[QUOTE=nullsquared;16625091]But Lua, C++, C, and C# don't suck. Java, VB, and GameMonkey do.[/QUOTE]
Opinions are fun like that.
Man I hate shadow maps. They're so easy unless you want them to look good.
[QUOTE=garry;16625277]They're so easy unless you want them to look good.[/QUOTE]
Replace "shadow maps" with any kind of graphics :argh:
[QUOTE=garry;16625277]Man I hate shadow maps. They're so easy unless you want them to look [b]and perform[/b] good.[/QUOTE]
fixed. Good-looking shadows are very easy. Good looking and good performing shadows are very hard.
[QUOTE=Jallen;16620139]It seems opera leaves bigger gaps before and after <hr /> :confused:
I'm gona work on that about page now. I'm gona tweak the background colour from green since you guys said it looked wierd (I like it :( it might stay depending on how other colours look).
Unfortunately I don't really have any friends who I could code with, well, I have one. I don't know why we never did a joint project.
- Edited about page, will add some other relevant stuff to it, pictures and stuff
- Added comical picture of one of my fish sucking on the glass to main page :3
Internet explorer isn't displaying my expand / hide boxes properly because it doesn't auto scale the parent div :flame:
So I'm just going to put a Get Firefox thing on the home page.
Done.
If you are going to look at it you need to do a full refresh to get the updated style sheet. In firefox it's ctrl+f5[/QUOTE]
Use a CSS reset.
[QUOTE=Jallen;16624740]I am too lazy to make it cross browser.[/QUOTE]
Well considering it's just a personal site, by all means put it there then
Shadow maps.. Seems slow as shit, but fuck it, it'll do for now.
[img]http://img18.imageshack.us/img18/1364/11aug2009011.jpg[/img]
[img]http://img197.imageshack.us/img197/2663/11aug2009012.jpg[/img]
I've done lots of shadow mapping stuff before. How are you doing that? Perhaps I can offer some advice.
I wanted to make it scalable..
So at first I had it render the shadow maps before the scene, then when it rendered an entity it would draw the normal pass, then if it was in the light it would draw a shadow map. This method turned out to be really slow (sub 20fps with 1 light and 200+ entities) (probably because of all the switching between modes).
This method now is rendering the shadowmaps at the end of the scene, then rendering the light for all the touched entities. One pass per light.
Now I'm thinking that I should just limit the entities to receiving 1 or 2 projected lights and try to do it all in one pass.
You're doing standard forward lighting, yes? In that case, there's not much more you can do, you're forced to generate a shadow map for each light you want to shadow (and then simply use the right shadow map when lighting your objects).
Can you share any technical details? Filtering method, shadow map size, format, etc.?
I'm not too bothered about the look right now (as long as it looks right) - so I'm not doing any hardcore filtering - just 4 samples. Shadow maps are 512x512, a single channel 32bit FP buffer. All standard shadow mapping stuff.
I wouldn't mind doing all that biasing the light to the view shit, but all that maths is beyond me (and I have no real need for it just yet).
I'm learning blender at the minute, using youtube tutorials and a course at the local tech to make a game(failing miserably).
that and trying to code my website.
[QUOTE=garry;16633455]I'm not too bothered about the look right now (as long as it looks right) - so I'm not doing any hardcore filtering - just 4 samples. Shadow maps are 512x512, a single channel 32bit FP buffer. All standard shadow mapping stuff.[/quote]
Depending on your GPU, you might gain a noticeable performance increase by using a 16 bit floating point buffer, instead. The precision should be enough, especially if you're using a linear depth metric. What depth metric are you using?
[quote]
I wouldn't mind doing all that biasing the light to the view shit, but all that maths is beyond me (and I have no real need for it just yet).[/QUOTE]
No clue what you're talking about :v:
Today I made a nice looking site for my game and added a forum which I am integrating with the game. I got a domain name for the game(playisoworld.com) but it doesn't work right now. Stupid slow 1and1. But you can view it here: [url]http://www.davidjokinen.com/isoworld/play.php[/url]
Here is a picture:
[img]http://www.davidjokinen.com/GameWebsite1.png[/img]
[url]http://code.google.com/p/field3d/[/url]
Don't know if anyone might be interested in looking at this. While the actual code isn't out yet, I definitely like the idea of how they're handling voxels.
For those of you who don't know, a voxel is the 3D equivalent of a pixel. the way this field3D thign appears to work is in the "World" space you have a voxel taking up 0.0 to 1.0f. But inside the voxel you can have any measurement you want. So it could be 0.0 to 1000.0f in the local space of the voxel.
I just find it interesting, thought someone here might actually be able to implement some use for it.
[QUOTE=Guru-guru;16636227]Today I made a nice looking site for my game and added a forum which I am integrating with the game. I got a domain name for the game(playisoworld.com) but it doesn't work right now. Stupid slow 1and1. But you can view it here: [url]http://www.davidjokinen.com/isoworld/play.php[/url]
*picture*[/QUOTE]
The applet still doesn't load for me :saddowns:
[QUOTE=Guru-guru;16636227]Today I made a nice looking site for my game and added a forum which I am integrating with the game. I got a domain name for the game(playisoworld.com) but it doesn't work right now. Stupid slow 1and1. But you can view it here: [url]http://www.davidjokinen.com/isoworld/play.php[/url][/QUOTE]
It may be more user-friendly to zoom in on the cursor instead of the center of the screen.
[QUOTE=Kat of Night;16636625]The applet still doesn't load for me :saddowns:[/QUOTE]
What does it say in the console?
Just converted my id3/ogg tag reader to use the GNU autotools build system instead of my crappy hand written Makefile.
Autotools does some really cool things, but I haven't figured out how to tell it where to install files. It puts everything in /usr/local/* which is not really where I want my stuff especially since the id3 reader is a library that needs to be linked to and /usr/local/lib isn't in the default linker search path. I guess putting the header files in /usr/local/include is fine since thats in the default include path.
[editline]10:25PM[/editline]
Going to convert my music player to use either Autotools or CMake. I haven't decided yet, it depends on how big of a bitch Qt/moc feels like being.
CMake is MAD easy. I highly recommend it. Much better than Autohell.
I've been making a Hangman game to get myself used to SFML (and improve my crappy C++ coding style). The coding part is mostly done, the "1" in the center is an image that changes whenever you select an incorrect letter, I just need to have an actual set of hanging pictures and replace those placeholders and it'll work.
[img]http://i667.photobucket.com/albums/vv33/ferriswheel_p/Hangmandev.png[/img]
Since I couldn't find out how to gather text box style input form within a RenderWindow, I used the box (blue thing around 'G') that moves from left to right with the corresponding keyboard keys and the letter is selected by pressing the "Spacebar" key. It works just like normal hangman and reads from a text file to select a random word to display (well, pseudo-random at least). Yes its ugly, but i'm no artist.
The Google Chart wrapper is on github right now. It's not done but you're free to use it, and improve it.
[url]http://github.com/compwhizii/GoogleCharts-PHP/tree/master[/url]
[QUOTE=Chandler;16637739]CMake is MAD easy. I highly recommend it. Much better than Autohell.[/QUOTE]
The thing I don't like about Cmake is how it's supposed to be used by an end user. You have to make a build directory, then do:
cmake -DSOME_REALLY_DUMB_OPTION ..
But I can probably just wrap that in a simple configure script. I kind of already do that for autotools with autogen.sh so the user doesn't need to run aclocal, autoconf, autoheader, and automake.
I'll stick with autotools for my tag reader since it's a pretty small project of about ~500 lines of code in 3 .c files with 3 headers, and cmake seems to be aimed more at C++ anyway. My music player is much larger, but I don't have any stats. And since I use Qt, and KDE uses Qt and uses Cmake to build, I'll probably just do that.
[QUOTE=Guru-guru;16636227]Today I made a nice looking site for my game and added a forum which I am integrating with the game. I got a domain name for the game(playisoworld.com) but it doesn't work right now. Stupid slow 1and1. But you can view it here: [url]http://www.davidjokinen.com/isoworld/play.php[/url]
Here is a picture:
[url]http://www.davidjokinen.com/GameWebsite1.png[/url][/QUOTE]
It's probably not them that are slow but just DNS propagation.
Either way, both are better than qmake. *shudder*
And does cmake have something like autotools' 'make dist' or 'make distcheck'? It's a really quick way to package your stuff up into a tarball. Making tarballs is usually a pain in the ass for me. :v:
[editline]11:45PM[/editline]
Automerge. :argh:
[editline]11:45PM[/editline]
[QUOTE=compwhizii;16638365]The Google Chart wrapper is on github right now. It's not done but you're free to use it, and improve it.
[url]http://github.com/compwhizii/GoogleCharts-PHP/tree/master[/url][/QUOTE]
Another Github user? :dance:
Uh huh :dance:
[QUOTE=PvtCupcakes;16638543]Either way, both are better than qmake. *shudder*
And does cmake have something like autotools' 'make dist' or 'make distcheck'? It's a really quick way to package your stuff up into a tarball. Making tarballs is usually a pain in the ass for me. :v:
[/QUOTE]
CMake runs a dependency check at makefile creation time. also you don't have to do cmake -DSOMEFUCKINGOPTIONSGOHERE. Instead you can run ccmake, which is like cmake-gui but for the commandline :v:. It is up to the person downloading to configure it to their needs. Not you. Why don't you just write a python script to tarball stuff for you? That way you can also use it on your pygame stuff, or whatever, to zip up a directory :)
[QUOTE=PvtCupcakes;16637129]Just converted my id3/ogg tag reader to use the GNU autotools build system instead of my crappy hand written Makefile.
Autotools does some really cool things, but I haven't figured out how to tell it where to install files. It puts everything in /usr/local/* which is not really where I want my stuff especially since the id3 reader is a library that needs to be linked to and /usr/local/lib isn't in the default linker search path. I guess putting the header files in /usr/local/include is fine since thats in the default include path.
[editline]10:25PM[/editline]
Going to convert my music player to use either Autotools or CMake. I haven't decided yet, it depends on how big of a bitch Qt/moc feels like being.[/QUOTE]
Usually you'll want to set a PREFIX attribute in your makefile. If your PREFIX is /usr/include/, for example, a file that is set to go in /Library would go in /usr/include/Library/, and so on. Basically it PREFIX's the specified pathname to all the installation directories.
[editline]03:52AM[/editline]
[QUOTE=Guru-guru;16637044]What does it say in the console?[/QUOTE]
Nothing, it just says Applet failed to load.
[QUOTE=Kat of Night;16639451]Usually you'll want to set a PREFIX attribute in your makefile. If your PREFIX is /usr/include/, for example, a file that is set to go in /Library would go in /usr/include/Library/, and so on. Basically it PREFIX's the specified pathname to all the installation directories.
[/QUOTE]
Thanks, I'll just need to add AC_PREFIX_DEFAULT (/usr) to configure.in.
I had been trying to look this up, but the closest I got was DESTDIR.
[QUOTE=compwhizii;16638365]The Google Chart wrapper is on github right now. It's not done but you're free to use it, and improve it.
[url]http://github.com/compwhizii/GoogleCharts-PHP/tree/master[/url][/QUOTE]
Awesome, just what I needed for my project. Thanks!
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