's still work. It's nice to have a long break. [editline]6th September 2011[/editline] [QUOTE=Darwin226;32152485]Well ok, but when you're rendering with OpenGL you can only have one normal per vertex (usually) and in a cube for example, each point is a part of 3 faces. That would mean it would need 3 different normals to be able to do flat shading (seeing as the values are interpolated anyways). I understand how phong is more expensive but when it comes to OpenGL, it's easier to do.[/QUOTE] Ah right I see what you mean.
Same with me, I barely coded all summer.
[QUOTE=neos300;32153136]Same with me, I barely coded all summer.[/QUOTE] Not the same for me, I didn't do much except program :v:
I wish I had coded some more over summer, I found myself reading instead.
Got a job doing web development, have barley touched programming since. I miss it :(
[QUOTE=Robber;32152081]I just found a video about Mari0's background story:[/QUOTE] That sure ended abruptly...
i suppose it can be considered good progress when i find myself developing within the in-game editor more often than in MSVC or anything else :eng101:
[QUOTE=NovembrDobby;32148885]geel got that too, not sure why...I don't know why an app installed to program files wouldn't be allowed to write to its own folder.[/QUOTE] Sorry if it's late, but the same issue occured with King Arthur's Gold, it is just Desura installing with insufficient permissions. Go the the install directory for desura, then common, then properties for the game folder. Just give every user/usergroup full permissions and the game will run fine. Moving on, the game is awesome. Took me a few seconds to get a dialog saying I appeared to be dying a lot, and it asked if I wanted "aim assist". I said hell no and continued on dying every few seconds. I will probably buy the full version soon, thanks for releasing a demo though!
I'm considering making an external editor for id Tech 4 (doom3 engine). The built-in one really sucks. Would using OpenGL + GWEN be a good idea for visual stuff?
[QUOTE=T3hGamerDK;32155957]I'm considering making an external editor for id Tech 4 (doom3 engine). The built-in one really sucks. Would using OpenGL + GWEN be a good idea for visual stuff?[/QUOTE] Yep, I use it and its very easy to use
[QUOTE=Richy19;32155996]Yep, I use it and its very easy to use[/QUOTE] Me too, I even sent a few patches in as well. And it's really easy to change the visual style. I was just wondering if you guys would use something like that.
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