• What are you working on? v19
    6,590 replies, posted
[quote=DEFENDO: THE COIN THIEF][img]http://i.imgur.com/xZ8BA.png[/img] [img]http://i.imgur.com/9iGUy.png[/img] [img]http://i.imgur.com/Dv3Ei.png[/img][/quote] So I finally got my first ever working game into a playable state! Like, it's an actual game with an objective! It started as a Defender remake but then I decided to turn it into a simpler, easier sidescrolling shmup. That way I can finally finish something rather than just overreaching myself again and again. Feels good man. :frog: Only problem I've got now is that when I export it as a runnable .jar it says it can't find the main class, even though I specified it in Eclipse. Anyone know what's up? [editline]27th June 2011[/editline] Fuck yes page king :patriot:
[QUOTE=RebelSlug;30738279]I just finished my first XNA project. An audio visualizer vid[/QUOTE] Nice. Did you use spritebatch or DrawUserPrimitives ? btw whats that song? @Nigey Nige: Good Job actually finishing something. I always code some stuff but I never finish it because I set my goals way to high. Gotta change that as soon as possible :)
[QUOTE=Kopimi;30730653]it seems like they removed everything that made opengl remotely usable in favor of making me use 3rd party libraries to achieve what the older versions did[/QUOTE] The new versions try to use the graphics hardware as effectively as possible, which might not be compatible with how CG stuff was done some years ago. As such, these features get removed.
Got my web server working with runtime-loaded modules: [img]http://i.imgur.com/0vZIT.png[/img] This is the source to the time module: [cpp] #include <stdio.h> #include <string.h> #include <time.h> #include "module.h" int here_dispatch(server_t* server, client_t* client, http_request_header_t* headers, char* real_path, char* extension) { if(strcmp("/time", headers->uri) == 0) { char buff[1000]; char body[100]; sprintf(body, "The current UNIX timestamp is: <b>%d</b>", (int)time(NULL)); sprintf(buff, "HTTP/1.1 200 OK\r\nConnection: close\r\nContent-Type: text/html\r\nContent-Length: %d\r\n\r\n%s", (int)strlen(body), body); send(client->sockfd, buff, strlen(buff), 0); return 1; } return 0; } [/cpp]
[QUOTE=Felheart;30739174]Nice. Did you use spritebatch or DrawUserPrimitives ? btw whats that song? [/QUOTE] Spritebatch, and here is a link to the song [url]http://www.newgrounds.com/audio/listen/164609[/url]
I'm alive! Also, I started working on my OS again. First thing I did was rewrite the context switching to be a bit faster (and less hacky - it jumps farther down the stack instead of returning to the ISR), and made the scheduler be more fair towards processes. [img]http://i.imgur.com/txCzo.png[/img] The numbers next to the tombstones are timer ticks. Right now I settled on a 20ms pre-emption time slice (with 1ms still being wasted on the context switch :( ), will probably mess around with it. Hopefully my next post will be somewhat more flashy :v:.
[QUOTE=Kopimi;30728141]well i'll mess around and see, but the site i'm getting my info from (swiftless.com) doesn't use freeGLUT in the opengl 3+ tutorials i'll get the opengl superbible 5th edition and just try learning from there.[/QUOTE] Why would you want to use freeGlut anyway?, you can create a window and get all handles that you need in just a few lines of code if you are only developing for windows anyway.
[QUOTE=RebelSlug;30738279]I just finished my first XNA project. An audio visualizer [media]http://www.youtube.com/watch?v=7TjcRwr2Fys&feature=channel_video_title[/media][/QUOTE] This song reminds me of the GTA IV theme
[QUOTE=Nigey Nige;30739100]So I finally got my first ever working game into a playable state! Like, it's an actual game with an objective! It started as a Defender remake but then I decided to turn it into a simpler, easier sidescrolling shmup. That way I can finally finish something rather than just overreaching myself again and again. Feels good man. :frog: Only problem I've got now is that when I export it as a runnable .jar it says it can't find the main class, even though I specified it in Eclipse. Anyone know what's up? [editline]27th June 2011[/editline] Fuck yes page king :patriot:[/QUOTE] Make sure you output is as a "Runnable JAR File", not just a "JAR File".
[QUOTE=ColdFusionV2;30742101]Why would you want to use freeGlut anyway?, you can create a window and get all handles that you need in just a few lines of code under windows.[/QUOTE] Have you ever thought he might possibly want to do a cross-platform app
[QUOTE=ColdFusionV2;30742101]Why would you want to use freeGlut anyway?, you can create a window and get all handles that you need in just a few lines of code under windows.[/QUOTE] cross platform and i hate win32
[QUOTE=Kopimi;30743304]cross platform and i hate win32[/QUOTE] Also if you did it on Linux you'd say you hate X. Everyone hates X because, well, fuck X. I heard it also has very limited documentation. [editline]27th June 2011[/editline] [url=http://gpwiki.org/index.php/OpenGL:Tutorials:Setting_up_OpenGL_on_X11]JUST LOOK AT THIS SHIT[/url] Nevermind the OpenGL part, look at how you need to init a window. This makes me want to make my own wrapper nggghh
[QUOTE=esalaka;30743550]Also if you did it on Linux you'd say you hate X. Everyone hates X because, well, fuck X. I heard it also has very limited documentation. [editline]27th June 2011[/editline] [url=http://gpwiki.org/index.php/OpenGL:Tutorials:Setting_up_OpenGL_on_X11]JUST LOOK AT THIS SHIT[/url] Nevermind the OpenGL part, look at how you need to init a window. This makes me want to make my own wrapper nggghh[/QUOTE] The API is better than Win32 though and I've done it on X.org with much less code than that.
[QUOTE=Overv;30743657]The API is better than Win32 though and I've done it on X.org with much less code than that.[/QUOTE] Well, luckily we'll get to see your wonderful way when you launch open.gl :3:
[QUOTE=esalaka;30743550]Also if you did it on Linux you'd say you hate X. Everyone hates X because, well, fuck X. I heard it also has very limited documentation. [editline]27th June 2011[/editline] [url=http://gpwiki.org/index.php/OpenGL:Tutorials:Setting_up_OpenGL_on_X11]JUST LOOK AT THIS SHIT[/url] Nevermind the OpenGL part, look at how you need to init a window. This makes me want to make my own wrapper nggghh[/QUOTE] can't say i'm surprised window creation is such a basic, fundamental task on any operating system it makes sense that they'd leave it ugly and barebones rather than wrapping it up at least we have wrappers :smithicide:
[QUOTE=esalaka;30742609]Have you ever thought he might possibly want to do a cross-platform app[/QUOTE] Personally i think you are aiming a bit high if you just started to learn OpenGL and already planning on making something release worthy and wanting it to work on every platform. There is really no reason to have something cross-platform that's only intended for learning. Opening a window is only a small thing you can always add the Cross Compatibility later when you need it. Also I personally hated the winsdk too when i started, but i suppose you get used to it.
[QUOTE=ColdFusionV2;30744996]Personally i think you are aiming a bit high if you just started to learn OpenGL and already planning on making something release worthy and demand it works on every platform.[/QUOTE] True, but using a wrapper probably makes it a lot easier for new programmers (read: me)
i am starting work again on my tf2 web spectate thing... i'm currently looking into better ways of doing it, trying to see if it's going to be possible to write a sourcemod extension and have it act as a websocket server... it's a shame i'm clueless about c++.
I have just finished the menu for a "Pong" game, that i just started working on lately with my friend. He helps with the art. [IMG]http://i.imgur.com/kH96P.gif[/IMG]
[QUOTE=Jimbomcb;30745873]i am starting work again on my tf2 web spectate thing... i'm currently looking into better ways of doing it, trying to see if it's going to be possible to write a sourcemod extension and have it act as a websocket server... it's a shame i'm clueless about c++.[/QUOTE]If you can get it work with websockets, it'd be much better than using Long polling ajax or whatever it was you were doing.
[QUOTE=danharibo;30746624]If you can get it work with websockets, it'd be much better than using Long polling ajax or whatever it was you were doing.[/QUOTE] It already was using websockets from the start. The bad part was that I was using a mysql database in the middle of it because I couldn't get a cleaner way to work. I was doing this: sourcemod --> mysql --> websocket server --> browser and I'm trying to get rid of the mysql part.
[QUOTE=Jimbomcb;30746725]It already was using websockets from the start. The bad part was that I was using a mysql database in the middle of it because I couldn't get a cleaner way to work. I was doing this: sourcemod --> mysql --> websocket server --> browser and I'm trying to get rid of the mysql part.[/QUOTE] Ah right, It did seem a little smooth for AJAX.
If anything the slowness was because it was my first attempt at something like that, at one point I was even using jquery to animate the div positions around the page with the icons in them, this was before I even knew what canvas was for. Never going to do that again anyway, started rewriting the whole thing in canvas before I got bored. I wouldn't mind using that HTML5 engine garry was working on for it but I'd probably be better off carrying on with what I had done before.
[QUOTE=Jimbomcb;30747265]I wouldn't mind using that HTML5 engine garry was working on for it but I'd probably be better off carrying on with what I had done before.[/QUOTE] That seems a little heavy-handed for the task at hand, but it does look promising. Best of luck with your NoSQL approach :v:
I'm working on a top-down driving simulator. I decided I'd start by making it pretty before doing the stuff I should have done first xD Here's the thread: [url]http://www.facepunch.com/threads/1101622-2d-Normal-Mapping-in-Python[/url]
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[QUOTE=esalaka;30743550]Also if you did it on Linux you'd say you hate X. Everyone hates X because, well, fuck X. I heard it also has very limited documentation. [editline]27th June 2011[/editline] [url=http://gpwiki.org/index.php/OpenGL:Tutorials:Setting_up_OpenGL_on_X11]JUST LOOK AT THIS SHIT[/url] Nevermind the OpenGL part, look at how you need to init a window. This makes me want to make my own wrapper nggghh[/QUOTE] It's written in pure C, what do you expect? :v:
Since I'm working on this Vault 101 map in Source, I need to port a lot of models from Fallout 3. I started doing that by hand, but that's a huge pain in the ass. I needed to scale models with a script, fix the paths in the material file, load the model in 3DS Max as .obj, remove the unwanted parts, export the model as .smd, write a .qc file and compile my model with studiomdl. And then it didn't even have the textures yet. So, I set out to write a program that does it all. It takes an .obj and .mtl file exported from NifScope (Fallout 3 model viewer) and turns it into a Source model together with textures. Example: [img]http://images.overvprojects.nl/CWindowssystem32cmd.exe-2011-06-27_23.58.19.png[/img] Result: [img]http://images.overvprojects.nl/SS-2011-06-28_00.06.35.png[/img] All I have to do now is drop the models I want to port into a folder, run a batch script and it makes sure all of the proper models and materials end up in the Half-Life 2 folder. What more could I ask for? Bonus content: [quote][img]http://images.overvprojects.nl/vault1010001_thumb.jpg[/img] [img]http://images.overvprojects.nl/vault1010002_thumb.jpg[/img] [img]http://images.overvprojects.nl/vault1010003_thumb.jpg[/img][/quote]
[QUOTE=Overv;30749312]Since I'm working on this Vault 101 map in Source, I need to port a lot of models from Fallout 3. I started doing that by hand, but that's a huge pain in the ass. I needed to scale models with a script, fix the paths in the material file, load the model in 3DS Max as .obj, remove the unwanted parts, export the model as .smd, write a .qc file and compile my model with studiomdl. And then it didn't even have the textures yet. So, I set out to write a program that does it all. It takes an .obj and .mtl file exported from NifScope (Fallout 3 model viewer) and turns it into a Source model together with textures. Example: [img]http://images.overvprojects.nl/CWindowssystem32cmd.exe-2011-06-27_23.58.19.png[/img] Result: [img]http://images.overvprojects.nl/SS-2011-06-28_00.06.35.png[/img] All I have to do now is drop the models I want to port into a folder, run a batch script and it makes sure all of the proper models and materials end up in the Half-Life 2 folder. What more could I ask for? Bonus content:[/QUOTE] Holy shit wait what. Are those screenshots Fallout 3 or Source? Also this means that program would work for Oblivion and New Vegas with minor tweaking?
[QUOTE=MadPro119;30749852]Holy shit wait what. Are those screenshots Fallout 3 or Source? Also this means that program would work for Oblivion and New Vegas with minor tweaking?[/QUOTE] Yeah, this should work for anything using GameBryo.
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