• What are you working on? v19
    6,590 replies, posted
[QUOTE=Ziks;30707128]I would like to know how well / if Lewt will run on systems other than my own, so would any of you be able to test my current build? [url=http://anyhub.net/file/3ibD-lewt250611.7z][img]http://anyhub.net/file/3iaY-ss1000.png[/img] http://anyhub.net/file/3ibD-lewt250611.7z[/url] I've included my resource archive builder and the chunk editor in case you want to try them out. At the moment you just explore a randomly generated dungeon with skeletons to test my collision code etc. WASD to move. You'll probably need .NET 4.0. Edit: fixed a small bug and reuploaded[/QUOTE] Works excellently, looks good too. i7 920, Radeon 6980. Map rendering time varies from 2 to 4 ms, sprite rendering time remains 0. The walking animation bothers me though, he is shuffling around instead of walking from side to side. [url]http://www.manningkrull.com/pixel_art/tutorials/walking.asp[/url] explains how to draw that sortof stuff very well, might be useful.
[QUOTE=slashsnemesis;30703681]Is that terrain randomly generated?[/QUOTE] Nope, just a .png that loops as you go. If I get bored/frustrated I'll probably make it random, though. Thanks for the idea :buddy:
[QUOTE=robmaister12;30708639]I got an issue with the textures (look rotated or inverted or something) [img]http://i.imgur.com/J18Wz.png[/img][/QUOTE] it'd help if you showed what the original textures should look like also finally found time to start working on my own little render engine (just for fun, no need to remind me how hard it'll crash and burn :smithicide:) its weird, i used to start a new project every week and dread coding because of the fact that i was just forcing myself to do it now that ive been UNABLE to code for the past 2 months this is like fucking heaven currently using freeGLUT and GLEW, trying to stay up to date and steer clear of all the dreaded obsolete code i keep hearing about [img]http://content.screencast.com/users/Kopimi/folders/Jing/media/7bc60f8d-f37a-4d69-a3b8-c670b5e34bf9/2011-06-25_1633.png[/img] oh yeah and version numbers are expressed in binary because im a pretentious douche :v: currently just working on learning how opengl works, the architecture of the engine will be changed to an object oriented counterpart once i'm familiar with everything that needs to be done, and more importantly, HOW it needs to be done.
Decided to write an implentation of shunting-yard. Ended up writing an RPN interpreter beforehand: [quote] [url="http://i54.tinypic.com/2lln4nc.png"][img_thumb]http://i54.tinypic.com/2lln4nc.png[/img_thumb][/url] [/quote] It only supports the four basic operations and factorial for now. I hit a problem though: how the hell do you define the - unary operator in RPN? Different token? Just use 0 x - all the time? [b]Edit:[/b] Wth @ the media tags not working!?
[QUOTE=Nigey Nige;30708797]Nope, just a .png that loops as you go. If I get bored/frustrated I'll probably make it random, though. Thanks for the idea :buddy:[/QUOTE] i would imagine itd be relatively easy considering how simple the geometry is you could just generate a random height for a vertex every X pixels you travel, then link them all together
[img]http://i.imgur.com/OyUbF.png[/img] Just been messing around with opengl a bit. This scene was generated without any textures at all. Also this was my first dip into glsl and shaders in general, I've quickly fallen in love with them :v:
[QUOTE=Kopimi;30709090]it'd help if you showed what the original textures should look like[/QUOTE] I was testing out Ziks' game, Lewt... if it were on my system I would just invert the texture coordinates on my shape.
Remade UITabBar to look like the twitter tab bar. Based heavily off of [url=http://idevrecipes.com/2011/01/04/how-does-the-twitter-iphone-app-implement-a-custom-tab-bar/]iDev Recipes' Article[/url]. [img]http://i.imgur.com/qSTTX.png[/img] I will put the code up later.
How do you undo a pull request? It just merged in a bunch of stuff we don't want :\. Using tortoisegit too. Also is there an easy way with tortoisegit to undo all local commits? I have been just deleting the local branch and checking out the remote, but there has to be a better way.
tortoisegit -> show log -> right click on the branch you want to revert to -> "reset *your branch* to this" [editline]25th June 2011[/editline] also no clue how to undo a pull request
[QUOTE=robmaister12;30710581]tortoisegit -> show log -> right click on the branch you want to revert to -> "reset *your branch* to this" [editline]25th June 2011[/editline] also no clue how to undo a pull request[/QUOTE] I would do that but it seems that it merged in older commits of his too. So even if I revert to just before the merge. There is still a bunch of his code in the project from commits before it. [editline]25th June 2011[/editline] Anyone here have any experience working with a team. Just curious if you have a general set of guidelines that everyone must follow. I am collabing with people on github but it is getting messy real fast. Features are commited that don't work, code is changed that breaks compatibility without documenting, code is commited that hasn't been tested, code is commited that doesn't follow the style of the rest, etc :\.
[code] function conf() local w,h=promptNumber("Width"),promptNumber("Height") while(not confirm("Setting width and height to "..w..","..h..". Ok?")) do w,h=promptNumber("Width"),promptNumber("Height") end return w,h end [/code] :woop: for lua! Also, yeah I'm basing function names off of javascript. So what? How is this "syntax" so far?
Asking about something posted 3 days ago, but did this guy: [QUOTE=icantread49;30643415]i think you guys are right, if it's implemented then it's probably worth demonstrating [img]http://i.imgur.com/VZ5o7.gif[/img] that's a mockup of one of the introductory levels of my unnamed game set to be released by the end of this summer i gotta say, level design is [i]very[/i] hard (for me, at least) - it makes a lot of sense that the Big Guys have specialized level designers, modelers, etc. :eng101: i mean, level design is even harder than actually [i]making[/i] the level :v:[/QUOTE] Make this?: [QUOTE=DevBug;30645720]Yeah, didn't he make another [url=http://www.pseudoform.org/]portal game[/url] already?[/QUOTE]
[QUOTE=coolity;30711439]Asking about something posted 3 days ago, but did this guy: Make this?:[/QUOTE] It depends if he is null.
[QUOTE=DevBug;30711565]It depends if he is null.[/QUOTE] icantread49 aka nullsquared I assume this means yes.
I'm starting to think out whole code snippets in my head for sections of my project I wont need in weeks :ohdear: I'll just throw this out here anyways, e-cookie to first who gets what it does [cpp] mov ebx, 1 jmp .entry .pause: pause .entry: xor eax, eax lock cmpxchg [lock], ebx jnz .pause[/cpp] [editline]26th June 2011[/editline] Actually, I messed up on that one, fixed now
[QUOTE=Tobba;30711798]I'm starting to think out whole code snippets in my head for sections of my project I wont need in weeks :ohdear: I'll just throw this out here anyways, e-cookie to first who gets what it does [cpp] xor eax, eax lea ebx, 1 jmp .entry .pause: pause .entry: lock cmpxchg [lock], ebx jnz .pause[/cpp][/QUOTE] My limited asamability knowledge says this: eax=eax|eax if(ebx<=1){ .entry() } function .entry(){ lock(something,ebx) if(!eax){ .pause() } function .pause(){ pause }
Not even remotely :v: LOCK is a prefix by the way, it asserts the processors LOCK signal EDIT: Corrected the code again, why did i use lea there
[QUOTE=DevBug;30711565]It depends if he is null.[/QUOTE] Seeing as an admin pretty much outright stated he was..
[quote][CBaseMux 571502a] Stable and fast H.264 framing at last 34 files changed, 14519 insertions(+), 131 deletions(-)[/quote] I love those statistical commit messages, they fill me with a warm sense of accomplishment. I got my H.264 parser/framer to chug down about 20 MB of video data in less than 1300 milliseconds (most of that goes into framework initialisation and shutdown though), had to do plenty of file caching and memory page boundary alignment tricks but I finally got it there. All of the components I wrote so far are sequential in nature due to the way H.264 streams work, parallelism will most assuredly show its face next when I finish writing the MPEG-PES packetiser and Transport Stream multiplexor, those should have no problem utilising parallelism for their tasks; probably with the help of a shared synchronisation object, we'll see.
[QUOTE=high;30710741]I would do that but it seems that it merged in older commits of his too. So even if I revert to just before the merge. There is still a bunch of his code in the project from commits before it. [editline]25th June 2011[/editline] Anyone here have any experience working with a team. Just curious if you have a general set of guidelines that everyone must follow. I am collabing with people on github but it is getting messy real fast. Features are commited that don't work, code is changed that breaks compatibility without documenting, code is commited that hasn't been tested, code is commited that doesn't follow the style of the rest, etc :\.[/QUOTE] Yay got it fixed, had to hard reset to before any of his commits and merge all our commits after it.
ugggghhh... I'm starting to have second thoughts about making a game with a larger team. Back when I was developing Circuit Crawler, most of development was just me and one friend who was willing to spend more time working than goofing off, and we both knew what was going on in the code base, we worked off each other really well, and despite a very short amount of time available to develop the game, we completed the game by it's deadline. A lot of the extra weight towards the very end was carried by the two other programmers on the team, and I doubled up and got most of the art done myself. Now on this larger team, I have two of the people from Circuit Crawler, we're getting some work done - mostly abstracting things and doing higher-level design work. The other programmers haven't spent enough time with the code to really understand what's going on / they don't understand OpenGL /etc. Note that I was a week or so into developing some 3d game application for no specific purpose before we decided to do this, so my 2 friends from Circuit Crawler managed to pick up my current (and generally uncommented back then) code base in a day or two, asking the occasional question about non-deprecated OpenGL. As for art, the only people on the team with modeling/texturing experience would be me and one other person. We're short in that regard. In level design, it's mostly just me since I have 2 years of experience with Hammer at this point. I think the same person who can do the modeling and texturing has some level design experience. We have one guy who can make music/sound effects/voice act, and make it well - so we're covered in that department And of course we have way too many people working only on writing/story/ideas. And usually when I I'm not working with my 2 programmer friends, but with other members of the team, it is always just discuss some programming topic for an hour or two, then if we're in a larger group, we'll go have dinner and watch some obscure movie on Netflix. Sorry about the long, rant-like post, but it's currently what I'm working with on a currently unnamed game. Anyways, back to lighting... also, does anyone have a guide to deferred shading? I haven't managed to find a detailed description of how it operates yet. Most of the stuff I find is vague and generally discusses the pros and cons of it, instead of detailing how it works.
[code] function conf() local w,h=800,600--[[promptNumber("Width"),promptNumber("Height") while(not confirm("Setting width and height to "..w..","..h..". Ok?")) do w,h=promptNumber("Width"),promptNumber("Height") end]]-- return w,h end function draw(g) g:fillRect(math.sin(os.clock())*128+256,math.cos(os.clock())*128+256,126,126) end [/code] Mathemagical! Must get some random gif maker
mmmm lambda expressions.... [code] app.StartInfo.UseShellExecute = true; app.StartInfo.FileName = s_AppPath; app.EnableRaisingEvents = true; try { var t = new System.Threading.Thread(() => { app.Start(); }); t.Start(); r_RunningBar.Visibility = Visibility.Visible; r_RunningBar.BeginAnimation(Rectangle.WidthProperty, a_AOpen); app.Exited += (sender2, e2) => { this.Dispatcher.BeginInvoke(new Action(() => { //r_RunningBar.Visibility = Visibility.Hidden; r_RunningBar.BeginAnimation(Rectangle.WidthProperty, a_AClose); })); }; }[/code] used them for application launching, using threads and 'UseShellExecute' so I can open any file and explorer will take care of matching the right application for me... so you can now assign ANYTHING to a tile. Even porn. Mmmm... tile porn.....
I just successfully completed my first hello world program in LOVE2D. [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/WoahCodes.png[/IMG] (I went a little crazy and added pictures and music to my hello world) I just wanted to explore new languages, and I can honestly say, I like it. [editline]26th June 2011[/editline] Its a start!
[QUOTE=robmaister12;30712771]ugggghhh... [long post] [/QUOTE] I work on a small team, but I pretty much do everything, sometimes the others contribute a little art or design advice, though. I honestly get more done when I just sit and crank it out alone.
Sorry for being so contentless, but I'm stuck on this: [code] lyrics={"3",1,"2",1,"1",1,"Rolling in the Deep by",3,"Adele",2,"There's a fire starting in my heart",4.5,"Reaching a fever pitch, and it's bring me out the dark",5,"Finally I can see you crystal clear",4.5,"Go ahead and sell me out, and I'll lay your ship bare.",4,"See how I'll leave, with every piece of you.",5,"Don't underestimate the things that I will do",4,"There's a fire starting in my heart",4.5,"Reaching a fever pitch, and it's bring me out the dark",5,"Todo",999} [/code] :pervert:
[QUOTE=Exl;30708651][url]http://www.manningkrull.com/pixel_art/tutorials/walking.asp[/url] explains how to draw that sortof stuff very well, might be useful.[/QUOTE] [img]http://www.manningkrull.com/pixel_art/tutorials/images/8framewalk2legs.gif[/img] is amusing... but this [img]http://www.manningkrull.com/pixel_art/tutorials/images/8framewalk1leg.gif[/img] is even better :v:
[QUOTE=high;30710741]I would do that but it seems that it merged in older commits of his too. So even if I revert to just before the merge. There is still a bunch of his code in the project from commits before it. [editline]25th June 2011[/editline] Anyone here have any experience working with a team. Just curious if you have a general set of guidelines that everyone must follow. I am collabing with people on github but it is getting messy real fast. Features are commited that don't work, code is changed that breaks compatibility without documenting, code is commited that hasn't been tested, code is commited that doesn't follow the style of the rest, etc :\.[/QUOTE] I've never used Githib but cant you set it to they cant push, but rather you pull from theirs when you decide it's okay? Or something like that.
[QUOTE=Garb;30713199]I just successfully completed my first hello world program in LOVE2D. [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/WoahCodes.png[/IMG] (I went a little crazy and added pictures and music to my hello world) I just wanted to explore new languages, and I can honestly say, I like it. [editline]26th June 2011[/editline] Its a start![/QUOTE] lua is an outstanding scripting language.
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