What happend?
[IMG]http://img18.imageshack.us/img18/3319/8c09d56830261c5a10ac031.png[/IMG]
Dlaor make a .gif of the background :D
[QUOTE=likesoursugar;31100167]What happend?
[IMG]http://img18.imageshack.us/img18/3319/8c09d56830261c5a10ac031.png[/IMG][/QUOTE]
You accidentally the code
[QUOTE=Quark:;31099990]So is it safe to assume that it moves around and sways different shades of blue/green to look incredibly sexy?[/QUOTE]
Pretty much. Here are some examples of what it generates:
[img]http://img231.imageshack.us/img231/8617/perlin001.jpg[/img][img]http://i.imgur.com/OUvRK.jpg[/img][img]http://i.imgur.com/Tfd0t.jpg[/img][img]http://i.imgur.com/XjAQ3.jpg[/img][img]http://i.imgur.com/2Tq4j.jpg[/img][img]http://i.imgur.com/uZBqL.jpg[/img][img]http://i.imgur.com/yonSG.jpg[/img][img]http://i.imgur.com/kh8E9.jpg[/img][img]http://i.imgur.com/7M23A.jpg[/img]
(they are not animated btw)
[QUOTE=Quark:;31100183]You accidentally the code[/QUOTE]
trying to do gaussian blur
[QUOTE=Dlaor-guy;31100235]Pretty much. Here are some examples of what it generates:
[img]http://img231.imageshack.us/img231/8617/perlin001.jpg[/img][img]http://i.imgur.com/OUvRK.jpg[/img][img]http://i.imgur.com/Tfd0t.jpg[/img][img]http://i.imgur.com/XjAQ3.jpg[/img][img]http://i.imgur.com/2Tq4j.jpg[/img][img]http://i.imgur.com/uZBqL.jpg[/img][img]http://i.imgur.com/yonSG.jpg[/img][img]http://i.imgur.com/kh8E9.jpg[/img][img]http://i.imgur.com/7M23A.jpg[/img]
(they are not animated btw)[/QUOTE]So the background isn't animated, or are those screenshots of it running in one go? Can you make a gif?
[QUOTE=Quark:;31100301]So the background isn't animated, or are those screenshots of it running in one go? Can you make a gif?[/QUOTE]
Nah, I just let it generate multiple images with different seeds. It wouldn't be feasable to make it animated because it takes roughly half a second to generate 1 frame of it...
Ahh, gotcha. :)
[QUOTE=Dlaor-guy;31100351]Nah, I just let it generate multiple images with different seeds. It wouldn't be feasable to make it animated because it takes roughly half a second to generate 1 frame of it...[/QUOTE]
generate it once, run it through a frag shader that shifts colors over or something similar every frame after that.
[QUOTE=Dlaor-guy;31099646]As I said, the background is very low frequency perlin noise. It's not a shader, I just have a large background texture which I traverse pixel by pixel, and then assign mostly blue and green values to it depending on the current noise value.
I'm using the LibNoise library, it's pretty nice:
[url]http://libnoisedotnet.codeplex.com/[/url][/QUOTE]
There's also this port: [url]http://forums.create.msdn.com/forums/p/47066/281844.aspx[/url]
Unfortunately they don't seem interested in releasing the changes they mention in the thread. Despite me bugging them on twitter.
[QUOTE=Generous Feller;31097023]I've starting remaking a scifi platform shooter I started working on a long time ago. THIS TIME though it will be HTML5.
[IMG]http://img835.imageshack.us/img835/5544/screenshotty2.png[/IMG]
And not only does this game have classic platform shooting but will also feature such fun things as dog fights in space (which I haven't done yet but hopefully will)[/QUOTE]
Just a little update on the info above. I've added the basics for some action packed space battles but it's not pretty yet.
In this game you basically choose which planet to go to, each with a separate set of levels and after choosing a planet you have to go into one of these space battles to destroy the guard ships around the planet.
I'll probably make at least one of the boss fights use the space battle system but most all of the game is platform shooter.
After two days of work, great help from the author of a specific article and some patience, I can now start writing my Entities in Lua:
[cpp]
...
LUA_CONSTRUCTOR(Entity)
LUA_ARG_INTEGER()
LUA_ENDCONSTRUCTOR(Entity)
LUA_FUNCTIONS(Entity)
LUA_FUNCTION("New", &Entity::Lua_New)
LUA_FUNCTION("GetBounds", &Entity::Lua_GetBounds)
LUA_FUNCTION("GetPosition", &Entity::Lua_GetPosition)
LUA_FUNCTION("SetPosition", &Entity::Lua_SetPosition)
LUA_FUNCTION("GetRotation", &Entity::Lua_GetRotation)
LUA_FUNCTION("SetRotation", &Entity::Lua_SetRotation)
LUA_FUNCTION("GetHealth", &Entity::Lua_GetHealth)
LUA_FUNCTION("SetHealth", &Entity::Lua_SetHealth)
LUA_FUNCTION("GetEntityType", &Entity::Lua_GetEntityType)
LUA_FUNCTION("Update", &Entity::Lua_Update)
LUA_FUNCTION("GetNetworkedVar", &Entity::Lua_GetNetworkedVar)
LUA_FUNCTION("SetNetworkedVar", &Entity::Lua_SetNetworkedVar)
LUA_ENDFUNCTIONS()
[/cpp]
[lua]
-- Instantiate from Entity class
TestEntity = Entity:New(-1)
function TestEntity:SetupNetvarTable()
self.Name = "Bob"
self:SetNetworkedVar( 0, "string", self.Name )
end
function TestEntity:GetName()
return self:GetNetworkedVar( 0 )
end
...
print("Testing Entity inheritance:")
local myentity = TestEntity:New(-1)
myentity:SetupNetvarTable()
local name = myentity:GetName()
print("myentity:GetName() == " .. name)
[/lua]
[quote]
Finished loading 'general.lua'
Lua: Registering 'Lua.Server' ...
Lua: Registering 'Lua.Entity' ...
Testing Server:GetCVAR:
sv_gamemode: Development
Testing the BitOp:
1 << 2 == 4
Testing Entity inheritance:
myentity:GetName() == Bob
Gamemode: Development
[/quote]
[QUOTE=DevBug;31103843]After two days of work, great help from the author of a specific article and some patience, I can now start writing my Entities in Lua:
...[fucking new edit window screwing with [code] tags]...[/QUOTE]
Could I maybe see the source for that? I've sort of been trying to do dynamic lua function loading and psuedoclasses like that for some time now, although in C#. Though I want to start using C++ again soon (I tried it a few years ago and found it slightly annoying, I had a problem using SFML where a sf::vector2f seemed to randomly change its value over time in a way not intended by me, and I couldn't figure out why, so I gave up :v:)
[media]http://www.youtube.com/watch?v=nWJYy0RDMpo[/media]
Quick video of character customization and randomization.
[QUOTE=Parakon;31105074][media]http://www.youtube.com/watch?v=nWJYy0RDMpo[/media]
Quick video of character customization and randomization.[/QUOTE]
Lower the walking Up / Down speed or raise the Left / Right speed if you didn't notice
[QUOTE=Parakon;31105074]-video- Quick video of character customization and randomization.[/QUOTE]
Oh god, that so reminds me of Space Station 13 for some reason.
No surprize there, that's basically what it is. There's also some inspiration from the two alien movies, I find watching related movies helps with motivation.
[editline]14th July 2011[/editline]
[QUOTE=Orki;31105412]Lower the walking Up / Down speed or raise the Left / Right speed if you didn't notice[/QUOTE]
Not sure that's the issue, I think it's more to do with things not being centered or something. I've fiddled with the speed in various ways and it hasn't changed anything.
[QUOTE=bobthe2lol;31104543]Could I maybe see the source for that? I've sort of been trying to do dynamic lua function loading and psuedoclasses like that for some time now, although in C#. Though I want to start using C++ again soon (I tried it a few years ago and found it slightly annoying, I had a problem using SFML where a sf::vector2f seemed to randomly change its value over time in a way not intended by me, and I couldn't figure out why, so I gave up :v:)[/QUOTE]
I wouldn't trust my code; it's probably not the best method to do things.
[QUOTE=Dlaor-guy;31099646]As I said, the background is very low frequency perlin noise. It's not a shader, I just have a large background texture which I traverse pixel by pixel, and then assign mostly blue and green values to it depending on the current noise value.
I'm using the LibNoise library, it's pretty nice:
[url]http://libnoisedotnet.codeplex.com/[/url][/QUOTE]
What is the FPS like? I remember my map generator thing would take a few seconds to generate an 800x600 image in C++, which wouldnt be very considerate for a game
Working on an online multiplayer tower defense game in C#/XNA.
Basically, one player spawns monsters and one player spawns towers. I've made it so almost all of the logic is server sided, so it's not really possible to cheat...
I have hosting and connecting to servers down. I also have a Packet class that can read and write a variety of different data types. I wrote a manager that allows me to "bind" packets--that is, supply a packet ID (a byte) and a Lambda to call when the packet is received.
I also worked for a little bit on the method of receiving packets. It's TCP, so there's no packet loss. Originally, I didn't think that more than one packet/not all of a packet would be sent, so I worked on something that allows me to continually write to a Packet as it comes in, and start a new one when the current Packet is finished. It works!
I'm debating what to do about servers. It's a two-player game, so I'm thinking that players should host their own servers. I don't know if players should be able to choose the port to host on, allowing more freedom, or restrict them to one port, which would reduce confusing and enforce consistency.
[QUOTE=Richy19;31107004]What is the FPS like? I remember my map generator thing would take a few seconds to generate an 800x600 image in C++, which wouldnt be very considerate for a game[/QUOTE]
[QUOTE=Dlaor-guy;31100351]Nah, I just let it generate multiple images with different seeds. It wouldn't be feasable to make it animated because it takes roughly half a second to generate 1 frame of it...[/QUOTE]
[img]http://i.imgur.com/AR3YC.png[/img]
Here's my OpenGL progress :v:
Started working on my Top Down Flash game again this week.
I improved/changed some small things as well as finishing the main parts of the shop and adding build-able sentries.
[img]http://i.imgur.com/GkVZK.png[/img]
I haven't balanced them yet so when I was messing around with them it made the game really easy. So just for the hell of it I changed it so Mini-gunners spawn every 50 milliseconds, crazy stuff :D.
[img]http://i.imgur.com/IEjxK.png[/img]
After I do some more work on the game I might make another video showing off some new features, hopefully with sound this time.
Java just got all meta.
[code]
package test;
public class Main
{
public static void main(String[] args)
{
try
{
Class[] weapons = Main.class.getDeclaredClasses();
for (Class weapon : weapons)
if (Weapon.class.isAssignableFrom(weapon)
&& !weapon.equals(Weapon.class))
System.out.println(weapon);
}
catch (Exception e)
{
e.printStackTrace();
}
}
public class Weapon {}
public class Duck {}
public class Machinegun extends Weapon {}
public class RocketLauncher extends Weapon {}
public class RPG7 extends RocketLauncher {}
public class Crowbar extends Weapon {}
public class Mallard extends Duck {}
}
[/code]
Output:
[code]
class test.Main$Crowbar
class test.Main$RPG7
class test.Main$RocketLauncher
class test.Main$Machinegun
[/code]
Now, if I were making a game, for instance, I would only have to update the code to add more guns, enemy types, etc. Everything can be automagical.
[img]http://imgur.com/BOa2f.png[/img]
To the untrained eye this might look like a screen shot of a white background with a red square and an uneven green square drawn behind it.
It's actually the debug display for the optimization of the top down tile engine I am developing for my entry for the game compo. Python didn't like drawing and updating and checking collisions for 1600 tiles so I made it only do these things nearby entities. In this case, the player. It works out to be on average 5-6 tiles and I only check it when the entity moves.
[QUOTE=Eudoxia;31059918]An example of a shape-changing dialog, translated from C++ to Lisp.
[IMG]http://img29.imageshack.us/img29/7497/commonqt6.png[/IMG]
61/556 pages translated.[/QUOTE]
Lisp/FFI package? (Is common-qt on QuickLisp? I've been in Clojure-land for too damn long...)
Guess who just managed to get an entirely non-deprecated OpenGL application to work...
[img]http://i.imgur.com/b5AvU.png[/img]
Shaders and VBOs, all working in beautiful harmony :D
[QUOTE=SupahVee;31108893][media]http://www.youtube.com/watch?v=aKa-7_FidE0[/media][/QUOTE]
Stop making our productivity look worse. It already looked pretty bad.
[QUOTE=SupahVee;31108893][media]http://www.youtube.com/watch?v=aKa-7_FidE0[/media][/QUOTE]
Thank you for watching. Remember if you want to preorder visit wolfire.com/preorder. :v:
[sp]I know the original is different[/sp]
Great work !
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