• What are you working on? v19
    6,590 replies, posted
[QUOTE=Overv;30913158]Yes, but later. It takes a bit more work to set up.[/QUOTE] Well you have a community that, for the most part, barely knows OpenGL! We've got your back!
We could start with copying the cheat sheet in, then linking to relevant enums and only then start describing what the functions actually do.
[QUOTE=Map in a box;30914061]Well you have a community that, for the most part, barely knows OpenGL! We've got your back![/QUOTE] I suppose you can just generate the wiki base from the OpenGL Reference. And a part from the OpenGL Plugin Registry.
I like how OpenCL comes with a C and C++ API, OpenGL should have that too.
[QUOTE=Overv;30914980]I like how OpenCL comes with a C and C++ API, OpenGL should have that too.[/QUOTE] Weren't they trying to make this before failing miserably like pretty much everything else the ARB do
[QUOTE=Dlaor-guy;30898140]Wow, a lot of those packets don't make any sense. It sends a Player Dig packet when you drop an item and a Player Block Placement whenever you use an item you're currently holding (food, bow & arrows)... What the fuck?[/QUOTE] Didn't you say you were using Minecraft Classic? That has a different protocol. [url]http://mc.kev009.com/Classic_Protocol[/url]
In C# with XNA 4.0, if I set a Vector2 variable to a Vector2 ref that was passed in the constructor, that Vector2 should also be a ref, right? It's not working. :saddowns:
[QUOTE=Overv;30904999]I've published a revised chapter index on [url=http://open.gl]open.gl[/url].[/QUOTE] My IDE is ready.
Before the minecraft protocol was mapped out and wiki'd. I spent a while capturing and analyzing packets using socketsniff. I'm not so sure, but I think I made the first minecraft(classic) bot ever. If anyone remembers it, it teleported around the map and spawned around 15 to 30 sponges per second. It teleported so fast that people couldn't figure out who it was, so when they finally figured out the bot's name and kicked it, the map was ruined by sponges, [b]EVERYWHERE[/b]. /v/ made a comic about it.
Anyone know of a good 2d/3d game dev framework/engine? I tried polycode but couldnt get it to work, and I want more than what SFML offers
[QUOTE=Richy19;30916380]Anyone know of a good 2d/3d game dev framework/engine? I tried polycode but couldnt get it to work, and I want more than what SFML offers[/QUOTE] More than what SFML offers? Tried SFML 2.0? I'm not sure what you want.
[QUOTE=no-named;30915809]In C# with XNA 4.0, if I set a Vector2 variable to a Vector2 ref that was passed in the constructor, that Vector2 should also be a ref, right? It's not working. :saddowns:[/QUOTE] Post some code.
[QUOTE=AtomiCasd;30916418]More than what SFML offers? Tried SFML 2.0? I'm not sure what you want.[/QUOTE] I would just preffer it to have everythig incorporaded, physics, scripting, networking collision detection. TBH polycode would be perfect but I cant get it too work :( Also forgot to mention that its C++ im looking for [editline]5th July 2011[/editline] [QUOTE=no-named;30915809]In C# with XNA 4.0, if I set a Vector2 variable to a Vector2 ref that was passed in the constructor, that Vector2 should also be a ref, right? It's not working. :saddowns:[/QUOTE] Make the vector2 variable that you want to be a ref, a Ref when you first create it and it should work
[QUOTE=Richy19;30916505]I would just preffer it to have everythig incorporaded, physics, scripting, networking collision detection. TBH polycode would be perfect but I cant get it too work :( Also forgot to mention that its C++ im looking for [/QUOTE] That is up to you as the programmer to implement. There are no "All cool game libraries combined into one" packages out there as far as I know. My suggestion would be to use SFML for what it can do, then try box2d for physics, use luabind for lua scripting if you want that and "?networking collision detection?" is not on the application layer of the TCP/IP protocol so it's nothing you need to worry about. Or did you mean something else? EDIT: sorry read it wrong, SFML can do networking, but not collision detection since it only cares about displaying stuff, you have to code your own physics or use box2d
[QUOTE=AtomiCasd;30916696]"?networking collision detection?"[/QUOTE] don't be a douche he just forgot a comma or an and
Networking is working! [img]http://anyhub.net/file/3qcg-networking.png[/img] Next is sending a map across, which I think I should be able to finish by the end of the day.
[QUOTE=no-named;30915809]that Vector2 should also be a ref, right? It's not working. :saddowns:[/QUOTE] ok fine jesus snip
Does the base game already support this stuff?
[QUOTE=esalaka;30916751]don't be a douche he just forgot a comma or an and[/QUOTE] I'm not a douche, I just thought he meant packet collision detection(CSMA CD) :\ sorry. SFML can do networking, but not collision detection, that's up to you(if you're not using box2d)
[QUOTE=theJohn;30912988]Python or Java for game development. Which is preferable?[/QUOTE] You can't make an assumption like that, you have to choose what's best for you and the project. For example, if you are making a simple game that's not performance heavy then Java or Python would be excellent choices. But if you were making a 3D driving game for example, Python would be a terrible choice, since it doesn't have any proper 3D support, and depending on performance budgets, Java may also be a horrible choice. So in short, Use Assembly.
[QUOTE=danharibo;30917554]You can't make an assumption like that, you have to choose what's best for you and the project. For example, if you are making a simple game that's not performance heavy then Java or Python would be excellent choices. But if you were making a 3D driving game for example, Python would be a terrible choice, since it doesn't have any proper 3D support, and depending on performance budgets, Java may also be a horrible choice. So in short, Use Assembly.[/QUOTE] this joke isn't funny
[QUOTE=esalaka;30917683]this joke funny[/QUOTE] It's not a joke. Apart from the Assembly part of course, the rest is fairly valid.
[QUOTE=AtomiCasd;30916338]Before the minecraft protocol was mapped out and wiki'd. I spent a while capturing and analyzing packets using socketsniff. I'm not so sure, but I think I made the first minecraft(classic) bot ever. If anyone remembers it, it teleported around the map and spawned around 15 to 30 sponges per second. It teleported so fast that people couldn't figure out who it was, so when they finally figured out the bot's name and kicked it, the map was ruined by sponges, [b]EVERYWHERE[/b]. /v/ made a comic about it.[/QUOTE] Link to the comic? :D
[QUOTE=no-named;30915809]In C# with XNA 4.0, if I set a Vector2 variable to a Vector2 ref that was passed in the constructor, that Vector2 should also be a ref, right? It's not working. :saddowns:[/QUOTE] [QUOTE=Richy19;30916505]Make the vector2 variable that you want to be a ref, a Ref when you first create it and it should work[/QUOTE] [code]ref public Vector2 CameraPos;[/code] Does not work. Neither does it when switching around ref and public. Code: In Game1 class: [code] PCArray[0] = new PlayerCharacter(new Vector2(0, 0), ref CameraPosition) PCArray[1] = new PlayerCharacter(new Vector2(0, 0), ref CameraPosition) [/code] In PlayerCharacter class: [code] public Vector2 Position; public Vector2 CameraPos; public PlayerCharacter(Vector2 cStartPos, ref Vector2 cCameraPos) { Position = cStartPos; CameraPos = cCameraPos; } public void UpdateCamera() { CameraPos = //Various stuff here, shouldn't really matter what } [/code] So when CameraPos in the PlayerCharacter class is modified, shouldn't it also change CameraPos in the other PlayerCharacter in PCArray, or at least CameraPosition in Game1? I hope it makes sense...
[QUOTE=tobias104;30915658]Didn't you say you were using Minecraft Classic? That has a different protocol. [url]http://mc.kev009.com/Classic_Protocol[/url][/QUOTE] Huh? What? I wasn't the one making the server/client... and the guy who WAS making one was making one for Beta, not for Classic.
[code] public Vector3 Position { get { return position; } set { position = value; UpdateViewMatrix(); } } public Vector3 Angle { get { return angle; } set { angle = value; UpdateViewMatrix(); } } [/code] Useful snippet I found. Automatically updates the view matrix when your camera changes position.
[QUOTE=ThatLuaCoder;30918857][code] public Vector3 Position { get { return position; } set { position = value; UpdateViewMatrix(); } } public Vector3 Angle { get { return angle; } set { angle = value; UpdateViewMatrix(); } } [/code] Useful snippet I found. Automatically updates the view matrix when your camera changes position.[/QUOTE] I hate lower case for the first character in a function name.
Woop, Steam blob parsing. [img]http://imgur.com/0b6kf.png[/img]
[QUOTE=likesoursugar;30919104]I hate lower case for the first character in a function name.[/QUOTE] That wasn't what was being done.
Finished sending maps to clients. Now I need to handle players having their own characters to control and sending entity updates to clients.
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