• What are you working on? v19
    6,590 replies, posted
[IMG]http://jimbomcb.net/files/06_2011/img_0105_0623.png[/IMG] Managed to get the extension hooked up with asio (and using the asio example echo server...), am now able to start a TCP server listening from a plugin. also the new google webfonts api is pretty cool [url]http://goo.gl/fb/DnUgu[/url]
[QUOTE=garry;30766018]I want to play with websockets, what do you use in the backend - as the server? I've seen examples using PHP in an infinite loop - is that how it's done? How portable is it? I mean I know only chrome properly supports it out of the box - but I hear there's some script that emulates it using flash? Does the backend just remain pure websockets or do you have to have some special script?[/QUOTE] There is a list of server-side implementations here [url]http://stackoverflow.com/questions/1253683/websocket-for-html5[/url] and here [url]http://stackoverflow.com/questions/4262543/what-are-good-resources-for-learning-html-5-websockets[/url] which do most of the work for you. If you want to use websockets in all browsers you would use [url]https://github.com/gimite/web-socket-js[/url], it requires no change to your client-side or server-side code, you just include it in your html file and it will use flash sockets if the browser does not support websockets.
[QUOTE=garry;30766018]I want to play with websockets, what do you use in the backend - as the server? I've seen examples using PHP in an infinite loop - is that how it's done? How portable is it? I mean I know only chrome properly supports it out of the box - but I hear there's some script that emulates it using flash? Does the backend just remain pure websockets or do you have to have some special script?[/QUOTE] [url]http://socket.io/[/url] is your friend. It's really simple, and it'll give you a chance to play around with Node.js which is pretty cool.
[QUOTE=taranga;30769823][url]http://socket.io/[/url] is your friend. It's really simple, and it'll give you a chance to play around with Node.js which is pretty cool.[/QUOTE] socket.io is seriously awesome, so fun to play around with.
deprecated opengl :smug: [cpp] public override void Render() { GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Material mat = Material.GetMaterial("materials/background.txt"); mat.Begin(); GL.Begin(BeginMode.Quads); GL.Vertex2(-1, 1); GL.Vertex2(-1, -1); GL.Vertex2(1, -1); GL.Vertex2(1, 1); GL.End(); mat.End(); float w = renderer.Width; float h = renderer.Height; GL.Ortho(0, w, h, 0, 0, 1); float tw = tex.Width; float th = tex.Height; float aspect = tw / th; float c = (float)Math.Sin(time) * 50.0f; tw += c; th += c / aspect; mat = Material.GetMaterial("materials/texture.txt"); mat.Textures["tex"] = new TextureAnim(tex); mat.Begin(); //GL.Enable(EnableCap.AlphaTest); //GL.AlphaFunc(AlphaFunction.Greater, 0.5f); GL.Enable(EnableCap.Blend); GL.Begin(BeginMode.Quads); GL.TexCoord2(0, 0); GL.Vertex2(w / 2 - tw / 2, h / 2 - th / 2); GL.TexCoord2(0, 1); GL.Vertex2(w / 2 - tw / 2, h / 2 + th / 2); GL.TexCoord2(1, 1); GL.Vertex2(w / 2 + tw / 2, h / 2 + th / 2); GL.TexCoord2(1, 0); GL.Vertex2(w / 2 + tw / 2, h / 2 - th / 2); GL.End(); GL.Disable(EnableCap.Blend); //GL.Disable(EnableCap.AlphaTest); mat.End(); } [/cpp] :v: needs a lot of cleaning up either way
I started making a little game in python, so far I've got a little bee flying around and map loading implemented. Also I added sprite sheet support to PyGame and some boilerplate code to handle switching between self-contained screens. [img]http://f.cl.ly/items/3W1B403s2B2y313D1a0w/Screen%20shot%202011-06-29%20at%2010.45.39%20AM.png[/img]
Ok [img]http://dl.dropbox.com/u/19756079/Screen%20shot%202011-06-28%20at%206.31.36%20PM.png[/img] What have I done [img]http://dl.dropbox.com/u/19756079/Screen%20shot%202011-06-28%20at%206.31.53%20PM.png[/img]
[media]http://www.youtube.com/watch?v=fp9NkP_AEsg[/media] =')
That music sounds like it's about to cry
[QUOTE=ruarai;30771783][media]http://www.youtube.com/watch?v=oo6q4Vb6KuI[/media] [editline]29th June 2011[/editline] processing still[/QUOTE] That looks really cool albeit unrealistic.
I was thinking, just to complement my CommonQt stuff, maybe I could write a program to take .ui files and parse the XML into Lisp lists, them macro them into something like function calls and classes and shit to create those things? So you could take the .ui file from a C++ app and port it to Common Lisp. At least the design, not the logic. EDIT: I think I'll go back to regular GUI programming until I can make sense of this .ui files. They are pure derp.
[img]http://dl.dropbox.com/u/19756079/Screen%20shot%202011-06-29%20at%2012.50.23%20AM.png[/img] [img]http://dl.dropbox.com/u/19756079/Screen%20shot%202011-06-29%20at%201.11.23%20AM.png[/img] It's funny what one little mistype in a function can do to stuff...
rated artistic because I'm not really sure what's going on
[img]http://api.cld.me/81xb/Screen_shot_2011-06-29_at_7.29.56_PM.png[/img] I worked on my game some more, those red blocks are destructible if you blow up your bee next to them, the +1 capsules give you extra lives and the arrow blocks are the exit.
Did some Markov chains stuff, trained it with the entire of this WAYWO and the previous WAYWO (thanks to the wonderful Facepunch API!) [code] ~/projects/fp_markov $ du -h markov.yml 1.7M markov.yml [/code] :ohdear: Let's see what kind of text it generates... [quote]PhysX documentation and well as plaintext + block do it doesn't matter. I've got to date and library itself. For .net version of only set everything compiles, EXCEPT THE FPS![/quote] [quote]accumulator reaches the Cross Compatibility Profile Context i'd like they make outside work properly.[/quote] [quote]If you think that uses blocking I/O so most certainly aren't trying to A) only applications compiled state of a bit more, but what I ask, what does not[/quote] [quote]claim a good thing Overv what I bought a friend request the Program.cs file I've finished my filter. Make It works if that helps speed benefit me of speaker output.[/quote]
Not as good as some Markov chain output I've seen. On an unrelated note, how many posts till you get perma'd?
[QUOTE=ruarai;30778051]Looks cool, but will there be a windows version?[/QUOTE] afaik, Python is cross platform. If it's coded in Python, and not using much other than PyGame, it'll work on Windows, Mac and Linux.
Yeah it's fully cross platform and I have friends on Windows and Linux that can build stand-alone binaries for me. Also, more complicated levels: [img]http://api.cld.me/81OB/Screen_shot_2011-06-29_at_8.54.27_PM.png[/img] I'm hoping to add falling blocks soon which should make puzzles more interesting as well as starting to introduce new abilities.
I can't seem to get phong shading right, it's been 3 hours, my attenuation values (constant, linear, quadratic) seem to be inverse (things get really bright when quadratic is .001) and I can't get the right eye vector for specular highlighting (notice the really bright parts of the pyramid and the box on the far left)... I should probably get some sleep and try to work on this tomorrow... [img]http://i.imgur.com/IFYDP.jpg[/img]
Guys is 2d normal mapping suddenly popular now? I want to try it but it sounds so advanced :sigh:
it's really not that complicated, use each pixel's color values (r,g,b) as normal coordinates (x, y, z) - in that order (r=x, g=y, b=z). It works the same as the normals you give vertices.
[QUOTE=robmaister12;30779082]use each pixel's color values (r,g,b) as normal coordinates (x, y, z)[/QUOTE] it's like the difficulty level went from what the fuck to piss easy in my mind now
[QUOTE=robmaister12;30779082]it's really not that complicated, use each pixel's color values (r,g,b) as normal coordinates (x, y, z) - in that order (r=x, g=y, b=z). It works the same as the normals you give vertices.[/QUOTE] I know how to calculate the angle of the reflection, but how to calculate what pixel must be shining when the mouse is on what position and AAAGH I don't even understand what I am saying!
So do you guys use references/partial tutorials when making stuff or just out of the top of your head?
I usually have a second monitor dedicated to references when I'm programming. But I'm retarded so it might just be me.
[QUOTE=eXiv2;30779212]So do you guys use references/partial tutorials when making stuff or just out of the top of your head?[/QUOTE] Usually from the top of my head, but I always keep references around to the libraries that I'm implementing. [editline]29th June 2011[/editline] Although the auto-complete + documentation and naming conventions in the libraries I implement, usually speaks for themselves.
[QUOTE=eXiv2;30779212]So do you guys use references/partial tutorials when making stuff or just out of the top of your head?[/QUOTE] If I read a tutorial, I try to understand it before trying to replicate it. If I've understood it, I should be able to implement it and improve it without keeping the tutorial open. API references I have open all the time though. And whatever reference stuff I've made myself - usually pages full of math, some hierarchy sketches and mock-up/test input for the program (or other stuff about how I'd like it to work).
[QUOTE=Agent766;30780120]I usually have a second monitor dedicated to references when I'm programming. But I'm retarded so it might just be me.[/QUOTE] I have 2 monitors but i dont usually use the second one, and always seem to switch between my IDE and a website on my main monitor :(
[QUOTE=eXiv2;30779212]So do you guys use references/partial tutorials when making stuff or just out of the top of your head?[/QUOTE] a lot of the time my references are various parts of previous projects open in notepad++ :v:
[QUOTE=icantread49;30780593]a lot of the time my references are various parts of previous projects open in notepad++ :v:[/QUOTE] May I ask what this is? [url]https://github.com/nullsquared/zombies[/url] It has portals and zombies in it therefore it must be cool
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