• What are you working on? V2
    2,001 replies, posted
[QUOTE=Teh Rar File;16251190]Not as impressive as most of the awesome stuff here but a small niche app made for some friends who have a CoD4 server. *pics* Gets the data from gametracker.com Seem useful to anyone else?[/QUOTE] That's cool. I thought you'd be making some kind of rcon tool but this is better :D
No visual changes to my game yet but I'm trying to implement levels. Is this right? (Memory management wise) [code] // C++ CLevel* level; void changeLevel(CLevel* c) { if(level != NULL) delete level; level = c; } ... changeLevel(new Level2()); [/code] (I've read the word level so much it doesn't look like a real word anymore)
You can use delete on NULL, so no need to check. You should initialize level though, else it might point at a (more or less) random address in memory. Apart from that, looks fine :) You might wanna pack it in a class though. Instead of packing each level in a class (e.g. class Level1, class Level2, ...) I'd write a global level-class and just change the data.
[QUOTE=ZeekyHBomb;16263810]You can use delete on NULL, so no need to check. You should initialize level though, else it might point at a (more or less) random address in memory. Apart from that, looks fine :) You might wanna pack it in a class though. Instead of packing each level in a class (e.g. class Level1, class Level2, ...) I'd write a global level-class and just change the data.[/QUOTE] changeLevel will be called before anything is read from level so I don't think that will be a problem. When you say a global level-class..? In the constructor of Level1, Level2 etc I have method calls to insert platforms and walls. I also plan to have a virtual playerCollide callback function in the level class so I can do certain things to the level when the player touches a block or whatever. Is this the best way to go about it? I'm really only just learning classes and stuff. I still can't get it to compile if CBlock references CLevel and CLevel references CBlock. I heard I need to compile .o files in my makefile or something.
[QUOTE=HubmaN;16258782]I jumped on the (intermediate mode) widget train. I'll admit, this makes a lot more sense than retained mode widgeting especially when dealing with states. Unfortunately, it means all of my controls are implemented as functions and can only return a bool based on one event only. Screw OOP, yo! [img]http://img339.imageshack.us/img339/8210/11896310.png[/img][/QUOTE] eGUI makes that look like childs play, yo!
Making some good progress on my 3d engine. [img]http://i295.photobucket.com/albums/mm159/Siduron/sdnengine2.jpg[/img] Whipped up texture splatting 2 days ago, looks pretty good. Now working on a vertex lighting shader. Damn thing won't work besided ambient lighting though :\ (ignore the lighted sphere, it's fixed function).
[QUOTE=Vampired;16264299]changeLevel will be called before anything is read from level so I don't think that will be a problem. When you say a global level-class..? In the constructor of Level1, Level2 etc I have method calls to insert platforms and walls. I also plan to have a virtual playerCollide callback function in the level class so I can do certain things to the level when the player touches a block or whatever. Is this the best way to go about it? I'm really only just learning classes and stuff. I still can't get it to compile if CBlock references CLevel and CLevel references CBlock. I heard I need to compile .o files in my makefile or something.[/QUOTE] You have CLevel *level;, which is undefined when the program starts. You when you call delete level; you could do some damage. Write CLevel *level = NULL; instead, so at programstart it is NULL. By global level-class I mean a class which is able to display any kind of level. This would make it easy to write some kind of editor and save/load map-files. As for the playerCollide-function, add an entity-system. They'd be objects with a size, a position, a sprite, a move-function, a touch-function, and whatever you need :)
[QUOTE=BrokenGlass;16264499]eGUI makes that look like childs play, yo![/QUOTE] It isn't platform independent, and I can't use it, say, in-game - which was the point, although it's rather tantalizing. It's also rather annoyingly packaged exclusively for VC0x users. Here's a rather pitiful slider to compensate. Unfortunately, because of the way SFML handles text input via an event queue (for everything else I use unbuffered input independently) I can't have widgets that use text input. [img]http://www.cubeupload.com/files/4bd800untitled.png[/img]
[QUOTE=HubmaN;16266257]It isn't platform independent, and I can't use it, say, in-game - which was the point, although it's rather tantalizing. It's also rather annoyingly packaged exclusively for VC0x users. Here's a rather pitiful slider to compensate. Unfortunately, because of the way SFML handles text input via an event queue (for everything else I use unbuffered input independently) I can't have widgets that use text input. [img]http://www.cubeupload.com/files/4bd800untitled.png[/img][/QUOTE] You got me, my GUI doesn't have sliders yet D:
[QUOTE=BrokenGlass;16267113]You got me, my GUI doesn't have sliders yet D:[/QUOTE] If it's any consolation, I'll never be able to do text input without breaking the everything-in-a-function thingee.
[url]http://www.sfml-dev.org/wiki/en/projects/simple_imgui[/url] This may be useful. (I didn't say I was using it or anything, I don't currently plan to)
Don't be so lazy, fuck libraries and make your own. You'll be a better person for it.
Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. [img]http://i30.tinypic.com/f0n1ac.jpg[/img]
Nice :D.
[QUOTE=Overv;16268913]Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. [img]http://i30.tinypic.com/f0n1ac.jpg[/img][/QUOTE] suuure you will.
derma is fucking godlike, keep it sure garry wont mind. [editline]10:01PM[/editline] also is the size of the window automatically resized depending on the contents?
[QUOTE=Overv;16268913]Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. [img]http://i30.tinypic.com/f0n1ac.jpg[/img][/QUOTE] For a short moment I was confused, because I instantly thought of GMod. Great work!
[QUOTE=Overv;16268913]Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. [img]http://i30.tinypic.com/f0n1ac.jpg[/img][/QUOTE] download please.
[QUOTE=Overv;16268913]Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. [img]http://i30.tinypic.com/f0n1ac.jpg[/img][/QUOTE] @_@ so pretty.
[QUOTE=Overv;16268913]Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. [img]http://i30.tinypic.com/f0n1ac.jpg[/img][/QUOTE] video or fake.
Currently, I'm writing a simple Shell in C++
I just got Javascript working properly with my entity system (the basics at least) Here's my test script [code]log('Hello' + ', Javascript Speaking'); test = getEntity("tm190"); testpos = test.pos; log('name: ' + test.name); log('pos: ' + testpos.x + ' ' + testpos.y + ' ' + testpos.z); newpos = vector3(350.032, 20.906, 300.899); test.pos = newpos;[/code] no crashes or deaths to report, I'm scared. Using V8 is easier than I thought.
[QUOTE=qurl;16268675]Don't be so lazy, fuck libraries and make your own. You'll be a better person for it.[/QUOTE] "Don't be so lazy, fuck wheels and make your own"
[QUOTE=Kat of Night;16271780]"Don't be so lazy, fuck wheels and make your own"[/QUOTE] If the wheel looks like this: [img]http://amaury.pouly.free.fr/Public/utgui.PNG[/img] Then fuck yes, make a new fucking wheel.
[QUOTE=Overv;16268913]Talking about GUIs, got buttons and checkboxes working. When every control is finished I'll go design my own controls instead of stealing from Derma. O: Big Image[/QUOTE] Now you only have to add Lua to design the Forms.
[QUOTE=BrokenGlass;16270421]video or fake.[/QUOTE] Oh hi [media]http://www.youtube.com/watch?v=tR3VP9KevoM[/media] [i]Fraps messes with the FPS[/i] [QUOTE=danharibo;16271665]I just got Javascript working properly with my entity system (the basics at least) no crashes or deaths to report, I'm scared. Using V8 is easier than I thought.[/QUOTE] Hmm, is it as easy as implementing Lua or haven't you tried that? I might use V8 instead of Lua for scripting, since the syntax is nicer.
[QUOTE=Overv;16272141]Oh hi [media]http://www.youtube.com/watch?v=tR3VP9KevoM[/media] [i]Fraps messes with the FPS[/i] Hmm, is it as easy as implementing Lua or haven't you tried that? I might use V8 instead of Lua for scripting, since the syntax is nicer.[/QUOTE] You might as well have changed the text that said invert gravity to say fuck you, because that video was amazing.
Finished the basics of my [url=http://www.marlamin.nl/armory/char/]WoW Armory (Character) Parser[/url]. Needs a lot of error catching and other stuff but otherwise it's a very good exercise for learning how to work with PHP and XML. (Sorry for ripping off FP's notice box. I just fell in love with it. <3 )
I added simple line drawing to my engine. For some bizarre reason it was a bitch at first, but it got fought off. Here's a screen of a beautiful house, a water tower and the sun.. [IMG]http://i25.tinypic.com/2r77h8n.png[/IMG] I also did something similar to what garry posted earlier about batching and it seems to have increased my fps from ~700 to ~1500( yay for me ).
I see you're going with the Avalon gui.
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