Got DLauncher showing the network objects for client and server. Still feels clean as fuck. It's orange when it's being sent updated over the network, red when it's died, and green when it's born.
[img]http://img.garry.tv/Botch/DLauncher3_001.png[/img]
Got some code that might be useful to people coding windows form apps in managed c++, and having problems with the listview flickering when you update or change the background color.. it's pretty much just this code [url]http://stackoverflow.com/questions/442817/c-flickering-listview-on-update[/url] converted. I didn't know what I was doing tbh but just kept fucking around until it compiled.
[code]using namespace System;
using namespace System::ComponentModel;
using namespace System::Collections;
using namespace System::Windows::Forms;
using namespace System::Data;
using namespace System::Drawing;
public ref class ListViewNF : System::Windows::Forms::ListView
{
public:
ListViewNF()
{
//Activate double buffering
SetStyle( ControlStyles::OptimizedDoubleBuffer | ControlStyles::AllPaintingInWmPaint, true);
//Enable the OnNotifyMessage event so we get a chance to filter out
// Windows messages before they get to the form's WndProc
SetStyle(ControlStyles::EnableNotifyMessage, true);
}
protected:
virtual void OnNotifyMessage(Message m) override sealed
{
//Filter out the WM_ERASEBKGND message
if(m.Msg != 0x14)
{
System::Windows::Forms::ListView::OnNotifyMessage(m);
}
}
};[/code]
I'm starting my 2d space shooter. I'm doing it in PyGame (Python bindings for SDL). It's going to take me a while to get something good because I still need to learn Python. :v:
So far I have a big red block as the player's ship, and you can move it back and forth along the bottom of the screen. I was just working on getting to fire bullets, but I haven't really learned how to properly do functions in Python yet. I'll have to start reading that Python book I bought a while back.
[editline]05:55PM[/editline]
Not sure what I should learn first, Python or how to make halfway decent Makefiles.
And to whoever rated me dumb. :argh:
[QUOTE=Sporbie;16003559]I did some half assed line deformation system for my physics engine. I'm not completely happy with it because it doesn't react to pressure the balls put out, just the velocity.
[media]http://www.youtube.com/watch?v=AJrcANH8RPo[/media][/QUOTE]
What did you code that in anyway :)?
[QUOTE=dark_moo;16007381]What did you code that in anyway :)?[/QUOTE]
Its coded in c++ using the SFML library.
Tried to fix the circle-circle collision in an old sandbox game I made, but the math confused me. Which is why it didn't work in the first place.
[QUOTE=Spartan117;15999829]Now add anti-aliasing[/QUOTE]
good idea!
[URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/cea00image.png[/IMG][/URL]
kind of screwed up the perspective here but whatever
-snip-
He is. Read more carefully.
managed C++ bud
Got bored of bugs so I decided to look at some shiny balls.
[img]http://imgkk.com/i/YUbUROd5.png[/img]
Recoding SrcCon is gonna be a hell of a challenge. I need to come up with a GUI design.
Decided to shelf the calculator. Now, I'm moving on to make a platformer roguelike, in a similar vein of Paper Mario wii meets spelunky. It's probably going to be the sort of project I work on very little at a time because I've never really made a game before. I think I know all that I need to know, it's just a matter of putting it all together. Right now my engine pretty much just has a base entity that has physics, nothing really spectacular. I don't really know where to go next though, I'd imagine I'd want to figure out levels first though, since making a player and enemies would be pointless if they have nowhere to walk around.
[QUOTE=PvtCupcakes;16005439]I'm starting my 2d space shooter. I'm doing it in PyGame (Python bindings for SDL). It's going to take me a while to get something good because I still need to learn Python. :v:
So far I have a big red block as the player's ship, and you can move it back and forth along the bottom of the screen. I was just working on getting to fire bullets, but I haven't really learned how to properly do functions in Python yet. I'll have to start reading that Python book I bought a while back.
[editline]05:55PM[/editline]
Not sure what I should learn first, Python or how to make halfway decent Makefiles.
And to whoever rated me dumb. :argh:[/QUOTE]
Skip the makefiles. You can just write a python script and have that as your makefile. I was doing that for a while. Then I started using MonoDevelop so it takes care of that for me :D
[QUOTE=nullsquared;16008374]Got bored of bugs so I decided to look at some shiny balls.
[img]http://imgkk.com/i/YUbUROd5.png[/img][/QUOTE]
the specular detail on the textures :|
[QUOTE=Chandler;16008944]Skip the makefiles. You can just write a python script and have that as your makefile. I was doing that for a while. Then I started using MonoDevelop so it takes care of that for me :D[/QUOTE]
no he thinks ide's are the devil.
[QUOTE=efeX;16009356]no he thinks ide's are the devil.[/QUOTE]
If you read what I wrote you'd see I stopped doing what I suggested when I started using an IDE.
Right now I'm looking into integrating the Mono Runtime into my engine. This way all game code can be in C#/Boo/IronPython/Whatever, allows the engine to stay multiplatform, and I can do the Valve/Garry's way of loading DLL modules. And I can do this on linux :D
If it works (right now it compiles, but crashes on startup, something about basic_string.h doesn't exist), I seriously need to redesign how my engine works (I was originally going to go the Unreal route, and have all game logic in scripting language, and the editor, script compiler, and game in one binary.
Quick EDIT: SUCCESS! Looks like it had something to do with a std::string array. :-/
[QUOTE=Sporbie;16003559]I did some half assed line deformation system for my physics engine. I'm not completely happy with it because it doesn't react to pressure the balls put out, just the velocity.
[media]http://www.youtube.com/watch?v=AJrcANH8RPo[/media][/QUOTE]
That's really nice, makes me want to start on my Physics engine.
I made a base class for hooking procedures :D.
Went from 300 lines for each hook to 22 :D.
[code]class CSelfText : public CHook
{
public:
CSelfText() : CHook(0x004F7286)
{
char end[3] = {0xC2, 0x18, 0x00};
SetAsmEnd(end, 3);
}
bool RawCallback(int edi, int esi, int ebp, int esp, int ebx, int edx, int ecx, int eax)
{
void* args[4];
int* to = (int*)(esp+0x4);
int* msg = (int*)(esp+0x8);
int* color = (int*)(esp+0x10);
int* type = (int*)(esp+0x14);
args[0] = (void*)to;
args[1] = (void*)msg;
args[2] = (void*)color;
args[3] = (void*)type;
return InvokeCallbacks(args);
}
};[/code]
[QUOTE=high6;16010462]I made a base class for hooking procedures :D.
Went from 300 lines for each hook to 22 :D.
[code]class CSelfText : public CHook
{
public:
CSelfText() : CHook(0x004F7286)
{
char end[3] = {0xC2, 0x18, 0x00};
SetAsmEnd(end, 3);
}
bool RawCallback(int edi, int esi, int ebp, int esp, int ebx, int edx, int ecx, int eax)
{
void* args[4];
int* to = (int*)(esp+0x4);
int* msg = (int*)(esp+0x8);
int* color = (int*)(esp+0x10);
int* type = (int*)(esp+0x14);
args[0] = (void*)to;
args[1] = (void*)msg;
args[2] = (void*)color;
args[3] = (void*)type;
return InvokeCallbacks(args);
}
};[/code][/QUOTE]
That's some nice, readable code you have there.
[QUOTE=PvtCupcakes;16005439]I'm starting my 2d space shooter. I'm doing it in PyGame (Python bindings for SDL). It's going to take me a while to get something good because I still need to learn Python. :v:
So far I have a big red block as the player's ship, and you can move it back and forth along the bottom of the screen. I was just working on getting to fire bullets, but I haven't really learned how to properly do functions in Python yet. I'll have to start reading that Python book I bought a while back.[/QUOTE]
That sound awefully much like my Penis in space. Maybe you want to take a look at my source code?
I've decided to make a new version of Dwarf Fortress. I only just decided this a moment ago... so recommendations on what engine to use and such would be great.
Wish me luck!
[QUOTE=Jallen;16001891]The thing which pisses me off about GUI stuff is text entry. Other than that it's easy.[/QUOTE]
I agree 100%.
[quote=http://c2.com/cgi/wiki?TheDumbingDownOfProgramming]
Dumbing down anything lets more people participate, and that's only bad if compromises have been made to limit what experts can do.
Isn't this the heart of the CLI/GUI (that's CommandLineInterface vs GraphicalUserInterface) argument? Anyone who can't program will hate CLI if it involves repetitive input that can be replaced by a mouse click. A good programmer will always reduce keystrokes by substitutions which isn't an option for a non-programmer or any GUI that I'm familiar with - I happen to prefer WindowMaker on Linux.
CLI lets an expert express their wishes in great detail, and even lets the expert generate a GUI for a stable set of wishes which will be repetitively desired.
-- DavidSmead?
[/quote]
More raging at SFML - I really want to get over the tile engine and get on to doing something like LBP (I get to learn fragment sheyders!), but eh.
WHY AREN'T YOU ITERATING OVER EVERYTHING
[media]http://www.cubeupload.com/files/a4c600untitled.png[/media]
Grid[x][x].SetPosition
eh? u sure?
[QUOTE=garry;16004840]Got DLauncher showing the network objects for client and server. Still feels clean as fuck. It's orange when it's being sent updated over the network, red when it's died, and green when it's born.[/QUOTE]
Can you explain how your networking works? Mine is far too manual for my liking.
I'm working on learning C++, I think I'm doing alright.
But, raccoon12 and I made a horrible program last night. It beeped forever. :(
Seems I was doing it wrong with shading.
Now with more correctness!
[URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/e4f000image.png[/IMG][/URL]
[QUOTE=ZeekyHBomb;16016168]Grid[x][x].SetPosition
eh? u sure?[/QUOTE]
[b]FFFFFFFFFFF[/b]
Thanks, I really appreciate it.
[QUOTE=HubmaN V2;16016467][b]FFFFFFFFFFF[/b]
Thanks, I really appreciate it.[/QUOTE]
:lol:
It happens to us all, and it's horible not being able to find it, but it's hilarious when it happens to someone else :buddy:
I decided to do my physics sandbox more like an editor kind of thing, so I added a grid and velocity arrows which will be toggleable of course.
[img]http://i26.tinypic.com/2uduyr5.png[/img]
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