• What are you working on? v19
    6,590 replies, posted
[video=youtube;eRWplCfOojQ]http://www.youtube.com/watch?v=eRWplCfOojQ[/video] I (possibly incorrectly) named it ConGL.
God damn H.264 and its shenanigans. [cpp] // Decode a variable-length Exponential-Golomb codeword (Unsigned direct mapping) uint64_t readExpGolombUe() { int zero_prefix = 0; // Count the number of leading zeros, the trailing 1 is implicitly ignored. while (readBit() == 0) zero_prefix++; assert(zero_prefix < 64); // If this triggers, we'll be discarding bits for sure uint64_t code_num = (1 << zero_prefix) - 1; // Compute the code number uint64_t info; // This will hold the rest of the value // Now read as many bits as indicated by the number of leading zeros readBits(zero_prefix, info); return (code_num + info); // Now add them and we have the final value }[/cpp] It wasn't that simple when I first wrote it. [editline]10th July 2011[/editline] [QUOTE=Hypershadsy;31022039]I (possibly incorrectly) named it ConGL.[/QUOTE] Needs more grain.
[QUOTE=voodooattack;31022056]Needs more grain.[/QUOTE] What do you get when you put in A small window, CamStudio, the only working codec in CamStudio, and not rendering in HD? That quality.
Quality is fine. It's missing shaders.
[QUOTE=voodooattack;31022270]Quality is fine. It's missing shaders.[/QUOTE] Do explain.
[img]http://i.imgur.com/fd1Lu.jpg[/img] p5/ogl
[QUOTE=garym0de;31022684]-imgsnip- p5/ogl[/QUOTE] I want a background [editline]10th July 2011[/editline] please?
[url]http://i.imgur.com/37F6E.jpg[/url] 1080peas [url]http://i.imgur.com/R4FsF.jpg[/url] better angle?
[QUOTE=garym0de;31022684][img]http://i.imgur.com/fd1Lu.jpg[/img] p5/ogl[/QUOTE] That's pretty sweet. Reminds me of the stuff Electric Sheep tends to generate.
[QUOTE=garym0de;31022783][URL]http://i.imgur.com/37F6E.jpg[/URL] 1080peas[/QUOTE] [URL="http://dl.dropbox.com/u/11275736/s/perfect.png"]thanks![/URL]
[QUOTE=Naelstrom;31021053]I'm pretty sure BSP is a widely used format. [editline]9th July 2011[/editline] yes, yes it is.[/QUOTE] [QUOTE=Lord Ned;31021753]BSP is really only noted for the "Binary Space Partion" of it - The method of visibility stored in the file. But if he's doing HL2/Quakes, they're all very similar. However he could be rolling his own and using a BSP visibility solution and used the name too. Thus the asking.[/QUOTE] He's posted the project in past threads where it loaded VBSPs. However, there is still a small chance that it's no longer loading them and the window title hasn't been changed.
[QUOTE=garym0de;31022684][img]http://i.imgur.com/fd1Lu.jpg[/img] p5/ogl[/QUOTE] This is...beautiful..please do make some shades of blue and red
Finally made some goddamn progress on my map editor, haven't had the kind of time I usually have to work on it until just recently. Still have some ironing and cleaning up to do on my current stuff and than a shit load more of new stuff to write up.
[QUOTE=Lord Ned;31020549]Loading Valve BSP files or just re-using the name? If you're loading the Valve ones, are you just using the plane struct to get the normal of the surface?[/QUOTE] Yeah, I can load through from version 19 to 21, so maps from all of [url=http://developer.valvesoftware.com/wiki/Source_BSP_File_Format#Versions]these[/url] games can work (with some slight changes) Yeah I just use the normal from the plane array, seeing as all faces have an index into them. I used to just generate them myself which was rather dumb seeing as they're right there.
Heh I have no idea what I'm doing, I just decided one day to play around with C# and this is what I get [IMG]http://dl.dropbox.com/u/11275736/s/woa.png[/IMG] the whole idea of it is that you select a size and how many blocks you want in it, and it generates semi-random coordinates (they have to be near an already activated block, though) for each block. The thingy ish thing: [IMG]http://dl.dropbox.com/u/11275736/s/trippy.png[/IMG]
[QUOTE=Ac!dL3ak;31023923]Heh I have no idea what I'm doing, I just decided one day to play around with C# and this is what I get [URL]http://dl.dropbox.com/u/11275736/s/woa.png[/URL] the whole idea of it is that you select a size and how many blocks you want in it, and it generates semi-random coordinates (they have to be near an already activated block, though) for each block. The thingy ish thing: [URL]http://dl.dropbox.com/u/11275736/s/trippy.png[/URL][/QUOTE] please [img] that shit
[QUOTE=Orki;31023991]please [img] that shit[/QUOTE] [img]'d
[QUOTE=Kamshak;31015881]Are you still working with A2D? Remember you from the jsharbour forums[/QUOTE] Yes, but I have changed it a lot and added some new stuff. I don't know is it A2D anymore.
[img]http://img263.imageshack.us/img263/3351/heeng.png[/img] Primitive spawn icon generating in the source engine.
[QUOTE=Hentie;31025552][img]http://img263.imageshack.us/img263/3351/heeng.png[/img] Primitive spawn icon generating in the source engine.[/QUOTE] That looks like an interesting concept, it could go far.. And to avoid not posting any content, here's a tower I built: [quote] [img]http://dl.dropbox.com/u/5619257/opc/tower-2.png[/img] [/quote] I really need to start working on a lighting engine, this is pretty ugly.
[QUOTE=danharibo;31025586]That looks like an interesting concept, it could go far..[/QUOTE] Garry already took it so far, that there's nothing new to be found there.
[QUOTE=TheCloak;31023239]This is...beautiful..please do make some shades of blue and red[/QUOTE] [thumb]http://imgkk.com/i/jy9b.jpg[/thumb] [thumb]http://imgkk.com/i/--d3.jpg[/thumb] If you want to make your own, just open the image in any good photo editor, create a new layer, use bucket fill with the colour you want, set blending mode on the layer to "Hue."
[QUOTE=thelinx;31025766]-snip- If you want to make your own, just open the image in any good photo editor, create a new layer, use bucket fill with the colour you want, set blending mode on the layer to "Hue."[/QUOTE] Or perform a hue-shift if you can't use layers, that should also do the trick.
[QUOTE=Spoco;31025714]Garry already took it so far, that there's nothing new to be found there.[/QUOTE] I guess the basic eyecatcher of HL2SB is that it's open-source, and since the whole spawnicon generating thing has been a mystery to some people, the open-sourcery of HL2SB just opens up to how it's done. [editline]timestamp[/editline] [media]http://www.youtube.com/watch?v=qOWbQZeM6i8[/media] Heck, even the physgun is open-source, and I know people on the steam community forums have been pondering about how to replicate the physgun.
[QUOTE=Hentie;31025804]I guess the basic eyecatcher of HL2SB is that it's open-source, and since the whole spawnicon generating thing has been a mystery to some people, the open-sourcery of HL2SB just opens up to how it's done.[/QUOTE] Isn't GMod generating the spawnicons in Lua which would mean that it's open too?
[QUOTE=Robber;31025844]Isn't GMod generating the spawnicons in Lua which would mean that it's open too?[/QUOTE] As far as I know, Garry's Mod generates the spawnicons in C++.
any sound artists here?
Anybody wrote a 2D Lighting engine in XNA? I'd like to see how to do it.
I need a way to keep a int value safe, so, uneditable, but I need it to be saveable, and readable(with java code) on the computer. Any ideas? I'm doing this in Java.
[QUOTE=Liss;31026695]I need a way to keep a int value safe, so, uneditable, but I need it to be saveable, and readable(with java code) on the computer. Any ideas? I'm doing this in Java.[/QUOTE] Small questions like this are better off in the [url=http://www.facepunch.com/threads/1092921-What-do-you-need-help-with-V.-3.0]What do you need help with[/url] thread :smile:
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