• What are you working on?
    1,001 replies, posted
[QUOTE=Jallen;15837150] That looks really nice. What are you using for rendering?[/QUOTE] Thanks, I'm just using my own OpenGL engine.
[QUOTE=nullsquared;15837759]Garry, was the in-game GUI in GMod hand-written by yourself?[/QUOTE] Kind of, Derma is like 95% new Lua based code. But everything is based off Valve's GUI panel base. So, kind of, but not at all.
[QUOTE=nos217;15838928]Could we see some higher resolution ones?[/quote] [img]http://imgkk.com/i/BhU5YAiH.png[/img] [quote]Also, what rendering engine did you use?[/QUOTE] Ogre3D. [editline]12:33PM[/editline] [QUOTE=garry;15839051]Kind of, Derma is like 95% new Lua based code. But everything is based off Valve's GUI panel base. So, kind of, but not at all.[/QUOTE] I see... The GMod GUI is very sleek and easy to use :). I have to rework mine quite a lot, it needs to be more flexible.
[QUOTE=nullsquared;15839059][img]http://imgkk.com/i/BhU5YAiH.png[/img] Ogre3D. [editline]12:33PM[/editline] I see... The GMod GUI is very sleek and easy to use :). I have to rework mine quite a lot, it needs to be more flexible.[/QUOTE] Very nice, but does Ogre not support AA? What else are you using?
[QUOTE=nos217;15839091]Very nice, but does Ogre not support AA?[/quote] AA is an iffy topic with deferred shading (which is what I'm doing). 1k lights in real time: [img]http://imgkk.com/i/FSqNWlZ3.png[/img] [quote] What else are you using?[/QUOTE] Ogre3D, NewtonGD 2.0, Lua, Luabind, Google Protocol Buffers, Boost.
Thanks. That's a shame though, looks like you need jagged edges :D.
[QUOTE=nullsquared;15839107]AA is an iffy topic with deferred shading (which is what I'm doing). 1k lights in real time:t.[/QUOTE] That's what really put me off using Deferred shading in Botch. I really wanted to, but just couldn't live without AA.
Yeah I hate Aliased edges. [editline]06:04PM[/editline] When I play Crysis I turn settings down so I can use AA.
I'm working on a 2D Guitar Hero game. When you start the game a console window tells you to type the directory of the file for the game to read and set the notes. As of now the notes scroll down and you are able to hit them if you are pressing the right key. It also plays a wav. file while your playing the game.
[QUOTE=jjjohan;15837737]Wow, I'd really like to know how to make something like this. Not so much [i]"baww how do I du dizz"[/i] but I'm just wondering what resources you used if any.[/QUOTE] I just used the SFML docs for graphics and mouse input really. Like, for buttons as you would expect, I check to see if the mouse is down, [I]then[/I] I check to see if the mouse is inside buttons (when you have a lot of buttons you may want to split the screen into sections, check to see which section the mouse is in, then check the buttons in that section so that less checks are performed). I just draw the rectangles a different colour if they are clicked down and call the function they are set up with by use of function pointers. [url]http://www.gamedev.net/reference/articles/article2116.asp[/url] So, when the button is created, it takes a function pointer as an argument so that it can do what it needs to when it's clicked. The track is set up by a series of points as you can see, and the mouse X position is simply checked to see which point it's closest to. The one which it is closest to moves to the mouses y position. As for the cart moving, you can either look around for some crazy big formula which does everything physically accurately and can be hard to implement, or you can cut corners and be lazy like me and just play around with the gradient and friction as well as the adjustable values to come up with a new velocity. It seems to work reasonably well though (you should have seen how it looked the first time i tried, the cart bounced around like crazy). The rotation of the cart was pretty easy because of SFML's rotation and setcenter stuff. Every time the cart updates, you find the gradient, m, then you do this: [cpp]cart->ResetRotation(); // Do some trigonometry (sohcahtoa - use x and y distance to find angle) float angle = 0; angle = -(::atan(m) * 180/ PI); cart->Rotate(angle); // Rotate the cart by the found angle[/cpp] Hope that helped a bit :buddy: [editline]06:24PM[/editline] [QUOTE=nos217;15839439]When I play Crysis I turn settings down so I can use AA.[/QUOTE] <3 8800GT's Free AA
I have an 8800 GT. [editline]06:28PM[/editline] :P. [editline]06:28PM[/editline] Was that roller coaster game just a self kind of project?
I believe it was for his physics teacher or something.
[QUOTE=nos217;15839761]I have an 8800 GT. [editline]06:28PM[/editline] :P. [editline]06:28PM[/editline] Was that roller coaster game just a self kind of project?[/QUOTE] You can have up to 4x AA with no performance hit. And it was for my physics teacher as my computing project (had to find a client, make them a program, etc)
[QUOTE=garry;15839423]That's what really put me off using Deferred shading in Botch. I really wanted to, but just couldn't live without AA.[/QUOTE] It's not that you can't do AA, because you can. It's just annoying. FSAA - render the whole thing to either 2x or 4x larger targets (therefore, literally [i]full-screen AA[/i]) MSAA - using Direct3D10, you can resolve the targets properly by accessing each of the AA samples for each pixel fake - blur the edges [editline]02:19PM[/editline] [QUOTE=garry;15839423]That's what really put me off using Deferred shading in Botch. I really wanted to, but just couldn't live without AA.[/QUOTE] You can do anti-aliasing easily using deferred lighting via a light pre-pass renderer (Google if it you don't know what I'm talking about). The problem is that Portalized requires full-on deferred rendering, a light pre-pass renderer will not work out.
[QUOTE=nullsquared;15839107]Lua, Luabind[/QUOTE] Oh shi- Get ready to the pain.
Im working on a fully functioning forum. But hitting SQL syntax errors.
[QUOTE=henrikb4;15841170]Oh shi- Get ready to the pain.[/QUOTE] What pain? Luabind is Lua heaven.
We need more threads like this.
Making a better calculator for windows mobile. The default one is terrible looking, and has no scientific stuff.
[QUOTE=jivemasta;15841734]Making a better calculator for windows mobile. The default one is terrible looking, and has no scientific stuff.[/QUOTE] I would definitely use this.
[QUOTE=jivemasta;15841734]Making a better calculator for windows mobile. The default one is terrible looking, and has no scientific stuff.[/QUOTE] I think that's something they added in windows 7.. [img]http://www.redmondpie.com/wp-content/uploads/2008/11/windows7calculator.png[/img]
powercalc?
[QUOTE=garry;15842138]I think that's something they added in windows 7..[/QUOTE] "windows mobile", the scientific mode has been there for ages in the desktop editions. Windows mobile blows.
This thread is awesome.
Working on coding my Blog and wrote a simple blog poster in VB.Net. I'm also learning the basics of C++. Blog : [url]http://benscobie.com/[/url]
[QUOTE=garry;15842138]I think that's something they added in windows 7.. -img-[/QUOTE] They went shit crazy on the Calculator. [img]http://i12.photobucket.com/albums/a234/benjy355/calc.jpg[/img]
Haha, about time! How about notepad - does it handle non windows linebreaks now?
I added bloom to my TD [img]http://www.kylegar.net/stuff/bloomnobg.PNG[/img] and had some fun with it [img]http://www.kylegar.net/stuff/lolbloom.PNG[/img]
kiddie shit calculator cause im bored btw whats a good game lib for C#? [media]http://img233.imageshack.us/img233/3364/spencalc.png[/media]
[quote=sinman;15843599]kiddie shit calculator cause im bored btw whats a good game lib for c#? [media]http://img233.imageshack.us/img233/3364/spencalc.png[/media][/quote] Check XNA out
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