[QUOTE=Quark:;31130832]Anyone else remember how you would bring treats to the school class on your birthday? Well it's my birthday and since I'm not doing anything anyways I'd post content :v:
Changes:
You can save your list to be opened automatically when you start Back2Work.
I tweaked the theme a little bit.
I spilled water all over my crotch.[/QUOTE]
Happy birthday bra~
[QUOTE=SupahVee;31132192]
Cratesssssss :v:[/QUOTE]
I keep trying to make a 3D game, you're making it hard to keep doing that and not go back to 2D :S
Suddenly space dungeon:
[quote][img]http://i.imgur.com/SDh5u.png[/img][/quote]
(note: size of the grid is still undecided)
[QUOTE=Dlaor-guy;31134061]Suddenly space dungeon:
(note: size of the grid is still undecided)[/QUOTE]
Reminds me alot of [url]http://store.steampowered.com/app/104100/?snr=1_200_200_254_103_2[/url]
[media]http://www.youtube.com/watch?v=1AacLVEVhvI[/media]
Music should come soon.
As you can see, we are also having some issues with the alpha depth-sorting on trees.
[QUOTE=Matte;31134730][media]http://www.youtube.com/watch?v=1AacLVEVhvI[/media]
Music should come soon.
As you can see, we are also having some issues with the alpha depth-sorting on trees.[/QUOTE]
How about, in your fragment shader, discarding the fragment if the alpha is 0?
[code]if( colourToOutput.a == 0.0 )
discard;[/code]
[QUOTE=Richy19;31134662]Reminds me alot of [url]http://store.steampowered.com/app/104100/?snr=1_200_200_254_103_2[/url][/QUOTE]
That video was very confusing... :v:
[QUOTE=Ziks;31134835]How about, in your fragment shader, discarding the fragment if the alpha is 0?
[code]if( colourToOutput.a == 0.0 )
discard;[/code][/QUOTE]
What.. How.... What is this black magic? Do you know how long we've had this problem? We are forever grateful!
Give this man a thousand programming kings!
[QUOTE=Matte;31134730][media]http://www.youtube.com/watch?v=1AacLVEVhvI[/media]
Music should come soon.
As you can see, we are also having some issues with the alpha depth-sorting on trees.[/QUOTE]
I had just temporarily given up work on my own minecraft-esque game due to the clusterfuck that was my chunk handling, but your video has inspired me to try again :)
Very nice work, I look forward to seeing more of this!
[QUOTE=Chris220;31135057]I had just temporarily given up work on my own minecraft-esque game due to the clusterfuck that was my chunk handling, but your video has inspired me to try again :)
Very nice work, I look forward to seeing more of this![/QUOTE]
Thanks. Yeah, a voxel engine is great challenge, especially when you get to infinite landscape generation and handling chunks at a pace which doesn't result in lag for the player.
Trying to make creating and working with GUIs under Windows a little easier..
[img]http://localhostr.com/files/TKldMRQ/capture.png[/img]
Source: [url]http://pastebin.com/WqG25YEv[/url]
Success in the form of a PNG! Kept running into access violation errors during debugging until I realized that I was using the release form of SFML 2.0 or whatever.
[QUOTE][IMG]http://dl.dropbox.com/u/8508508/a.png[/IMG][/QUOTE]
[editline]15th July 2011[/editline]
It's in 1366x768 because that's my screen resolution.
[QUOTE=awfa3;31136521]Success in the form of a PNG! Kept running into access violation errors during debugging until I realized that I was using the release form of SFML 2.0 or whatever.
[editline]15th July 2011[/editline]
It's in 1366x768 because that's my screen resolution.[/QUOTE]
I swear it moves slightly when I stare at it :tinfoil:
[img]http://i.imgur.com/o7r7B.png[/img]
Mouse picking. My 2D tiles don't have much (see: any) optimization though, other than rendering each tile to a RenderImage.
I hate that I put my 3D thing on pause, but 2D is so much fun.
[QUOTE=Chris220;31136829]I swear it moves slightly when I stare at it :tinfoil:[/QUOTE]
Slightly? The big one seriously looks like it's animated!
Just started with sfml, hey is it normal to get framerates higher than 400k with only a black screen?
[QUOTE=Chris220;31136829]I swear it moves slightly when I stare at it :tinfoil:[/QUOTE]
If you stare at it when it's full size it will eventually have a solid color throughout it.
[QUOTE=Richy19;31130060]I was just wondering, for those of you that have a bit more experience in GUI creation and such.
How hard would it be to port over the Neoforce controlls to C++ using SFML for the rendering?
[editline]15th July 2011[/editline]
Sweet, just got my college certificates through the post :D I am officially finished.[/QUOTE]
Neoforce is a massive project, and is heavily embedded into XNA - Uses rendertagets heavily, etc.
You can try.
[QUOTE=Chezburger;31137158]Just started with sfml, hey is it normal to get framerates higher than 400k with only a black screen?[/QUOTE]
Depends on your specs hun.
My crap laptop only gets about 2.3k on an empty window.
Crap dell, for those wondering.
Still a weird situation because framerate limits don't see to do shit, I think I made a little mistake somewhere. Same story with V-sync.
Vsync won't help if you're never flipping the screen I guess.
Seems that I forgot something in the basics. Fps is now a more real 400/500 fps, and with v-sync 60 like supposed.
This means there certainly is some learning in the process!
[b]All the numbers - wow... they are all working in harmony. This is so peacefull oh wow... this is good.[/b]
I love sfml
[QUOTE=Lord Ned;31137430]Neoforce is a massive project, and is heavily embedded into XNA - Uses rendertagets heavily, etc.
You can try.[/QUOTE]
What about porting Neoforces theme to something like Gwen
I'm having a real headache trying to figure out how I'm gonna handle all the data for my blocks in my minecraft-like game.
My overall goal is to have a 3 dimensional array in some sort of Chunk class which is filled with block data, and then told to compile it all into a VBO. The issues start arising when it gets down to the gritty details of how exactly I define a block in the first place. I can't seem to come up with any definition that gives me enough flexibility to do all the VBO work inside the chunk, but strong enough that I don't have to have the chunk class define all the vertex data for every corner of every face of every block.
Maybe I should give up for now and come back to it tomorrow, hopefully with some fresh ideas... sort of frustrating though because I really wanted to get something working today but I haven't really achieved anything, despite spending most of the day coding stuff.
Very very very long devlog video is rendering. It will contain:
> Buttons and gates!
> Air streams!
> Puzzle creation from scratch and solving!
[QUOTE=Dj-J3;31099464]Not sure if it was me, but i made one a few months ago.
[url]http://filesmelt.com/dl/Border_Remover5.exe[/url][/QUOTE]
File not found (anymore), mind reuploading to DropBox or something similar?
[QUOTE=Chris220;31138566]I'm having a real headache trying to figure out how I'm gonna handle all the data for my blocks in my minecraft-like game.
My overall goal is to have a 3 dimensional array in some sort of Chunk class which is filled with block data, and then told to compile it all into a VBO. The issues start arising when it gets down to the gritty details of how exactly I define a block in the first place. I can't seem to come up with any definition that gives me enough flexibility to do all the VBO work inside the chunk, but strong enough that I don't have to have the chunk class define all the vertex data for every corner of every face of every block.
Maybe I should give up for now and come back to it tomorrow, hopefully with some fresh ideas... sort of frustrating though because I really wanted to get something working today but I haven't really achieved anything, despite spending most of the day coding stuff.[/QUOTE]
At least try to make a block as small as possible. Try not to make it larger than one or two bytes. Remember that if your chunk is say 32^3, one chunk will contain 32K blocks. This number grows quickly when you make more than one chunk. If you do not need extra data beside the block type (like states for a redstone torch), one byte should suffice. That would give you 256 unique block IDs. Then put these into the chunk data array. Remember to pass them as objects, not references to objects, so if you use C# (dunno about C++), use structs, not classes. A reference will give an extra four unneeded bytes for the pointer. Each chunk should also have a vertex buffer and an offset position. Then you can calculate the vertex buffers based on the block position inside the chunk and the chunk overall position. To calculate vertices, make a function where you return a group of vertices to define a block face based on inpputs such as face direction, block position and block ID.
That's at least somewhat how we do it.
Custom gradient txt files are implemented now!
[QUOTE][IMG]http://dl.dropbox.com/u/8508508/red.png[/IMG][/QUOTE]
This is the gradient file of the image above:
[CODE]
-1.0#661400FF
1.0#FF0000FF
[/CODE]
The number before the # sign is where the color is on the gradient and of course a RGBA hex code for the color follows it.
Moving mari0 to a better AABB collision engine thing. (Thanks to SupahVee)
[img]http://filesmelt.com/dl/usosilly.gif[/img] [img]http://filesmelt.com/dl/collision.gif[/img]
I guess enemies shouldn't collide with each other.
[QUOTE=SupahVee;31140429][media]http://www.youtube.com/watch?v=ht1J-nGpc2g[/media]
Enjoy. :v:[/QUOTE]
"oh yes... I fucked up"
Made me laugh
Sorry, you need to Log In to post a reply to this thread.