• What are you working on?
    1,001 replies, posted
[QUOTE=Deco Da Man;15938191]Doing what? It should have minimal CPU usage when there is nothing to do.[/QUOTE] Its always spins as fast as it can. It's in development, I want to see how high the FPS is.
Wow pumping out a pure blue screen in D3D is giving me strange thoughts.
[media]http://www.youtube.com/watch?v=Gxfxo0rh0vM[/media] Quick video I made to show the map maker. It's pretty simple.
Ooh, stylish :).
Cool. I'd make the eraser tool appear over the top of the blocks so you can see what you are deleting. Also a straight line tool would be useful where you click one point, hold down shift and click somewhere else or something.
How does fraps and shit capture video of gameplay so quickly? I tried to dump screenshots in my engine and could barely reach 10fps.
An extremely low compression rate?
[QUOTE=Jallen;15939526]Cool. I'd make the eraser tool appear over the top of the blocks so you can see what you are deleting. Also a straight line tool would be useful where you click one point, hold down shift and click somewhere else or something.[/QUOTE] Actually the brush does that as well, I still need to fix that. Thanks for noticing :D. And this is something I'll definately try, thanks for the idea. [QUOTE=jjjohan;15939442]Ooh, stylish :).[/QUOTE] Thanks :).
[QUOTE=HubmaN V2;15939854]An extremely low compression rate?[/QUOTE] Fraps doesn't compress videos at all. And it still lags.
[QUOTE=HubmaN V2;15939854]An extremely low compression rate?[/QUOTE] No, the saving shit didn't take any time at all, it was the actual capturing that took the time.
[QUOTE=garry;15940012]No, the saving shit didn't take any time at all, it was the actual capturing that took the time.[/QUOTE] Oh, hmm...
I'm working on picking up C#. Nothing interesting to show really.
You might want to look at the FOSS Fraps-like Taksi. (to Garry) [url]http://taksi.sourceforge.net/[/url]
[QUOTE=garry;15940012]No, the saving shit didn't take any time at all, it was the actual capturing that took the time.[/QUOTE] Well, if you are capturing at 2000 FPS...
[QUOTE=HubmaN V2;15940054]You might want to look at the FOSS Fraps-like Taksi. (to Garry) [url]http://taksi.sourceforge.net/[/url][/QUOTE] That looks good, but it seems to be low fps judging from the screenshots. Fraps can capture 1024 x768 at 60fps.. it must be doing some crazy shit I guess..
taksi is old and doesn't record sound
[QUOTE=Xeon06;15933262]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][/QUOTE] Thanks dude, looking through that has been really helpful! As soon as I finish getting this game how I want it I'm gonna start work on random mazes using this.
Doesn't matter as it is - sound is treated separately from capturing the actual frames. I doubt Botch even has sound output as it is. But yes, it's limited.
[QUOTE=garry;15940163]That looks good, but it seems to be low fps judging from the screenshots. Fraps can capture 1024 x768 at 60fps.. it must be doing some crazy shit I guess..[/QUOTE] Technically you could have a look at the demo recording function from the Source engine just to see how it really works.
[QUOTE=garry;15940163]That looks good, but it seems to be low fps judging from the screenshots. Fraps can capture 1024 x768 at 60fps.. it must be doing some crazy shit I guess..[/QUOTE] What about storing the position of the sprites, particle effects, etc. in a file and then rendering that file to a video after you are done recording? I think that's how the source demo thingy works.
Yeah it does and then plays it back at a slow framerate but saving all of the frames. Then you put them together in VirtualDub or anything like that. You can get libraries that record things into frames. Look into that.
Yeah but why bother doing all that shit if you can have a button that captures it to video straight away..
Well if you did all of that and then made a button in your program that recorded then you would be set up for life :buddy:. I'm pretty sure some of them can encode as well.
But you're still at the same problem, except you're making it less obvious. Your Method: Record all action to a file, at end encode to movie file (slowly) My Method: Record all action to a movie. I'll just use fraps.
Good idea :D. I would only really do what I suggested if I was releasing some sort of commercial application that people were likely going to want to record. That way it's easier for the user.
[img]http://imgkk.com/i/UizT6m3l.png[/img] Scaled portals are proving to be a pain in the ass. Notice how it's not 100% seamless like non-scaled portals... It's the same object, but the lighting calculations are slightly different between the two different sized worlds, so it's being a bitch. Fuck.
Couldn't you make what you did for the old engine and let the light go through through the portals? Or is this really expensive?
Or blur the seam?
[QUOTE=ZeekyHBomb;15941143]Couldn't you make what you did for the old engine and let the light go through through the portals? Or is this really expensive?[/QUOTE] The problem is that I do indeed do this. It's just that scaled portals totally fuck everything up, including the light that passes through. It's hard to explain - I'll just have to keep working on it and see where it goes.
[QUOTE=nullsquared;15941245]The problem is that I do indeed do this. It's just that scaled portals totally fuck everything up, including the light that passes through. It's hard to explain - I'll just have to keep working on it and see where it goes.[/QUOTE] This sounds like one of those really fun parts of programming. Not.
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