• What are you working on? v19
    6,590 replies, posted
[QUOTE=icantread49;30932306]wat C++ doesn't run natively, you'll need the runtime distributable (unless you don't use any of the standard library which is even less of a reason to switch) [editline]6th July 2011[/editline] and the runtime distributable is about as commonly installed as the .NET runtime nowadays (i pulled this out of my ass before anyone asks) so it doesn't even make a difference[/QUOTE] If you use GCC you'd just have to include 2 DLLs with your exe.
Hehe yay. [img]http://dl.dropbox.com/u/5270951/Pics/fuckyea.png[/img] Once I found this I was all set. [url]http://css2xpath.appspot.com[/url]
What's a good library for doing UDP stuff?
[QUOTE=ZenX2;30933592]What's a good library for doing UDP stuff?[/QUOTE] RakNet is very powerful
Added loading/saving to Back2Work. They all save/load fine, if you have saving enabled in preferences.. [img]http://gyazo.com/5c5056d5b44301cc569b8d415e4284ea.png[/img]
I'm tired. Good night. [img]http://dl.dropbox.com/u/5270951/Pics/Ratings.png[/img] Next up get post id, add to database (for convenience). After that I can get statistics on any user that has posted in a thread that my program scans. Yay. I'm sure this has been suggested before but I can apply this to LMAO pics to get posts that have a high amount of winner/funnies and get the pictures from them. PS: I turned my monitor into horizontal mode just for that picture :v:
[QUOTE=bobthe2lol;30934420]I'm tired. Good night. [img]http://dl.dropbox.com/u/5270951/Pics/Ratings.png[/img] Next up get post id, add to database (for convenience). After that I can get statistics on any user that has posted in a thread that my program scans. Yay. PS: I turned my monitor into horizontal mode just for that picture :v:[/QUOTE] How'd you do the cookies?
[csharp] CookieContainer cookies = new CookieContainer(); HttpWebRequest request = (HttpWebRequest)WebRequest.Create(complete); request.CookieContainer = cookies; [/csharp] Then I just give anything that needs to make HttpWebRequests that CookieContainer. It kind of sucks though because I haven't figured out how to save them so every time I have to log in and I feel like garry is going get mad at me for logging in so much. Though I really doubt it... At the moment the code is an utter mess. Its just a mass of static functions inside a single class... I need to fix that.
[img]http://i51.tinypic.com/a0jjw8.png[/img] started a space mess around game a couple days ago. Working on station damage and gas masks for oxygen.
Is that multiplayer I see?
pff you wish
I think it'd be confusing to have the same sprites for the player as for the NPCs.
well there's a customization kinda thing where the player can choose their look and the NPC's is randomly generated. I just haven't bothered putting the graphics together yet.
[QUOTE=Parakon;30935252]well there's a customization kinda thing where the player can choose their look and the NPC's is randomly generated. I just haven't bothered putting the graphics together yet.[/QUOTE] So is there a story or do you go around fucking shit up in space?
probably be a couple game modes, one involving sabotaging the station and probably free play.
[QUOTE=bobthe2lol;30934529][csharp] CookieContainer cookies = new CookieContainer(); HttpWebRequest request = (HttpWebRequest)WebRequest.Create(complete); request.CookieContainer = cookies; [/csharp] Then I just give anything that needs to make HttpWebRequests that CookieContainer. It kind of sucks though because I haven't figured out how to save them so every time I have to log in and I feel like garry is going get mad at me for logging in so much. Though I really doubt it... At the moment the code is an utter mess. Its just a mass of static functions inside a single class... I need to fix that.[/QUOTE] Quick fix; rename CookieContainer to CookieJar. Trust me, it'll help a lot. Honest.
Is the new 'meme' multiplayer games? I want to join in on this.
[QUOTE=ruarai;30935657]Is that game inspired by SS13?[/QUOTE] ayup, since it's single player i'll have to simulate the griefing
[QUOTE=The Inzuki;30935677]Is the new 'meme' multiplayer games? I want to join in on this.[/QUOTE] The more people who do it, the more likely it'll turn into the next WAYWO fad :P So go ahead!
Been playing with GLSL shaders, I've gotten a better understanding of how fragment shaders function. The neat thing is now I can control frame buffer objects and shaders via my lua implemention. Acid trip effects without game recompilation. [code] --Create a texture called "myfbo" and bind a frame buffer object to it. local fbo = CreateFrameBufferObject( "myfbo", 1024, 768 ); --Start drawing onto the frame buffer object we created. We set the second argument to true to say that we want to disable the screen clearing BeginFBO( fbo, true ); --Loop through our table of little colorful circles and draw them into our frame buffer for k, v in pairs( parts ) do SetDrawColor( v.r, v.g, v.b, 255 ); --Each particle has a different velocity and position on the screen. they move constantly and bounce on the screen limits. v.x = v.x + v.vel * GetDPS(); v.y = v.y + v.vel2 * GetDPS(); if( v.x < 0 ) then v.x = 0; v.vel = v.vel * -1; end if( v.x > 1024 ) then v.x = 1024; v.vel = v.vel * -1; end if( v.y < 0 ) then v.y = 0; v.vel2 = v.vel2 * -1; end if( v.y > 768 ) then v.y = 768; v.vel2 = v.vel2 * -1; end DrawTexture( "graphics/Huey/hueyright.png", v.x, v.y, .4 ); end EndFBO(); --Stop drawing to our frame buffer, time to draw back on the screen! --Time to turn on shaders. ToggleShader( 1 ); SetShaderInt( "state_Bloom", 1 ); --Draw our frame buffer on top of the screen. DrawTexture( "myfbo", 0, 0, 1, 1, true ); ToggleShader( 0 );[/code] [img]http://img190.imageshack.us/img190/9224/hueyshaders.png[/img] [media]http://www.youtube.com/watch?v=3Tt4cEyQC3s[/media]
Got everything networked: [img]http://anyhub.net/file/3qFw-networkingin.png[/img] edit: anyhub's being slow again. There is actually an image
I know this is usually filled with people doing really incredible stuff, here goes. [IMG]http://i51.tinypic.com/2ecouo2.jpg[/IMG] This is the first time I have been able to make a tile based 2D top-down game where the player can move freely and has collisions with the walls :v: Question though, how would you make player movement? (In java). Right now I use a KeyListener on the JFrame with the player being a thread who keeps trying to move. If a key is held down the players velocity is changed and the player moves. If there's a better way, please do explain or try and help.
Back2Work is done for now I guess.. [img]http://gyazo.com/ebc2072a8e9c60a11aa18bc6256f793c.png[/img] [img]http://gyazo.com/594f1f4439f559b568f80ce22fc4bdf5.png[/img] [img]http://gyazo.com/34062ee2cfc45e27e142926cd9f461bc.png[/img] [img]http://gyazo.com/5444a2c163b76ba4361bf240d1a52a6f.png[/img] I'm really glad to have finished this in 3 years! :v: (Changing the fonts and stuff later, taking a break now. :yarr:)
[QUOTE=Quark:;30936627][img]http://gyazo.com/5444a2c163b76ba4361bf240d1a52a6f.png[/img][/QUOTE] The little "Wipe OS" button scares me.
[QUOTE=ace13;30937229]The little "Wipe OS" button scares me.[/QUOTE] Would you rather it said "Uninstall Windows"?
more shader fun. this time with lights and bloom. If I ever get dynamic lighting working it'll be a coding milestone. [media]http://www.youtube.com/watch?v=0U1MURY7Yd4[/media]
[QUOTE=bobthe2lol;30934529][csharp] CookieContainer cookies = new CookieContainer(); HttpWebRequest request = (HttpWebRequest)WebRequest.Create(complete); request.CookieContainer = cookies; [/csharp] Then I just give anything that needs to make HttpWebRequests that CookieContainer. It kind of sucks though because I haven't figured out how to save them so every time I have to log in and I feel like garry is going get mad at me for logging in so much. Though I really doubt it... At the moment the code is an utter mess. Its just a mass of static functions inside a single class... I need to fix that.[/QUOTE] Can't you just use Serialization and write the entire object to a file?
[QUOTE=DarkCybo7;30937619]more shader fun. this time with lights and bloom. If I ever get dynamic lighting working it'll be a coding milestone. (video) [/QUOTE] Does the blur part of your bloom shader do a 2pass blur for efficiency? If so, do you switch render targets? I wanted to implement a blur shader in my game but I've read somewhere that switching rendertargets would be an expensive operation. Now I'm scared of "advanced" stuff like blur :v: I've just started reading stuff about shaders and only know some very basic stuff about them. For me they still look like some kind of witchcraft. :v:
Made my first proper C++ program A simple calculator. Now just have to figure how to do it the proper way I know it's pretty bad code, maybe someone has some few suggestions [code] #include <iostream> #include <cstdlib> int sudeti (int x, int y); int atimti (int x, int y); int dauginti (int x, int y); int dalinti (int x, int y); int main () { using namespace std; float fsk1; float fsk2; int ich; cout << "Welcome To The Calculator ! " << endl << "Please Choose what you want to do:" << endl; cout << " Press 1 to add numbers" << endl; cout << " Press 2 to deduct numbers" << endl; cout << " Press 3 to multiply numbers" << endl; cout << " Press 4 to divide numbers" << endl; cin >> ich; switch (ich) { case 1: system("cls"); cout << "You have choosen to add numbers !" << endl; cout << "Please enter first number: "; cin >> fsk1; cout << "Please enter the second number :"; cin >> fsk2; sudeti(fsk1,fsk2); break; case 2: system("cls"); cout << "You have choosen to deduct numbers !" << endl; cout << "Please enter first number: "; cin >> fsk1; cout << "Please enter the second number :"; cin >> fsk2; atimti(fsk1,fsk2); break; case 3: system("cls"); cout << "You have choosen to multiply numbers !" << endl; cout << "Please enter first number: "; cin >> fsk1; cout << "Please enter the second number :"; cin >> fsk2; dauginti(fsk1,fsk2); break; case 4: system("cls"); cout << "You have choosen to divide numbers !" << endl; cout << "Please enter first number: "; cin >> fsk1; cout << "Please enter the second number :"; cin >> fsk2; dalinti(fsk1,fsk2); break; } cin.get(); return 0; } int sudeti (int x, int y) { using namespace std; int iatssud; iatssud = x + y; cout << "The answer is: " << iatssud; } int atimti (int x, int y) { using namespace std; int iatsatim; iatsatim = x - y; cout << "The answer is: " << iatsatim; } int dauginti (int x, int y) { using namespace std; int iatsdaug; iatsdaug = x * y; cout << "The answer is: " << iatsdaug; } int dalinti (int x, int y) { using namespace std; int iatsdal; iatsdal = x / y; cout << "The answer is: " << iatsdal; } [/code]
[QUOTE=Felheart;30938290]Does the blur part of your bloom shader do a 2pass blur for efficiency? If so, do you switch render targets? I wanted to implement a blur shader in my game but I've read somewhere that switching rendertargets would be an expensive operation. Now I'm scared of "advanced" stuff like blur :v: I've just started reading stuff about shaders and only know some very basic stuff about them. For me they still look like some kind of witchcraft. :v:[/QUOTE] The blurring is done in one-pass, but it does it for both horizontal and vertical. I don't do a 2 pass because with GLSL I think it would get messy because of how the language is done. That is, there's one pass per render, so you'd have to render multiple times. If I wanted to do a 2-pass, I think I would have to do this: 1. Render all necessary objects to a frame buffer texture (shader is off). 2. Render this frame buffer texture to another frame buffer texture with horizontal pass shader. 3. Render previous frame buffer texture to ANOTHER frame buffer texture with vertical pass shader. 4. Render previous frame buffer texture with any other shader effects I want. I'm not too experienced with GLSL, but I don't see any other way around it. It seems like an expensive operation and not really worth it unless I can find a better way
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