[QUOTE=Icedshot;30875170]Just realised that mandelbrot set generation is an embarrassingly parallel problem
Should easily be able to get it to run much faster![/QUOTE]
You can use parallel_for from ITBB or Concurrency Runtime(if you use Visual Studio and don't mind being locked to one platform) to make most algorithms run in parallel.
Alternatively you can use OpenMP, or even push it one step further and use OpenCL/CUDA to compute it on the GPU.
I think I'm actually gonna work on it now. Last opened in July '08..there's gotta be something I can do to it..
[QUOTE=theJohn;30876324]Anyone know of a tutorial on how to set-up SFML and G++ on OS X/Linux? I'm compiling my files using the terminal and I don't want to go off to an IDE to start using SFML.[/QUOTE]
[code]g++ -oimabinarylol -I/path/to/SFML/include files.cpp -L/path/to/SFML/libs -lsfml-whatever-component-you-need[/code]
Unless you're using some build-system, in which case look at its documentation.
[QUOTE=Overv;30876528]How do you guys do first person camera systems? Up until this point I've always just had a pitch and yaw variable and calculated a view normal with some 2D trig. I feel there's no need to get into quaternions and the like if I don't need roll.[/QUOTE]
being the high-level abuser that i am :v:
[cpp]
Node yawNode = new Node();
Node pitchNode = new Node();
yawNode.Children.Add(pitchNode);
// later
Matrix4 viewMatrix = pitchNode.DerivedMatrix;
viewMatrix.Invert();
renderer.ViewMatrix = viewMatrix;
[/cpp]
[url]http://dl.dropbox.com/u/9317774/Mandel.rar[/url]
wasd to move around, r to zoom in, f to zoom out, C to decrease the number of iterations and V to increase the number of iterations. B saves a nice, 2048x1536 image (bmp), with AA. Which sadly this version has lost (in realtime), apparently due to how sfml likes rendering multiple "smoothed" images to a renderwindow
Unfortunately due to not massively responsive controls, the only way to tell if its saving the current image is to hold b for about a second, then see if its locked up while its generating everything :v:
[QUOTE=Quark:;30877336]
You have options to stop it too, and remove items from the list and clear it too. You can customize the message box too.[/QUOTE]
the real question is, does it stealthily hide in your notification icons so that you're not tempted just to exit it :v:
[QUOTE=Overv;30876528]How do you guys do first person camera systems? Up until this point I've always just had a pitch and yaw variable and calculated a view normal with some 2D trig. I feel there's no need to get into quaternions and the like if I don't need roll.[/QUOTE]
since OpenGL likes matrices, I have 3 3d vectors, the up vector, the right vector, and the forward vector. Since I don't need roll, I only have a pitch and heading variable. I can break the 3d trig down to 2d trig by assuming that the right vector will always be parallel to the X/Z plane.
[QUOTE=icantread49;30878336]the real question is, does it stealthily hide in your notification icons so that you're not tempted just to exit it :v:[/QUOTE]..does now.. :) (Toggle-able)
[QUOTE=voodooattack;30877421]You can use parallel_for from ITBB or Concurrency Runtime(if you use Visual Studio and don't mind being locked to one platform) to make most algorithms run in parallel.
Alternatively you can use OpenMP, or even push it one step further and use OpenCL/CUDA to compute it on the GPU.[/QUOTE]
I ended up using boost::thread. The times ive looked at OpenCL have convinced me that its much, much easier just to live with it being on the cpu
[QUOTE=Icedshot;30877849][url]http://dl.dropbox.com/u/9317774/Mandel.rar[/url]
wasd to move around, r to zoom in, f to zoom out, C to decrease the number of iterations and V to increase the number of iterations. B saves a nice, 2048x1536 image (bmp), with AA. Which sadly this version has lost (in realtime), apparently due to how sfml likes rendering multiple "smoothed" images to a renderwindow
Unfortunately due to not massively responsive controls, the only way to tell if its saving the current image is to hold b for about a second, then see if its locked up while its generating everything :v:[/QUOTE]
The threaded version is slower on my dual-core PC, not sure what's going on.
[editline]4th July 2011[/editline]
[QUOTE=Icedshot;30879251]I ended up using boost::thread. The times ive looked at OpenCL have convinced me that its much, much easier just to live with it being on the cpu[/QUOTE]
Trust me. In most cases, using a thread-pool library is much faster than using plain old threads. For instance, any time you spend blocking (waiting for a computation, etc) is given to a different task, threads don't kernel-block.
GPU computing isn't that hard, but it's kind of long and tedious to set-up and implement.
It's all up to you. I wouldn't use it for side-projects to be honest; unless the speed gain outweighs the effort.
[QUOTE=Quark:;30877336]Aha, found it! :D
[img]http://gyazo.com/a196cab3355cdc70cbff06e218630989.png[/img]
You get an open dialog that lets you add .exe's to a list, and if you open any of the programs (or if they're already open) it closes it and tells you "NO! BAD NOW! GET BACK TO WORK YOU SLACKER!"
You have options to stop it too, and remove items from the list and clear it too. You can customize the message box too.[/QUOTE]
What happens if you add lsass.exe and svchost.exe
[QUOTE=Murkrow;30880128]What happens if you add lsass.exe and svchost.exe[/QUOTE]
no more work :downs:
[img]http://m.yey.nu/91f5a6.png[/img]
You can move around using 1234 (up, down, left, right). I'm going to try to learn PDCurses tomorrow so I can make a real roguelike game :)
[QUOTE=Murkrow;30880128]What happens if you add lsass.exe and svchost.exe[/QUOTE]You get what you deserve for being dumb enough to do that. Although I could make that un-allowed.
[editline]3rd July 2011[/editline]
Nah it'd be funnier to see someone to it
Couldn't you just reboot...?
[QUOTE=geel9;30880863]Couldn't you just reboot...?[/QUOTE]
Oh snap. Quick, make it launch on startup!
[QUOTE=Samuka97;30880948]Oh snap. Quick, make it launch on startup![/QUOTE]
Safe mode.
[QUOTE=Samuka97;30880948]Oh snap. Quick, make it launch on startup![/QUOTE]
It doesn't save the list items when you re-open it [sp]yet..[/sp]
[QUOTE=voodooattack;30879419]The threaded version is slower on my dual-core PC, not sure what's going on.
[editline]4th July 2011[/editline]
Trust me. In most cases, using a thread-pool library is much faster than using plain old threads. For instance, any time you spend blocking (waiting for a computation, etc) is given to a different task, threads don't kernel-block.
GPU computing isn't that hard, but it's kind of long and tedious to set-up and implement.
It's all up to you. I wouldn't use it for side-projects to be honest; unless the speed gain outweighs the effort.[/QUOTE]
The multithreaded version creates 4 threads, it should run two on each core and be faster than just ploughing through it single threaded-ly. Ill try creating a two threaded version
Edit:
[url]http://dl.dropbox.com/u/9317774/Mandel1.rar[/url]
A few different things i've tried, if anyone could test them would be nice :v: I'm on a quad core system, so i dont know how itll go for people with dual cores
[url]http://jimbomcb.net/spec/5/[/url]
Now featuring the ability to rewind/fastforward time.
I'm working on a First Person Camera for my game. But I'm not sure if I should make the equipped item (gun, melee weapon, etc) sway back and fourth as the player moves, or if I should implement head bobbing instead. Thoughts?
[QUOTE=NorthernGate;30882020]I'm working on a First Person Camera for my game. But I'm not sure if I should make the equipped item (gun, melee weapon, etc) sway back and fourth as the player moves, or if I should implement head bobbing instead. Thoughts?[/QUOTE]I'd add both, but not as much head bobbing (if you want it to be realistic, that is.)
[QUOTE=Quark:;30882839]I'd add both, but not as much head bobbing (if you want it to be realistic, that is.)[/QUOTE]
Yeah, if I end up adding head bobbing it's going to be really subtle. I read too many comments about people feeling dizzy or sick because of exaggerated head bobbing.
[img]http://img839.imageshack.us/img839/5003/ss20110703222237.png[/img]
Having a dedicated artist is incredible.
[IMG]http://i.imgur.com/DTs2b.png[/IMG]
I'm trying out making a Minecraft server <3 and why are 99% of the emotes gone?
[QUOTE=ruarai;30882800]Heres a working test of my game. It involves a block that likes to jump on other blocks.
[url]http://dl.dropbox.com/u/6898485/Testttt.love[/url][/QUOTE]
if you try to jump at an angle, you go flying.
[editline]3rd July 2011[/editline]
[QUOTE=Downsider;30883333][img]http://img839.imageshack.us/img839/5003/ss20110703222237.png[/img]
Having a dedicated artist is incredible.[/QUOTE]
[IMG]http://www.facepunch.com/fp/emoot/monocle.gif[/IMG]
That is... beautiful.
[QUOTE=vexx21322;30883373]
[IMG]http://www.facepunch.com/fp/emoot/monocle.gif[/IMG]
That is... beautiful.[/QUOTE]
Coming to iOS and Android phones near you in an incredibly long time!
[QUOTE=Downsider;30883404]Coming to iOS and Android phones near you in an incredibly long time![/QUOTE]
[media]http://www.youtube.com/watch?v=qe2Bgux2lRA[/media]
Now to content:
[img]http://img833.imageshack.us/img833/990/ss20110703202018.png[/img]
My shitty asteroids clone built off of my equally shitty WIP game engine. The only reason I'm even posting it is because I'm rather proud I managed to implement polygon-polygon collision.
[QUOTE=NorthernGate;30883307]Yeah, if I end up adding head bobbing it's going to be really subtle. I read too many comments about people feeling dizzy or sick because of exaggerated head bobbing.[/QUOTE]There are a lot of elements I'd like to see in games that people never get right. Head/weapon bobbing is one of them. Another is reloading/crouching.
[editline]555[/editline]
By reloading and crouching, by the way, I mean that reload animations are always dumb. It's as if the person is running around the game with every single clip in their other hand. By crouching I mean that it's odd to be able to crouch in less than a second over and over.
[QUOTE=Quark:;30884279]By crouching I mean that it's odd to be able to crouch in less than a second over and over.[/QUOTE]
How are you crouching? I can crouch in less than a second too. I think it would be better if you can't move while crouched, because I can barely do that. I have to half stand to get any momentum at all.
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