• What are you working on? V2
    2,001 replies, posted
After doing bugger all for ages I finally finished animation loading, now to clean it up and add file i/o.
Well, finally decided to give my project the ol' heave-ho, so here it is, in all it's unfinished glory (and only half a mb?): [url]http://www.mediafire.com/file/2mq1dm2nano/AntSimulator.rar[/url] The ai acts a little retarded at times, but I had fun toying around with it for a bit. Also, the spiders don't really work at all. Pic: [IMG]http://i429.photobucket.com/albums/qq12/the1trueryandaniels/antsim1.png[/IMG]
Whoa this is fun haha.
[QUOTE=ryandaniels;16644608]Well, finally decided to give my project the ol' heave-ho, so here it is, in all it's unfinished glory (and only half a mb?): [url]http://www.mediafire.com/file/2mq1dm2nano/AntSimulator.rar[/url] The ai acts a little retarded at times, but I had fun toying around with it for a bit. Also, the spiders don't really work at all. Pic: [IMG]http://i429.photobucket.com/albums/qq12/the1trueryandaniels/antsim1.png[/IMG][/QUOTE] Needs more linux bins.
[QUOTE=blankthemuffin;16644853]Needs more linux bins.[/QUOTE] I apologize for my ignorance, but what exactly is a linux bin?
[QUOTE=ryandaniels;16644947]I apologize for my ignorance, but what exactly is a linux bin?[/QUOTE] Linux binary, probably
[QUOTE=ryandaniels;16644947]I apologize for my ignorance, but what exactly is a linux bin?[/QUOTE] Linux binary. Like an exe for linux.
[QUOTE=zyxxyz;16645012]Linux binary, probably[/QUOTE] ah
Is there any reason a class would cause crashes if it didn't have a constructor - apart from obvious stuff like uninitialized variables? Just had a weird crash after adding to a std::list that was a member of a class, which itself was a member of a std list.. and adding an empty constructor fixed it. Scary. [editline]10:49PM[/editline] Scratch that. I found the problem.. typedef void (CBaseEntity::*fnEntityThink)( void ); was defined in 2 different files (indentically). Having only one definition fixes it. Fucked.
Just wondering, is there a decent blur shader for SFML. The default one looks rubbish. [img]http://i30.tinypic.com/16bfwo4.jpg[/img] I want it to look more like this (Gaussian blur): [img] http://i27.tinypic.com/2mxhpn9.jpg[/img]
Gaussian blur is expensive. You could do 3 box blurs and it would look pretty much like Gaussian, but still cheaper. Or just 2.
Blur your blurs with blur. Anyway; I have improved graphics ( slightly ); [media]http://www.youtube.com/watch?v=SgyWbPEp6cY[/media]
[QUOTE=Sasupoika;16665551]Blur your blurs with blur. Anyway; I have improved graphics ( slightly ); [media]http://www.youtube.com/watch?v=SgyWbPEp6cY[/media][/QUOTE] Can you actually die in this game yet?
Yes. There is a game over-screen and a score-saving screen after it ( if you get in top five ).
Sasupoika, that looks awesome! Do you have any music/sfx yet?
I've written up a few things in SDL now, quite nice little programs, made a tic-tac-toe game that had a little too much features for its kind. Now I'm really interested in moving up to a 'basic' (or in terms of 3D, simplest) 3D focus now. I quite enjoy my progress with books compared to the online resources available but am now wondering whether to go learn OpenGL/DirectX directly or to read specific books such as for Ogre3D/Irrlicht. I'm thinking Ogre here, but then again I just wanna be certain as it's just going to get messy switching between the two.
[QUOTE=jjjohan;16666227]I've written up a few things in SDL now, quite nice little programs, made a tic-tac-toe game that had a little too much features for its kind. Now I'm really interested in moving up to a 'basic' (or in terms of 3D, simplest) 3D focus now. I quite enjoy my progress with books compared to the online resources available but am now wondering whether to go learn OpenGL/DirectX directly or to read specific books such as for Ogre3D/Irrlicht. I'm thinking Ogre here, but then again I just wanna be certain as it's just going to get messy switching between the two.[/QUOTE] I'd suggest you'd actually start with a wholesale "game" engine (the analogue to the 2D multimedia library), managing multiple subsystems (i.e. Ogre, OIS, CEGUI and friends) gets incredibly messy.
[QUOTE=HubmaN;16666266]I'd suggest you'd actually start with a wholesale "game" engine (the analogue to the 2D multimedia library), managing multiple subsystems (i.e. Ogre, OIS, CEGUI and friends) gets incredibly messy.[/QUOTE] Thanks, I'm really trying to find what to focus on now and that seems like a half-decent topic.
So I thought I'd give SFML a whirl in C++ after coming to a stand-still with SDL. It all started with me drawing a ball of some sorts 12 hours later, this bouncy monstrosity :D [media]http://imgkk.com/i/Nzf7bp.png[/media] It simulates a bouncy ball, with gravity as an option. You input how fast, bouncy you want it to be and how strong gravity should be. I never got close to that in SDL, yet it only took me a while to figure out everything in SFML, very well documented lib. Sorry, no video because it ends up looking too choppy because the app runs at around 600-700 fps, I'll deal with that later...For now, here it is for you to try out: [url]http://www.mediafire.com/?ymmmmq2mmmz[/url] Put in 2.5, 0.01, 1.2 and 0.7 for nice and calm values. The bounce factor basically means what the new speed of the ball will be after it bounces. E.g. if it's 0.7 then it's 70% of the previous speed. 1.0 means no speed loss and 0.0 means no bounciness. Put in 0.0 for either of the gravity values to create zero gravity. Still need to implement some sort of air resistance factor. Sauce code: [url]http://pastebin.com/m4bc33e07[/url]
When you compile a hlsl shader in your engine, is there a way to see how many instructions and samplers it uses etc.. I'd like to keep an eye on how big my shaders are getting in case I hit a limit. (DX9, C++)
[QUOTE=gilly_54;16667802]Sorry, no video because it ends up looking too choppy because the app runs at around 600-700 fps, I'll deal with that later...For now, here it is for you to try out:[/QUOTE] What did you use to figure out the FPS? I had tried some code before but it seemed choppy and the results weren't stable across different computers of similar specs, leading me to believe the code was buggy.
[QUOTE=gparent;16667944]What did you use to figure out the FPS? I had tried some code before but it seemed choppy and the results weren't stable across different computers of similar specs, leading me to believe the code was buggy.[/QUOTE] If you mean what the FPS was, I just used fraps. The game runs at a similar speed on a few computers I tried, but when I tried to record with fraps, it went crappy on me. Here's some stuff about framerates in SFML [url]http://www.sfml-dev.org/tutorials/1.5/window-time.php[/url] Updated my previous post with source code.
[QUOTE=gilly_54;16668140]If you mean what the FPS was, I just used fraps. The game runs at a similar speed on a few computers I tried, but when I tried to record with fraps, it went crappy on me. Here's some stuff about framerates in SFML [url]http://www.sfml-dev.org/tutorials/1.5/window-time.php[/url] Updated my previous post with source code.[/QUOTE] Set the framerate in fraps to record at 60 frames and it should be fine. When you record with fraps it will set a framerate limit, which in some games causes a terrible slowdown.
[QUOTE=Chandler;16669160]Set the framerate in fraps to record at 60 frames and it should be fine. When you record with fraps it will set a framerate limit, which in some games causes a terrible slowdown.[/QUOTE] Doesn't make any difference if you can't get 60fps while recording.
[QUOTE=Chandler;16669160]Set the framerate in fraps to record at 60 frames and it should be fine. When you record with fraps it will set a framerate limit, which in some games causes a terrible slowdown.[/QUOTE] Yeah it looks really slow when I set the framerate limit in fraps. I tried setting the limit by putting in App.SetFramerateLimit(60); in my code, same effect...it ran way better/faster/smoother with unlimited fps...I guess this is something to worry about?
If it doesn't look smooth with 60FPS, then something's wrong.
youre gonna want to make your animation/movement etc all based on time rather than frame rate
[img]http://img142.imageshack.us/img142/7966/13aug2009004.jpg[/img] Max 2 lights on one polygon. I think that Should do for now..
-snip because i'm dumb-
Cleared stage to test bullet-function. -Removed because it takes time to load- You are hating the final attack-candinate already? ( Those bullets actually go extremely fast, GIF just doesn't show it. ) Edit: I think this is better; [IMG]http://i31.tinypic.com/and3pw.gif[/IMG] Blue bullets turn left, red bullets turn right ( or was it the other way around? )
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