How should I handle reviewing a persons commits (git/github)? I was thinking I would just have them commit to their own branch and pull in changes after reviewing them.
[QUOTE=Icedshot;30881641]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[/QUOTE]
Same result.. Here's a list sorted from lowest to highest performance on my machine:
Mandelbrot_dual.exe
Mandelbrot_fakedual.exe
Mandelbrot_compiler_options_quad.exe
Mandelbrot_not_threaded.exe
Mandelbrot_quad.exe
I think what we have here is caused by [url=http://en.wikipedia.org/wiki/Non-Uniform_Memory_Access#Cache_coherent_NUMA_.28ccNUMA.29]core cache contention.[/url]
[editline]4th July 2011[/editline]
[QUOTE=Downsider;30883333][img]http://img839.imageshack.us/img839/5003/ss20110703222237.png[/img]
Having a dedicated artist is incredible.[/QUOTE]
I want those sprites in Space Station 13!
Ugh why is it that when I try to merge a single commit from another branch it merges in a bunch of other commits unrelated that change other files?(tortoisegit)
Minecraft is too hard to work with. I give up for today. :(
[QUOTE=Downsider;30885691]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.[/QUOTE]What I'm getting at is the fact that you can do it an unlimited number of times without any delay. It is hard to walk while crouched, though.
[QUOTE=Map in a box;30886197]Minecraft is too hard to work with. I give up for today. :([/QUOTE]
The Minecraft protocol is difficult as hell to work with, and on top of that, it's terribly documented.
I was working with a couple others on a server, but we couldn't find anybody who actually knew how the map packet worked so we had to stop.
[QUOTE=Dehodson;30886359]The Minecraft protocol is difficult as hell to work with, and on top of that, it's terribly documented.
I was working with a couple others on a server, but we couldn't find anybody who actually knew how the map packet worked so we had to stop.[/QUOTE]
[url=http://wiki.vg/]This[/url] might be what you need.
[QUOTE=TVC;30886478][url=http://wiki.vg/]This[/url] might be what you need.[/QUOTE]
I've seen that. The only packet we couldn't get to work properly was 0x03 - Level Data Chunk.
It never tells you what format to put the block array in. (I'm talking about creative mode)
[QUOTE=Dehodson;30887014]I've seen that. The only packet we couldn't get to work properly was 0x03 - Level Data Chunk.
It never tells you what format to put the block array in. (I'm talking about creative mode)[/QUOTE]
-snip-
I misread your post. My bad.
[QUOTE=Downsider;30883333][img]http://img839.imageshack.us/img839/5003/ss20110703222237.png[/img]
Having a dedicated artist is incredible.[/QUOTE]
Nice. There's something about the floor tile that bothers me, though. It just seems a bit out-of-place. Maybe because everything else has sharp lines or something.
The floor tiles are top down and not skewed due to the perspective.
If the level isn't conforming to the floor tiles, why not make them slightly shorter? (Like the tops of the boxes)
So here has been this mandelbrot stuff lately, so I decided to make one as well. I implemented multi-threading with Boost.Thread and learned about threading stuff. Also I used C++'s std::complex instead of the [url=http://en.wikipedia.org/wiki/Mandelbrot_set#For_programmers]multiple variable version on Wikipedia[/url] and this allows me to use any exponent for z easily, making [url=http://en.wikipedia.org/wiki/Multibrot_set]multibrots[/url] possible.
I quickly implemented command line arguments to let you play with it. Here's the download: [url=http://dl.dropbox.com/u/8226262/prg/mandelbrot.exe]mandelbrot.exe[/url].
Usage: mandelbrot.exe exponent max_iterations [threads]
exponent - 2 for mandelbrot, bigger numbers for multibrots, also works with fractions
max_iteration - detail of render
threads - optional, by default uses the number of CPU cores
A few pics for people who don't want to download it:
mandelbrot.exe 2 100
[img]http://dl.dropbox.com/u/8226262/screen/mandelbrot1.png[/img]
mandelbrot.exe 4.5 1000
[img]http://dl.dropbox.com/u/8226262/screen/mandelbrot2.png[/img]
mandelbrot.exe 1.5 50 2
[img]http://dl.dropbox.com/u/8226262/screen/mandelbrot3.png[/img]
I haven't done much of the coloring stuff yet and I hope to implement zooming and panning too.
I just realized that if there's an exception in a C# program, you can just drag the arrow down and you don't have to close the application.
:suicide:
getting some form of an automatic camera that doesn't look shit is hard...
[url]http://jimbomcb.net/spec/6/[/url]
[url]http://dl.dropbox.com/u/9317774/Mandelpics.rar[/url]
20 high resolution wallpapers. Some of the pictures arn't that great, too much red, but some of them are awesome
Eg:
[url]http://dl.dropbox.com/u/9317774/19.png[/url]
Img_thumb would be rather nice here :smith:
So many forum features D:
I should get more pictures including the actual set, theyre nice
[QUOTE=Jimbomcb;30890405]getting some form of an automatic camera that doesn't look shit is hard...
[url]http://jimbomcb.net/spec/6/[/url][/QUOTE]
Make it move less often. It moves too often and this causes many shakes when players move back and forth.
Also sometimes all the players disappeared for a sec.
[QUOTE=Jimbomcb;30890405]getting some form of an automatic camera that doesn't look shit is hard...
[url]http://jimbomcb.net/spec/6/[/url][/QUOTE]
For a second there, I swore it was 3D.
[QUOTE=sim642;30890502]Make it move less often. It moves too often and this causes many shakes when players move back and forth.
Also sometimes all the players disappeared for a sec.[/QUOTE]
if all the players disappear, let me know what the frame buffer is at, and if it is increasing when they disappear
[QUOTE=geel9;30890516]For a second there, I swore it was 3D.[/QUOTE]
there's a slight effect where higher up players will appear slightly larger, maybe that helped?
[QUOTE=Jimbomcb;30890528]if all the players disappear, let me know what the frame buffer is at, and if it is increasing when they disappear
there's a slight effect where higher up players will appear slightly larger, maybe that helped?[/QUOTE]
Nah, it'd seem I'm just an idiot when it comes to things like this. Cool thing!
Well that's mean :smith:
[QUOTE=Jimbomcb;30890405]getting some form of an automatic camera that doesn't look shit is hard...
[url]http://jimbomcb.net/spec/6/[/url][/QUOTE]
cameras like this get me motion sick, i think it's just better to let the viewer focus on whatever they want
it's not going to be the only camera option, just seeing if it's viable
[QUOTE=Jimbomcb;30890405]getting some form of an automatic camera that doesn't look shit is hard...
[url]http://jimbomcb.net/spec/6/[/url][/QUOTE]
just a black screen for me, FireFox 5
[QUOTE=Jimbomcb;30890405]getting some form of an automatic camera that doesn't look shit is hard...
[url]http://jimbomcb.net/spec/6/[/url][/QUOTE]
I really like the camera, but it could be a tick smoother/slower.
No errors or glitches here(Chrome 12.0). Good work!
[QUOTE=SupahVee;30848096]Made a lot of progress:
*Editor now supports all the tiles
*Tile preview in the editor greatly improved
*Editor is now layer-based (can place multiple objects on the same tile)
*Added decorations (fast-rendering entities without physical bodies)
The flickering sprites in the video have been fixed right after uploading.
[media]http://www.youtube.com/watch?v=iOr_BTZ5U28[/media][/QUOTE]
I think its because of the editor, but this reminds me soo much of SMB
Well since my computer randomly decided to not let Game Maker run again (good thing?) I decided to just try and use Ogre3D with C++ instead.
[IMG]http://i225.photobucket.com/albums/dd159/samuka97/ogre.png[/IMG]
:foreveralone:
[QUOTE=Samuka97;30891768]Well since my computer randomly decided to not let Game Maker run again (good thing?) I decided to just try and use Ogre3D with C++ instead.
[IMG]http://i225.photobucket.com/albums/dd159/samuka97/ogre.png[/IMG]
:foreveralone:[/QUOTE]
Thats just one of the first example's copy pasted right in. You din't even bother to change a single thing.
Well after some time on a bit of a downer I have finally regained the will to program :D
Im on my laptop and I need to be able to test input wth a Xbox 360 controller, but I will only have it on me when im at home, does anyone know of a program that allows you to basically have a virtual XBox controller?
It doesnt have to give the same response as a real one, just allow me to test stuff out
[QUOTE=ColdFusionV2;30891920]Thats just one of the first example's. You din't even bother to change a single thing.[/QUOTE]And to think I rated him programming king! :o
Something I really like about programming is that you can change a whole payload of code in something and make it way more efficient without even changing the appearance, which is awesome to me for some reason
[QUOTE=ColdFusionV2;30891920]Thats just one of the first example's copy pasted right in. You din't even bother to change a single thing.[/QUOTE]
I thought the sarcasm was straight out implied :\
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