[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]
Waiting for the obligatory release comment.
[QUOTE=Overv;30750081]Yeah, this should work for anything using GameBryo.[/QUOTE]
Oh my god. I tried once I failed miserably. This will be really useful!
My current project:
[img]http://i.imgur.com/YlWWQ.png[/img]
Sure is a bitch trying to get efficient tile rendering and collision handling. But I'm getting there... slowley :byodood:
[img]http://i.imgur.com/bJnN2.png[/img]
Why does the body look like a scrotum?
[QUOTE=thisBrad;30752470]My current project:
[img]http://i.imgur.com/YlWWQ.png[/img]
Sure is a bitch trying to get efficient tile rendering and collision handling. But I'm getting there... slowley :byodood:
[img]http://i.imgur.com/bJnN2.png[/img][/QUOTE]
Cool art style, you do it yourself?
Yeah eumm.. why is he naked?
[img]http://i.imgur.com/RgiES.png[/img]
It's about time I got programs running on this.
Now I just have to recompile newlib and GCC so it can link in the rest of the system calls...
I can't wait to wait for 53 minutes again!
-snip- sorry about that
[QUOTE=grlira;30754332]i am a dumb nigger[/QUOTE]
Oh well. Wonder how many accounts will be compromised.
[QUOTE=grlira;30754332]i am a dumb nigger[/QUOTE]
[url]http://www.youtube.com/watch?v=2zgrbCMUUV0&feature=player_detailpage#t=15s[/url]
I had to.
Edit: shit
[QUOTE=Sc00by22;30752760]Cool art style, you do it yourself?[/QUOTE]
Nah I have an artist doing the work.. No way in hell I could draw anything close to that:smith:
woohoo, got the basics of opengl down, still a little iffy on how all the matrices work.
like, i sort of understand, they're different coordinate systems so that you can apply transformations locally/globally depending on your needs, i guess i just need to do more advanced stuff before i'll have to wander out of the modelview matrix?
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/505f7564-3b4d-4c8c-a39d-f07bf9e69f23/2011-06-28_0009.png[/img]
shaded teapot with a matrix rotation performed by pressing the left and right arrow keys
tomorrow's agenda: mouse controlled camera and camera movement
and yes i'm using opengl 2.1 :sigh:
will switch to 3 once i fully understand matrices
Working on another tab bar.
[img]http://i.imgur.com/jMsih.png[/img]
Aiming to look like this:
[img]http://thenextweb.com/apps/files/2011/04/iPhone-Screenshot-11.jpeg[/img]
Current source: [url]https://github.com/i300/TBTabBar[/url]
I've been working with Polycode, good lord is it fun.
In addition to learning more about C++, I've written a class for manipulating the camera in fun ways.
Specifically, I can move it around a point in a circle, focusing on the center.
I also managed to get a console open and running at the same time as the main window with some most likely terrible mutex magic :buddy:
[QUOTE=Kopimi;30758485]woohoo, got the basics of opengl down, still a little iffy on how all the matrices work.
like, i sort of understand, they're different coordinate systems so that you can apply transformations locally/globally depending on your needs, i guess i just need to do more advanced stuff before i'll have to wander out of the modelview matrix?
-snip-
shaded teapot with a matrix rotation performed by pressing the left and right arrow keys
tomorrow's agenda: mouse controlled camera and camera movement
and yes i'm using opengl 2.1 :sigh:
will switch to 3 once i fully understand matrices[/QUOTE]
are you using shaders yet or did you get that lighting with glLight?
[QUOTE=i300;30758493]Working on another tab bar.
[img]http://i.imgur.com/jMsih.png[/img]
[/QUOTE]
I must say, I really like that. Are you just making the tab bar, or are you going to integrate it into a future project?
Time to start on networking.
[QUOTE=Quark:;30758831]I must say, I really like that. Are you just making the tab bar, or are you going to integrate it into a future project?[/QUOTE]
I'm making the tab bar and releasing it as open source. I'll be making the notification lights now.
[editline]28th June 2011[/editline]
I don't know if I could use it in my own project. I am using images directly from that app. I will be making my own tab bar for a future app, though.
Trying my hand at 3D for once.
[img]http://i.imgur.com/yuQhk.png[/img]
I just got my terrain generation tool final year computer science project idea approved! :buddy:
So happy with this!
Notification indicators are done.
[img]http://i.imgur.com/FyK61.png[/img]
Tomorrow I will make a custom notification class.
If you want to use this there are a few steps to setup a working application with it. I'll make a tutorial later.
[editline]28th June 2011[/editline]
Current source: [url]https://github.com/i300/TBTabBar[/url]
[QUOTE=Jallen;30759393]I just got my terrain generation tool final year computer science project idea approved! :buddy:
So happy with this![/QUOTE]
Terrain generation's a pretty damn wide subject. Do you have a specific goal? Like generating some specific area - a mountain range, a town or something else? Or using some specific method, e.g. cellular automata, genetic algorithms, simulated natural processes?
Generate mountains that look like they could be actually climbable, then with some AI determine a suitable route and camp locations according to logistics etc. Take into account altitude, weather conditions etc.
Actually, that sounds kinda complicated.
Getting to long mode was a bitch, but I finally managed to do it.
(GRUB/multiboot -> 32-bit loader (ELF parsing, PAE, PML4-paging, LME enabling) -> 64-bit kernel)
[img]http://i.imgur.com/Wv0ZH.png[/img]
Now to rewrite most of my kernel so that it works in 64-bit mode... v:v:v
(as usual, [url=https://github.com/SergeB/Cucumber/tree/feature-x86-64]here[/url]'s the source code)
[QUOTE=ThePuska;30759907]Terrain generation's a pretty damn wide subject. Do you have a specific goal? Like generating some specific area - a mountain range, a town or something else? Or using some specific method, e.g. cellular automata, genetic algorithms, simulated natural processes?[/QUOTE]
Well the goal of the tool will be to generate terrain (no towns or anything, just the ground) and allow you to export various useful bits and pieces like a heightmap, .obj, texture etc. There'll be parameters the user can tweak like smoothness along with a general method / terrain type e.g. Canyons, Hills etc.
I'll probably implement several existing heightmap algorithms and experiement with some combos of existing ones / roll my own so that it can produce a variety of different terrain types.
I'll probably stay fairly clear of simulation of natural processes.
Just decided to remake DunGen from fresh. It initially started with me testing a few things out and rapidly grew into something much bigger than I was anticipating when I started. So when I wanted to add a feature, I spent most of my time fixing the things I'd broken by adding it, and they were really hacky fixes. It's like a house supported by toothpicks at the moment.
[editline]28th June 2011[/editline]
So hopefully now I have an idea of the structure I want to add, and what is required, the new version will be much nicer!
Well, the "Pong" game that i have been working on with my friend is finished. We don't want to make anything big out of it.
[media]http://www.youtube.com/watch?v=IK22igikj1U[/media]
Using the "Audio Visualizer", instead of just a black background gives a nice touch.
TapBots (the company who originally made the notification bar) made me take it down. I'll release the code with some of my own assets later. :(
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