• What are you working on?
    1,001 replies, posted
[QUOTE=nullsquared;15982314]Well, those are all placeholders. We're working on the actual design and beginning levels right now.[/QUOTE] i was commenting more on the lighting technique which looks like someone splooged a massive load all over the walls
[QUOTE=nullsquared;15982314]Well, those are all placeholders. We're working on the actual design and beginning levels right now.[/QUOTE] make gm_construct for a laugh :v: Well I guess the community can do that if you have a map editor or something
As far as I'm aware, the whole thing [b]IS[/b] one big level editor with no story or campaign.
Well I think the whole level geometry is just one big mesh. Might not be.
[QUOTE=X-Neon;15982478]As far as I'm aware, the whole thing [b]IS[/b] one big level editor with no story or campaign.[/QUOTE] Nope. There's a WYSIWYG editor, yes, but you can also play levels. That's the whole point of having an editor in the first place. [editline]02:32PM[/editline] [QUOTE=qurl;15982495]Well I think the whole level geometry is just one big mesh. Might not be.[/QUOTE] It is. The engine doesn't differentiate between "level geometry" and "dynamic geometry" and "static geometry", etc. The level is simply one big prop with infinite mass (mass = 0). [editline]02:32PM[/editline] [QUOTE=unironically;15982351]i was commenting more on the lighting technique which looks like someone splooged a massive load all over the walls[/QUOTE] The lighting technique is pretty regular, it highly depends on the textures in use.
[QUOTE=qurl;15981370]inverted corners and tile selection [url]https://files.getdropbox.com/u/99765/chatbox_3.png[/url][/QUOTE] What are you making that with?
[QUOTE=Sippeangelo;15982659]What are you making that with?[/QUOTE] C++ and DirectX using Habbo art as placeholders. He/She said so some pages earlier..
[QUOTE=nullsquared;15982523]Nope. There's a WYSIWYG editor, yes, but you can also play levels. That's the whole point of having an editor in the first place. [/QUOTE] Yes, that's obvious, but he was wondering whether only the devs would be able to make maps or whatever. I'm not very good at making myself clear.
[QUOTE=X-Neon;15982760]Yes, that's obvious, but he was wondering whether only the devs would be able to make maps or whatever. I'm not very good at making myself clear.[/QUOTE] Of course not, the community will be able to make anything it wants.
[QUOTE=unironically;15982278]i love the "wet" textures and coder design[/QUOTE] Those are reflections :downs:.
[QUOTE=nos217;15983391]Those are reflections :downs:.[/QUOTE] No they aren't, it's normal / bump mapping / specular. :downs: And the effect makes the walls look wet.
"Specular reflection is the mirror-like reflection of light."
[IMG]http://i32.tinypic.com/2i0yznp.png[/IMG] My Tetris is coming along. It still has a few bugs (you can rotate pieces into other pieces) and it's not feature complete yet (full rows don't get deleted, no preview, no loosing, no points), but I think I can fix and add all of that tomorrow. And a question to all Java programmers who use NetBeans: If I add a project I made to another project as a library, how can I tell NetBeans to include the library's class files in the jar when building?
Working on some modelling for a friend's research project in Blender.
Right now I'm trying to perfect my Vector2 and Vector3 classes. Right now it has a few features over the SFML Vector classes. Specifically you can increment(++), decremement(--), clamp(limit the size of the vector), set x, y, (z) to 0, 1 or any number you choose. If anyone can think of anything else you do with Vectors let me know. :D
[QUOTE=Chandler;15985289]Right now I'm trying to perfect my Vector2 and Vector3 classes. Right now it has a few features over the SFML Vector classes. Specifically you can increment(++), decremement(--), clamp(limit the size of the vector), set x, y, (z) to 0, 1 or any number you choose. If anyone can think of anything else you do with Vectors let me know. :D[/QUOTE] Do you actually use any of those features? Don't waste your time on "perfecting" such simple utilities. Spend time on what you actually want to get done.
[media]http://www.kylegar.net/stuff/loltv.JPG[/media] It's on my Xbox :D :D :D :D EDIT: Terrible picture quality though
[QUOTE=Robber;15984601] If I add a project I made to another project as a library, how can I tell NetBeans to include the library's class files in the jar when building?[/QUOTE] I think you're going to need to write an Ant script for that. I've never found a way to do that in Netbeans.
I'm learning Haskell and HopenGL when i can get freeGlut working
[QUOTE=PvtCupcakes;15985904]I think you're going to need to write an Ant script for that. I've never found a way to do that in Netbeans.[/QUOTE] Argh, crap. I guess I'll just do it the old way and copy the library's class files into the src folder before building the jar. [editline]12:34AM[/editline] Yeah, it(my Tetris written in Java) is finally playable. It still has the rotating pieces into walls/other pieces bug and crashes if you rotate it into a wall and it's still missing a game over screen, a preview and a score. [url]http://files.getdropbox.com/u/1106779/Tetris.jar[/url] [editline]12:36AM[/editline] I'm going to sleep now. If anyone can find a bug (if someone actually downloads it :frown:), please post it and I'll fix it tomorrow.
[QUOTE=nullsquared;15985319]Do you actually use any of those features? Don't waste your time on "perfecting" such simple utilities. Spend time on what you actually want to get done.[/QUOTE] Well when I said perfecting I meant ironing out the bugs. (Like the one where I forget to make sure clamp checked for negative values. That was a fun bug.) And yes I do use the features. I wouldn't have put them in otherwise. :v:
When I dereference a pointer and pass it as an argument to a function that takes a reference, will the stuff that the pointer points to get copied or will the reference actually be a reference? Stupid question I know.
It will be a reference to what the pointer is pointing to.
That's what I thought, thanks. One more, I have 2 for loops, one nested in the other obviously, and I use iterators, and I need to check if the iterators are the same, basically if i==j. The thing is, I don't know how expensive this is, and is there a function that would tell me the integer position of the iterator so the comparison goes faster? Or should I just count manually?
What's the integer position of an iterator? I guess there is no better way if you don't have any information about the containers. Depending on them you could sort them and thus adapt your algorithm to find equals. Also, why is this in the What are you working on? thread?
Meh I'll just count manually, this is here because garry said it could be here and because it alone is not threadworthy.
Currently I'm fucking with XNA and Trying to register C++ 2008 express, so I can actually develop to my liking with direct x, But right now The fucking Register hangs on that stupid loading screen, I log in but it just fucking hangs!
[QUOTE=wingless;15988505]Currently I'm fucking with XNA and Trying to register C++ 2008 express, so I can actually develop to my liking with direct x, But right now The fucking Register hangs on that stupid loading screen, I log in but it just fucking hangs![/QUOTE] Doesn't XNA work with C#?
[QUOTE=Dansil;15989888]Doesn't XNA work with C#?[/QUOTE] Yes you can only use XNA with c#
Actually XNA is a .NET library so you can use it with any .NET language. C# just has the built in templates and shit.
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