[QUOTE=Sophei;15922847]started my habbo 'clone' for experience.
I fucking love 2d arrays[/QUOTE]
haha, looks pretty cool. What library / language are you using?
C++, DirectX
Probably not the easiest choice for a beginner lol.
[QUOTE=Sophei;15922847]started my habbo 'clone' for experience.
[img]https://files.getdropbox.com/u/99765/1.png[/img]
I fucking love 2d arrays[/QUOTE]
No she's mine.
Hi, question again, mkay?
I have some objects moving, and I have an air resistance value, which goes from 0 meaning maximum resistance and 1 meaning no resistance. The trouble with implementing this is frame time, how would I go about incorporating it? If I just multiply the resistance with it I get wrong results obviously.
[code]objectspeed = objectspeed * resistance[/code]
That will work if you do that every frame.
What does approach do?
[editline]08:23PM[/editline]
[QUOTE=nos217;15923492][code]objectspeed = objectspeed * resistance[/code]
That will work if you do that every frame.[/QUOTE]
I need to account in the frame time, so no.
[QUOTE=MADmarine;15922263]I would love to do that, but I have no idea how to do it :([/QUOTE]
I'd imagine the easiest way is to start out with a map of random noise of walls and no walls, with a start and finish spot. Then have it start at the start spot, and make a path to the finish with randomized motion that tries to get to the finish, not just random motion until it stumbles on the finish.
Ohhh right sorry. I didn't read you're post right.
Still rough around the edges, and I haven't optimized anything at all yet - but here's the latest build of my engine (complete with particle editor).
[url]http://img.garry.tv/Botch/BT_2009_07_08.zip[/url]
In the particle editor click on gallery at the bottom and you can browse few a few different effects I made while I was coding it.
I was about to say, your code looks far from optimal, garry.
What code
[QUOTE=MADmarine;15918344]
[img]http://filesmelt.com/Imagehosting/pics/cf4e6695d09d98a8e40975f7ef2b6974.png[/img][/QUOTE]
Looks like something you'd expect on the iPhone
[QUOTE=garry;15927883]Still rough around the edges, and I haven't optimized anything at all yet - but here's the latest build of my engine (complete with particle editor).
[url]http://img.garry.tv/Botch/BT_2009_07_08.zip[/url]
In the particle editor click on gallery at the bottom and you can browse few a few different effects I made while I was coding it.[/QUOTE]
The particle editor is sweet
Quick question - Why does the launcher.exe use 25% of my Quad core even though there's no bugs in there?
Garry, I'm in love with your GUI usage. What is that?
He's using [url=http://www.devcomponents.com/dotnetbar/]DotNetBar[/url].
[QUOTE=garry;15928444]What code[/QUOTE]
The Clever Dan used reflector to dump the source(and optionally export to a project).
Made some textures for my balls, going to add cube maps and shadows soon.
[img]http://filebox.me/files/3gyxsy0z6_WIP8.jpg[/img]
Very nice
[editline]09:55PM[/editline]
this thread makes me realize how much of a beginner I am to programming
[QUOTE=r4nk_;15932697]Made some textures for my balls, going to add cube maps and shadows soon.
[img]http://filebox.me/files/3gyxsy0z6_WIP8.jpg[/img][/QUOTE]
Very nice, just get those shadows in :D
[QUOTE=MADmarine;15922263]I would love to do that, but I have no idea how to do it :([/QUOTE]
There's a shitload of tutorials out there, I remember following a really good one but I can't find it anymore.
[editline]03:20AM[/editline]
Here, by the end of part 4 of this one you should have a nice maze:
[url]http://dirkkok.wordpress.com/dungeon-generation-article-series/[/url]
-snop-
[QUOTE=r4nk_;15932697]Made some textures for my balls[/QUOTE]
tehehehee
[QUOTE=nullsquared;15929182]Garry, I'm in love with your GUI usage. What is that?[/QUOTE]
I was using wxWidgets but I dumped it, because even though it all worked and stuff, it looked like ass. And I have no intention of making my shit work on any other platform, so my tools are all coded in managed c++ with .net now.
The only downside is that the dotnetbar dll is as big (if not bigger) than the wxwidgets dll. It's pretty annoying because you can compile it from the source and it will be 1/10th the size - but the dll you have to distribute is all encoded and shit (the real word for it excapes me right now) - which adds a lot of extra size. Cunts.
[editline]11:40AM[/editline]
[QUOTE=Sc00by22;15929051]The particle editor is sweet
Quick question - Why does the launcher.exe use 25% of my Quad core even though there's no bugs in there?[/QUOTE]
Probably cuz it's pumping out about 2000 fps!
I want to make a simple raytracer so I started out with making pictures using some random math formulas
[URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/45c200img.png[/IMG][/URL]
trippy
[QUOTE=garry;15937764]Probably cuz it's pumping out about 2000 fps![/QUOTE]
Doing what? It should have minimal CPU usage when there is nothing to do.
Anyway, friggen awesome. The curvey lines are epic, I like it how the red lines for random range 'move' as you change an early point.
Great job. I hope you make it free for use or open source.
[editline]07:08PM[/editline]
[QUOTE=ZomBuster;15938181]picture[/QUOTE]
I will obey.
[QUOTE=ZomBuster;15938181]I want to make a simple raytracer so I started out with making pictures using some random math formulas
trippy[/QUOTE]
You should put that in media tags or something because that just hurt my eyes like fuck.
[QUOTE=Sophei;15938209]You should put that in media tags or something because that just hurt my eyes like fuck.[/QUOTE]
It's horrible when scrolling
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