• What are you working on? v19
    6,590 replies, posted
[QUOTE=ColdFusionV2;30894898]Just make a struct for 2 of them. Or just struct all of them, working with functions that have +5 arguments is messy anyway. Also, windows threads only support 1 arg[/QUOTE] I just compacted it into a struct, easy :v:
[QUOTE=Z_guy;30898411]Voxels, perhaps?[/QUOTE] You can render cubes with shaders, right? Create geometry with vertices being the voxels and that should work just fine.
[QUOTE=Chris220;30897366]Is it minecraft yet? [media]http://www.youtube.com/watch?v=Nd5XiGRvYko[/media] Also, a bonus video... [media]http://www.youtube.com/watch?v=9uUwOy2U504[/media] [editline]4th July 2011[/editline] Probably don't wanna bother watching the whole of the first video, I just talk about shit I might be doing in future. Not very interesting :v:[/QUOTE] You have the most gloriously british accent. Also, for the collision code, do you cuyrrently have it where dynamic entities are "glued" to a given spot, but can move from voxel to voxel, or are they free to roam like in minecraft (where the world is static, and anything dynamic isn't "tied down" to anything)
Update : I'd like to clarify the fact that I'm not working alone on this. We are six. two on the server, two others doing the AI controlling the psyducks, one guy and me doing the graphics. Here you can see we added some stuff like the life bars, inventory + details of the selected AI and a menu to display how many ores are on a tile : [img]http://dl.dropbox.com/u/4801646/zappy2.png[/img] A player broadcasting : [img]http://dl.dropbox.com/u/4801646/zappy3.png[/img]
[QUOTE=Chandler;30898501]You have the most gloriously british accent. Also, for the collision code, do you cuyrrently have it where dynamic entities are "glued" to a given spot, but can move from voxel to voxel, or are they free to roam like in minecraft (where the world is static, and anything dynamic isn't "tied down" to anything)[/QUOTE] At the moment they're completely free to roam anywhere, for collisions I just check their AABBs against an AABB generated for each voxel in turn.
[img]http://dl.dropbox.com/u/3659637/terrain/bsp7.png[/img] Got a BSP compiler. Sort of working... Using version 46. Anyone know where I can find documentation on the patch face type?
[QUOTE=Biotic;30815314]I don't fucking understand how people can mix those two words up.[/QUOTE] everyone knows that the value of depreciated code deprecates over time
Working on some isometric rendering : [img]http://i56.tinypic.com/wtc61k.png[/img] Does anyone have a idea on how to check what tile the mouse is pointing at ? Having multiple z lvls really complicates it.
Caused my entire computer to hang, not crash, by respawning. Note to self: Don't respawn the player while its still loading terrain data.
[QUOTE=quincy18;30898774]Working on some isometric rendering : [img]http://i56.tinypic.com/wtc61k.png[/img] Does anyone have a idea on how to check what tile the mouse is pointing at ? Having multiple z lvls really complicates it.[/QUOTE] TileIndexInArrayX = MousePos.X / TileSize; Same for Y, now you just have to Z test. I think that should work. Question: I suppose you first render the lowest z layer, each tile from left to right, top to bottom? If so there might be tiles which are occluded, do you check for that? Just curious, I don't even know if that would yield any performance benefits...
[QUOTE=Felheart;30899347]TileIndexInArrayX = MousePos.X / TileSize; Same for Y, now you just have to Z test. I think that should work. Question: I suppose you first render the lowest z layer, each tile from left to right, top to bottom? If so there might be tiles which are occluded, do you check for that? Just curious, I don't even know if that would yield any performance benefits...[/QUOTE] I would guess that if there is a tile above it, only render the side
[QUOTE=Chris220;30898371]Does anyone know how these sorts of images are generated? I mean, for a 2D fractal you're just plotting pixels on an image. But in 3D..?[/QUOTE] Ray tracing. The structure is very dense and you only see its surface. If it's at all analogous to Mandelbrot, every point on the surface can be calculated individually and without knowledge of the entire structure. Thus it doesn't make sense to calculate anything about the parts of the structure that the viewer cannot see.
[QUOTE=Felheart;30899347]TileIndexInArrayX = MousePos.X / TileSize; Same for Y, now you just have to Z test. I think that should work.[/QUOTE] Calculating the position like that would only work if MousePos.X was transformed from the screen's coordinate system to the isometric system.
Can anyone help me with loading a map and sending it to the client? All I would like is to start off with a flat bedrock plane
[QUOTE=Chris220;30899396]Calculating the position like that would only work if MousePos.X was transformed from the screen's coordinate system to the isometric system.[/QUOTE] Yes, indeed. Hmm... as a dirty workaround he could calculate the bounding box of each tile and check like that. Sometimes this will yield 2 rectangles. Then he can so some simple math to see which one he wants... Meh... I've never done anything in an isometric perspective.
Apparently you can't just spam setblocks, and you must send map data. Idk. :tinfoil: Well the mouse disappeared and I was happy, then it complained that i gave it an invalid packet.
I love how cartoony this one looks, almost like pixel art. [quote][img]http://upload.wikimedia.org/wikipedia/en/a/a1/Mandelboxpwr3.png[/img][/quote]
[quote] [url=http://cloud.steampowered.com/ugc/558661528526766515/AE650C752AB1CA0ABC9FE0EB143BF1450369274F/][img]http://cloud.steampowered.com/ugc/558661528526766515/AE650C752AB1CA0ABC9FE0EB143BF1450369274F/?.png[/img][/url] [/quote] Party time!
[QUOTE=pedrus24;30898649]Update : I'd like to clarify the fact that I'm not working alone on this. We are six. two on the server, two others doing the AI controlling the psyducks, one guy and me doing the graphics. Here you can see we added some stuff like the life bars, inventory + details of the selected AI and a menu to display how many ores are on a tile : [img]http://dl.dropbox.com/u/4801646/zappy2.png[/img] A player broadcasting : [img]http://dl.dropbox.com/u/4801646/zappy3.png[/img][/QUOTE] "Si c'est réussi, c'est Zappy-tv"? That doesn't sound cheesy at all.
Offering a $10 bounty to anyone who helps me fix my issue with XCode and SFML 1.6. Contact me on Steam (lanceeee) or PM.
[QUOTE=quincy18;30898774]Working on some isometric rendering : [img]http://i56.tinypic.com/wtc61k.png[/img] Does anyone have a idea on how to check what tile the mouse is pointing at ? Having multiple z lvls really complicates it.[/QUOTE] I thought I was going to be able to help you because me and a friend worked with it a couple of years ago. But the code I wrote back then is un-readable... Although, I think we looped through the tiles and compared the distance from the mouse position to the middle point of each tile. We first translated the mouse position to work with the isometric view. But doing it with multiple Z levels is something I can't help you with. Except maybe check the bottom layer first, and find the one there and then you check if there is a tile in the other layers at that position.
First time even posting in this forum section, and I don't know if game engine script counts here, but I just spent 2 hours on Morrowind's construction set scripting an arena that spawns waves of enemies that attack the player. First I tried to make only one script for only one object in the center that would enable previously disabled enemies based on a timer to simulate spawning in waves. After that failed horribly, I switched to multiple scripts on each enemy, that check for a round counter global variable, and then "spawn" (Actually they don't spawn, they lose a constant magic effect that made them invisible and then attack the player). The round count increases with the death of an enemy, not with a timer. Works now, although there's no use in releasing it since the Morrowind Mod community is relatively dead, and I suck at balancing so the difficulty is rising incredibly fast. Sorry if thats off topic or not appropriate. Or not programming. I guess scripting is programming, right?
Finally my blender exporter and everything else is ok. Random texture [img]http://i55.tinypic.com/5kj7fm.gif[/img]
I finished up my fstream wrapper using some hacky magic, now I'm on to removing all traces of platform-specific functions and whatnot from my project.
[QUOTE=Felheart;30899347]TileIndexInArrayX = MousePos.X / TileSize; Same for Y, now you just have to Z test. I think that should work. Question: I suppose you first render the lowest z layer, each tile from left to right, top to bottom? If so there might be tiles which are occluded, do you check for that? Just curious, I don't even know if that would yield any performance benefits...[/QUOTE] Not yet going to try and figure that out once I know how to do the z testing :(
This is annoying, I don't know whats causing it but it complains that its not being sent correctly
[img]http://i.imgur.com/6szJC.png[/img] Platform engine is finally working :3 World gen's been rewritten to be cleaner (obviously needs a little more work).
I wonder if packets are being mixed in. so confused :( [editline]4th July 2011[/editline] I'm done with a server for today, I'll make a client to help me learn
More mandelbrot goodness, managed to work back the set gradient-colouring into the multithreaded version Quoted for ridiculous size [quote][IMG]http://dl.dropbox.com/u/9317774/30.png[/IMG][/quote] [quote][IMG]http://dl.dropbox.com/u/9317774/31.png[/IMG][/quote] Edit: Changed 4 lines of code Framerate at 3680 iterations has gone from 0.7 fps to 2.8. Which is a pretty massive improvement :v:
Polycode's Threaded class is not letting me run two separate threads at once. Why is this making itself so difficult.
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