• What are you working on? V2
    2,001 replies, posted
[QUOTE=Spartan117;16314682][IMG]http://i31.tinypic.com/wit2t3.jpg[/IMG] My zombie shooter without zombies. But it has guns (and GORE) which you can't really see from the pic. Go ahead and play around with what I have so far: [B][url=http://www.mediafire.com/?x33mogcujmz]Download[/url][/B] Use WASD to move and mouse to shoot. Press 1 for machine gun, 2 for shotgun.[/QUOTE] Crashes for me whenever I start it.
[QUOTE=Benji;16318169]"the program can't start because d3dx9_39.dll is missing from your computer. try reinstalling the program to fix this problem" googled and couldn't find anywhere to fix this. not gonna download some random .dll What' going on with this?[/QUOTE] you need this: [url]http://www.microsoft.com/downloads/details.aspx?familyid=9226a611-62fe-4f61-aba1-914185249413&displaylang=en[/url]
Read the Box2D manual and saw the "create a world and a static box and a dynamic box" tutorial in the manual and turned it into a "click-to-spawn-some-boxes" thing after a few hours of furious classing and copy-pasting into nice class interfaces. The units fucked me hard :( [img]http://www.cubeupload.com/files/eab400untitled.png[/img] I don't think I've learned much from it, really :( - case in point, I still can't figure out how to remove an object from the world. I've tried adding DestroyBody() to the destructor of the "box" class that but makes it keel over and crash, possibly because of how std::vector handles things. I'm reluctant to make it a member function although I know it'll work because I'll end up having to pair it with any location where the destructor is called. On the bright side, though, I've got some nice reusable classes that handles initializing the world and a box.
You destroy bodies with the world.
Yeah, that's a bit of a problem if I want to clear only *some* objects out - for example, the ground is a "box" class and the boxes are really a vector of "box" class instances, which means if I want to clear out the vector of boxes without dumping the world itself I have to use clear() on the vector as WELL as remove them from the world manually because putting it in the destructor will fritz out.
Made a texture bank so i don't have to go into 5 different files just to load and unload a texture textureBank.h [cpp] enum eTextureID { TEXID_UI_WINDOW, }; [/cpp] .cpp [cpp] extern const ManagedTextureEntry managedTextureList[] = { { TEXID_UI_WINDOW, "textures\\UI\\messagebox\\box_red.png"}, }; [/cpp] done!
Can anyone suggest a way to have a loop which runs until the q key is pressed without actually waiting for input using curses. For example in this code: [code] while( KEY NOT PRESSED ){ DO STUFF } [/code] What needs to go in the KEY NOT PRESSED bit. getch() doesn't work as it waits for input.
[QUOTE=Wickedgenius;16325706]Can anyone suggest a way to have a loop which runs until the q key is pressed without actually waiting for input using curses. For example in this code: [code] while( KEY NOT PRESSED ){ DO STUFF } [/code] What needs to go in the KEY NOT PRESSED bit. getch() doesn't work as it waits for input.[/QUOTE] I'd like to know this too.
Finally got some more time to work on my farm game. Got multiple tile types with different textures implemented: [IMG]http://filebox.me/files/wuq40iyph_WIP.jpg[/IMG] Collision detection next I guess [B]edit:[/B] Oh wait I might do the skybox next
[QUOTE=Wickedgenius;16325706]Can anyone suggest a way to have a loop which runs until the q key is pressed without actually waiting for input using curses. For example in this code: [code] while( KEY NOT PRESSED ){ DO STUFF } [/code] What needs to go in the KEY NOT PRESSED bit. getch() doesn't work as it waits for input.[/QUOTE] [url=http://msdn.microsoft.com/en-us/library/ms646293%28VS.85%29.aspx]GetAsyncKeyState[/url] is probably what you're looking for.
[QUOTE=Xeon06;16318418]Crashes for me whenever I start it.[/QUOTE] Can you install [B][url=http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en]this[/url][/B] and try it again please? Sorry but I'm not totally sure of all that's required for runtime and it would help a lot if you tried that for me.
[QUOTE=Wickedgenius;16325706]Can anyone suggest a way to have a loop which runs until the q key is pressed without actually waiting for input using curses. For example in this code: [code] while( KEY NOT PRESSED ){ DO STUFF } [/code] What needs to go in the KEY NOT PRESSED bit. getch() doesn't work as it waits for input.[/QUOTE] [code] while (!GetAsyncKeyState(0x51)) { } [/code] Will make your CPU run high though. I guess you don't need anything more advanced at your level.
[QUOTE=Sippeangelo;16326413][code] while (!GetAsyncKeyState(0x51)) { } [/code] Will make your CPU run high though. I guess you don't need anything more advanced at your level.[/QUOTE] Stops the output from curses.
[QUOTE=Spartan117;16326241]Can you install [B][url=http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en]this[/url][/B] and try it again please? Sorry but I'm not totally sure of all that's required for runtime and it would help a lot if you tried that for me.[/QUOTE] Oh, rest assured I have that, I'm an XNA developper. It probably has something to do with the many DLLs you use, one of them must be missing and is installed on your computer. Try doing a really big try catch blog around your whole Main function which writes the exception somewhere so we can see.
This works: [code] int loop = 1; while( loop == 1 ){ if( getch() == 'q' || getch() == 'Q' ){ loop = 0; } move( 20, 60 ); switch( inch() ) { case '/': addch( '-' ); break; case '-': addch( '\\' ); break; case '\\': addch( '|' ); break; case '|': addch( '/' ); break; } } [/code] but it waits for keyboard input. While this doesn't work at all (I just get a black console now): [code] int loop = 1; while( !GetAsyncKeyState(0x51) ){ move( 20, 60 ); switch( inch() ) { case '/': addch( '-' ); break; case '-': addch( '\\' ); break; case '\\': addch( '|' ); break; case '|': addch( '/' ); break; } }[/code]
[QUOTE=r4nk_;16325927]Finally got some more time to work on my farm game. Got multiple tile types with different textures implemented: [IMG]http://filebox.me/files/wuq40iyph_WIP.jpg[/IMG] Collision detection next I guess [B]edit:[/B] Oh wait I might do the skybox next[/QUOTE] Oh I just realized, those lines aren't really the normals right? I mean are they supposed to be? Because they alway point in the direction (0,0,1) so those are all up vectors?! What purpose do those serve buddy?
[QUOTE=s0ul0r;16327452]Oh I just realized, those lines aren't really the normals right? I mean are they supposed to be? Because they alway point in the direction (0,0,1) so those are all up vectors?! What purpose do those serve buddy?[/QUOTE] Maybe indicating the tile corners? Cmon guys, read what s0lul0r posted and you'll understand I wasn't serious.
[QUOTE=Xeon06;16328169]Maybe indicating the tile corners?[/QUOTE] oh wow
[QUOTE=Wickedgenius;16327406]This works: code but it waits for keyboard input. While this doesn't work at all (I just get a black console now): code[/QUOTE] THe function doesn't return a boolean. It returns a short value. You need to use the 'and' bitwise operator on the value. Like this.. [cpp]GetAsyncKeyState( 0x51 ) & 0x8000US[/cpp] I plucked the hex value from the msdn page.
With this exact code I still get problems: [code] #include <windows.h> #include <iostream> #include <curses.h> int main() { WINDOW *menuWindow; menuWindow = initscr(); curs_set( 0 ); addch( 'a' ); while (!GetAsyncKeyState( 0x51 ) & 0x8001 ){ move( 20, 20 ); switch( inch() ) { case '/': addch( '-' ); break; case '-': addch( '\\' ); break; case '\\': addch( '|' ); break; case '|': addch( '/' ); break; default: addch( '|' ); break; } } getch(); } [/code] On running I get this: [img]http://img32.imageshack.us/img32/3344/console1r.jpg[/img] And then on pressing the Q key I get this: [img]http://img18.imageshack.us/img18/6449/console2k.jpg[/img] Also 0x8000US isn't right as it gives me an error about the US suffix.
[QUOTE=Xeon06;16327395]Oh, rest assured I have that, I'm an XNA developper. It probably has something to do with the many DLLs you use, one of them must be missing and is installed on your computer. Try doing a really big try catch blog around your whole Main function which writes the exception somewhere so we can see.[/QUOTE] The thing is I have given this to my friend and have put it on my work laptop and both have worked fine. So the DLL's are not the problem...
[QUOTE=Xeon06;16327395]Oh, rest assured I have that, I'm an XNA developper. It probably has something to do with the many DLLs you use, one of them must be missing and is installed on your computer. Try doing a really big try catch blog around your whole Main function which writes the exception somewhere so we can see.[/QUOTE] if you don't have the correct version of the xna framework, it will crash.
I'll give it a whirl. Let me download it. [editline]03:42PM[/editline] It works on my machine.
[QUOTE=Klownox;16332166]I'll give it a whirl. Let me download it. [editline]03:42PM[/editline] It works on my machine.[/QUOTE] Thanks, then that means there's only something wrong with Xeon's setup.
[QUOTE=r4nk_;16325927]Finally got some more time to work on my farm game. Got multiple tile types with different textures implemented: [IMG]http://filebox.me/files/wuq40iyph_WIP.jpg[/IMG] Collision detection next I guess [B]edit:[/B] Oh wait I might do the skybox next[/QUOTE] Funny thing how you used google images for textures just like i did, i have those exact 2 textures being used in my engine :v:.
It's lookin purty. I added a second weapon, with left and mouse click shooting each weapon separately. I have lots of ideas for future gameplay, it will be pretty sweet :) [IMG]http://i30.tinypic.com/1j9gd2.jpg[/IMG]
Started working on my full GDI .net raytracer again :D Implemented kinda specular lightning, and kinda cleaned up the code as it now has reflection levels. Also has nice camera drag and drop setup to position it. Oh and to mention, I didn't use any library or anything, just pure .net and I'm kinda proud of it since it's my first really great project ^^ I'm thinking about implementing the capability to load models, but I'm still disappointed about the obj. format being on one hand really cool and easy to read out, but on the other hand most models only have 4 sided polygons :( my raytracer can currently just handle triangles... [img]http://img188.imageshack.us/img188/6034/mahraytracer.png[/IMG]
Seems like it would be easy to turn a quad into 2 triangles?
[QUOTE=garry;16337361]Seems like it would be easy to turn a quad into 2 triangles?[/QUOTE] That's how most hardware accelerated renderers handle quads, too.
Yeah garry that's what I thought about too, but I think I'd really go with the obj. format and write a parser for it, so it just converts them. Got some work to do :D I was just wondering: In obj. the faces are written like this f v1 v2 v3 v4 where v1-4 are the verticies. Now I'm wondering, do you guys think they are somehow listed clockwise or counterclockwise? Since... if not I have a problem because having f.e. v1 at the bottom left and v2 at the top right, well my parser will just fuck things up if I chose 2 triangles with: v1 v2 v3 and v1 v3 v4 Edit: Also, what would be the best datatype to load a 1mb+ text file (well not really text but obj. is just plain text) into? I was thinking about string[].
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