• What are you working on?
    1,001 replies, posted
[QUOTE=unironically;15945134]processing [url=http://synthiac.net/header.jar]:D[/url][/QUOTE] Utterly sexy :D
[QUOTE=Kylegar;15954289][img]http://www.kylegar.net/stuff/coollines.PNG[/img] twas a cool bug.[/QUOTE] I think the tiles only-really-noticable-from-the-bloom on the inside of the actual red path looks kinda suited, unless you're really going for an all out retro-style.
[QUOTE=jjjohan;15954953]I think the tiles only-really-noticable-from-the-bloom on the inside of the actual red path looks kinda suited, unless you're really going for an all out retro-style.[/QUOTE] Actually, the bloom bleeding into the path is what I was going for. I lowered the blur values for greens, and upped them for red.
I'm doing some PHP telephony stuff. Will be fun when it's done (and probably expensive!)
[QUOTE=Spartan117;15949299][url]http://cs-sdl.sourceforge.net/index.php/Main_Page[/url][/QUOTE] SDL.NET != SDL_net
Working on a GUI library for SFML.
[QUOTE=efeX;15957975]Working on a GUI library for SFML.[/QUOTE] yay i love gui library's
Eh, swansong of my utter shite tile engine I threw together in five minutes - it's a shit Tron clone meant to demonstrate setters and getters for the Player and Matrix classes that I was using. I plan to dump it and take a break from messing around with shapes for quite a bit, resolution indepdendence is becoming a bitch to mantain and handle. [media]http://www.cubeupload.com/files/c6e400untitled.png[/media]
[QUOTE=HubmaN V2;15954260]Actually, yeah, I'm using a mouse. What I'm doing is I'm using a generic "grid" system where you can pass a simplified grid position or a pair of coordinates and you'd get the other. When a mouse clicks somewhere, it's coordinates are sent to the "grid helper" which runs through the entire array (that's how I handle simple grid-position-to-coordinate work, I just pass the simplified grid location on and use it as a subscript) and finds the number stored with the least difference and uses that as the "grid" position - which then happily gets passed on to the actual "matrix" controller itself which increments the value at bob[grid value x][grid value y] - to render it, the "draw" function then runs through bob finding out how many squares it has to render (let's say anything with a value over zero) and then makes a dynamic array of type GenericSquare (let's keep it like that, it's another helper function that I wrote that handles rendering and repositioning of blocks according to simplified grid positions) [number of squares which I have to render], and then goes through bob and assigns a position and color to each block in the array of blocks based on the subscript and the value - hopefully the number of blocks I have to render in the dynamic array will match the number of values in bob that indicate they *have* to be rendered. It's doing that for every frame - thank god SFML's drawing functions are bunged out on top of OpenGL. Actually, a better word would be "tile engine".[/QUOTE] Wow, that's pretty much [B]exactly[/B] what I'm doing. A tile engine haha. I suppose so :D. I've left it flexible so that the amount of boxes on the x and y axises can be changed.
[QUOTE=Kylegar;15955238]Actually, the bloom bleeding into the path is what I was going for. I lowered the blur values for greens, and upped them for red.[/QUOTE] I think he means that you should [B]only[/B] see the grey grid lines when there is bloom over it. That would be pretty cool.
[QUOTE=nos217;15958451]Wow, that's pretty much [B]exactly[/B] what I'm doing. A tile engine haha. I suppose so :D. I've left it flexible so that the amount of boxes on the x and y axises can be changed.[/QUOTE] Well, I'm dumping it - handling all of that abstraction was too much. It wasn't designed to be a tile engine, it "became" a tile engine, so I'll redo it some day. I quite liked the dynamic array of shapes from another array stuff, though, I'll reuse that somewhere else.
[QUOTE=A Gnome;15958452]Workin' on some Farcry 2 maps.[/QUOTE] Is that even programming? Can you even import your own models yet? Pointless map editor if you can only build with their game assets
[QUOTE=HubmaN V2;15958463]Well, I'm dumping it - handling all of that abstraction was too much. It wasn't designed to be a tile engine, it "became" a tile engine, so I'll redo it some day. I quite liked the dynamic array of shapes from another array stuff, though, I'll reuse that somewhere else.[/QUOTE] Save the header :D.
[QUOTE=A Gnome;15958522]Ok? It's still awesome. Game itself not so much, their engine is much more 'high tech' then the Source engine. + It's much more easier.[/QUOTE] Doesn't matter if it's high tech, there's no SDK or anything. This is the programming section, I think this is the section you're looking for [url]http://www.facepunch.com/forumdisplay.php?f=38[/url]
Yeah, in the wrong section
[QUOTE=A Gnome;15958597]Nobody said anything about programming.[/QUOTE] You are in the Programming section: Home > Facepunch > Hardware and Software > [b]Programming[/b] > What are you working on? [QUOTE=A Gnome;15958597]it doesn't have to do with coding or something.[/QUOTE] That's the problem, sir. It should.
[QUOTE=A Gnome;15958597]Dude, I am working on that. Nobody said anything about programming. I am working on the map from nothing. it doesn't have to do with coding or something. Did you even work with the Farcry 2 Editor?[/QUOTE] Oh you're just trolling, well played. If not, [url]http://en.wikipedia.org/wiki/Computer_programming[/url]
you guys are making me feel really underacomplished
[QUOTE=nos217;15958525]Save the header :D.[/QUOTE] Eh, I'll try ridding it of its dependence on the grid helper class. Thanks for the encouragement, though - if you want I'll send you a copy to stash. A note for anyone using SFML, though - creating an array of SFML objects will result in a crash - or has anyone managed do to it? I'm trying to display an array of sf::Strings - I managed to do it earlier with wrapper classes, but making one would be overkill. Here's what I'm trying to do... [code]#include <iostream> #include <string> #include <SFML/Graphics.hpp> #define MAXSTRINGS 40 int main(){ std::cout << "sanity check!"; sf::RenderWindow App(sf::VideoMode(800, 800, 32), "TextBoard"); //window sf::Event Event; //event handler const sf::Input& Input = App.GetInput(); //reference realtime event handler sf::Clock Clock; //clock for framerate - independent stuff //decoupled properties, indexes should correspond std::string Strings[MAXSTRINGS]; //holds strings int Positions[MAXSTRINGS][2]; //holds position of strings [0] is x, [1] is y //other traits can be done like this //setting strings to blank for(int i = 0; i < MAXSTRINGS; ++i){ Strings[i] = "0"; } //setting positions to 0,0 for(int i = 0; i < MAXSTRINGS; ++i){ for(int j = 0; j < 2; ++i){ Positions[i][j] = 0; } } //a test string. Strings[0] = "ballsack"; Positions[0][0] = 100; Positions[0][1] = 200; while(App.IsOpened()){ while(App.GetEvent(Event)){ } App.Clear(sf::Color::White); //START MASSIVE BLOCK //count the number of strings to draw, store it in numstrings int numstrings = 0; for(int i = 0; i < MAXSTRINGS; ++i){ if(Strings[i] != "0") ++numstrings; } std::cout << "strings counted\n"; sf::String* toRender = new sf::String[numstrings]; //go through them one by one and fill in the details, hopefully the number of sf::Strings will match the number of non-null entries int currstring = 0; for(int i = 0; i < numstrings; ++i){ if(Strings[i] != "0"){ toRender[currstring].SetText(Strings[i]); toRender[currstring].SetPosition(Positions[i][0], Positions[i][1]); toRender[currstring].SetColor(sf::Color::Black); ++currstring; } } //render them all for(int i = 0; i < numstrings; ++i){ std::cout << "another string rendered\n"; App.Draw(toRender[i]); } //END MASSIVE BLOCK App.Display(); } return 0; } [/code] Just in case, I'll make a wrapper class and see if it works - failing that, compile 2.0, and failing [i]that[/i] I go to the official forums and take it up with what's-his-name himself. Failing that, I reach my grubby hands into the DarkGDK. Hell, if shader creation is covered in 4 pages I sure as hell can wean myself off it when I move onto something respectable.
+`
My raytracer works! [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/c26a00ball.gif[/IMG][/URL] :frogc00l: My vector code is still a mess tough , need to clean that up a lot.
[QUOTE=HubmaN V2;15959019]Eh, I'll try ridding it of its dependence on the grid helper class. Thanks for the encouragement, though - if you want I'll send you a copy to stash. A note for anyone using SFML, though - creating an array of SFML objects will result in a crash - or has anyone managed do to it? I'm trying to display an array of sf::Strings - I managed to do it earlier with wrapper classes, but making one would be overkill. Here's what I'm trying to do... [code]#include <iostream> #include <string> #include <SFML/Graphics.hpp> #define MAXSTRINGS 40 int main(){ std::cout << "sanity check!"; sf::RenderWindow App(sf::VideoMode(800, 800, 32), "TextBoard"); //window sf::Event Event; //event handler const sf::Input& Input = App.GetInput(); //reference realtime event handler sf::Clock Clock; //clock for framerate - independent stuff //decoupled properties, indexes should correspond std::string Strings[MAXSTRINGS]; //holds strings int Positions[MAXSTRINGS][2]; //holds position of strings [0] is x, [1] is y //other traits can be done like this //setting strings to blank for(int i = 0; i < MAXSTRINGS; ++i){ Strings[i] = "0"; } //setting positions to 0,0 for(int i = 0; i < MAXSTRINGS; ++i){ for(int j = 0; j < 2; ++i){ Positions[i][j] = 0; } } //a test string. Strings[0] = "ballsack"; Positions[0][0] = 100; Positions[0][1] = 200; while(App.IsOpened()){ while(App.GetEvent(Event)){ } App.Clear(sf::Color::White); //START MASSIVE BLOCK //count the number of strings to draw, store it in numstrings int numstrings = 0; for(int i = 0; i < MAXSTRINGS; ++i){ if(Strings[i] != "0") ++numstrings; } std::cout << "strings counted\n"; sf::String* toRender = new sf::String[numstrings]; //go through them one by one and fill in the details, hopefully the number of sf::Strings will match the number of non-null entries int currstring = 0; for(int i = 0; i < numstrings; ++i){ if(Strings[i] != "0"){ toRender[currstring].SetText(Strings[i]); toRender[currstring].SetPosition(Positions[i][0], Positions[i][1]); toRender[currstring].SetColor(sf::Color::Black); ++currstring; } } //render them all for(int i = 0; i < numstrings; ++i){ std::cout << "another string rendered\n"; App.Draw(toRender[i]); } //END MASSIVE BLOCK App.Display(); } return 0; } [/code] Just in case, I'll make a wrapper class and see if it works - failing that, compile 2.0, and failing [i]that[/i] I go to the official forums and take it up with what's-his-name himself.[/QUOTE] Nah I have my own and it's completely independent :). The map maker is split into 6 headers and a cpp, and they are all independent except from 2. One needs a header that converts the mouse x and y axises into a box on the grid.
[QUOTE=nos217;15959128]Nah I have my own and it's completely independent :). The map maker is split into 6 headers and a cpp, and they are all independent except from 2. One needs a header that converts the mouse x and y axises into a box on the grid.[/QUOTE] Actually, I have that split up too - I'm reusing the drawing code in this toy. [editline]06:36PM[/editline] [QUOTE=ZomBuster;15959125]My raytracer works! [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/c26a00ball.gif[/IMG][/URL] :frogc00l: My vector code is still a mess tough , need to clean that up a lot.[/QUOTE] Oh god, it works with red-blue anaglyph glasses. I *knew* the red-blue flashes on the side weren't accidental... or were they? :downs:
[QUOTE=ZomBuster;15959125]My raytracer works! [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/c26a00ball.gif[/IMG][/URL] :frogc00l: My vector code is still a mess tough , need to clean that up a lot.[/QUOTE] Nice :P. Looking good.
[QUOTE=ZomBuster;15959125]My raytracer works! [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/c26a00ball.gif[/IMG][/URL] :frogc00l: My vector code is still a mess tough , need to clean that up a lot.[/QUOTE] Hey, it actually looks like a sphere now! Congrats :P.
[img]http://users.d2k5.com/Noctune9/files/BoostWat.png[/img] Seriously wat.
Haha
Is that a class of a class of a class of a class of a class etc? Haha.
[QUOTE=nos217;15959578]Is that a class of a class of a class of a class of a class etc? Haha.[/QUOTE] Actually namespace, not class :) You could try deleting the intellisense database if it's somehow blocking development (in your solution-folder <solution_name>.ncb).
It's gone now. I think it might have been boost's foreach which confused intellisense for some obscure reason.
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