• What are you working on? V2
    2,001 replies, posted
[QUOTE=ryandaniels;17086004]No, the lines are made by drawing full alpha pixels after converting the float to an int; I should know, I wrote it :D[/QUOTE] So are the asteroids procedurally generated?
Gmod: Cyclone PC In case anyone is interested, here is an untested Expression2 code for CPU: [url]http://pastebin.com/m5033d2bb[/url] It can execute 2500 instructions per second, but you have to increase wire_expression2_quotasoft by a thousand or so or it will crash even if it's not running, lol. It's incapsulated in a timer. Remove a few timers to make it run at normal quotas.
[QUOTE=Daman3456;17086262]So are the asteroids procedurally generated?[/QUOTE] Yes [editline]01:10PM[/editline] [img]http://i41.tinypic.com/ayt5t.gif[/img] I FIXED IT! :D :D :D :D :D :D :D :D I'm very happy. Still got the motion blur though, so if you don't mind, could you please run this and tell me if you are getting motion blur too? [url]http://www.mediafire.com/?woygjy2jomm[/url]
[QUOTE=ryandaniels;17086430]Still got the motion blur though, so if you don't mind, could you please run this and tell me if you are getting motion blur too?[/quote] Not getting it here Could anyone tell me some kind of easy way to store data files for my game (in cpp)? I'd obviously rather not have a simple "data" directory, but some kind of resource file.
[QUOTE=zyxxyz;17086701]Not getting it here Could anyone tell me some kind of easy way to store data files for my game (in cpp)? I'd obviously rather not have a simple "data" directory, but some kind of resource file.[/QUOTE] Thanks, and to answer your question, whenever I need to save/ load information I use fstream.h. If you've ever done work with the console, it works just like that, except you are using a text file on disk.
[QUOTE=zyxxyz;17086701]I'd obviously rather not have a simple "data" directory, but some kind of resource file.[/QUOTE] Why?
[IMG]http://i429.photobucket.com/albums/qq12/the1trueryandaniels/dls.png[/IMG] :argh:
It's a monitor problem, tested it, same thing here (though not quite as extreme as your mock up). Guessing the response time of individual pixels isn't high enough to show the colour at full intensity before it returns to dark. Problems like this always exist, you should choose your colours carefully if it will be a problem.
[QUOTE=bean_xp;17087742]It's a monitor problem, tested it, same thing here (though not quite as extreme as your mock up). Guessing the response time of individual pixels isn't high enough to show the colour at full intensity before it returns to dark. Problems like this always exist, you should choose your colours carefully if it will be a problem.[/QUOTE] Guess I'll just have to figure a way to make bold lines...
Might be worth drawing a second copy of the asteroid with an offset in the direction of it's motion, to embolden it on the blurred edges.
Choose a brighter colour and use a 2 pixel line?
[img]http://www.cubeupload.com/files/edb800whoah.gif[/img] ...
Ahahaha.
[QUOTE=ryandaniels;17086143]huh?[/QUOTE] [img]http://i32.tinypic.com/2zpp0u1.png[/img]
For what It's worth, I'm seeing blur too on the astroids. But I'm on a 3 year old laptop...
Visitor TT1 BRK?
[QUOTE=Overv;17088735]what's the font?[/QUOTE] The .ttf is inside the download he posted.
No blur on the gif for me.
He's talking about the actual game I believe.
[QUOTE=nullsquared;17087155]Why?[/QUOTE] So that people can't fuck with his shit, yo.
The blur is dependant on response time. I'm using a reasonably good monitor and don't have any. Also, it crashes after about 3 minutes. I don't think I can get you any useful information as VS is refusing to use the PDB.
[QUOTE=Overv;17088735][img]http://i32.tinypic.com/2zpp0u1.png[/img][/QUOTE] It's called 04b_03 Like the other guy said, it's in the archive I posted. This picture came with it; [IMG]http://i429.photobucket.com/albums/qq12/the1trueryandaniels/about.gif[/IMG] Does this mean I could use the font even if this project went commercial?
Looks like it, unless the Chinese text specifies you will be chopped in pieces and sold as chicken if you do.
[QUOTE=Xera;17089308]The blur is dependant on response time. I'm using a reasonably good monitor and don't have any. Also, it crashes after about 3 minutes. I don't think I can get you any useful information as VS is refusing to use the PDB.[/QUOTE] Well, thanks for trying anyways. I'm not sure where to go from here as far as solving the problem other than giving you the source code... I think I'll wait to do that sort of stuff until I get around to a formal release.
[QUOTE=nullsquared;17085292]So?[/QUOTE] It's in parenthesis for a reason. It was really just a subtle way of trying to get beginners that are also speed junkies to use the for loop solution :v: [QUOTE=nullsquared;17085292]@ OP: Just render your grass to a single image, then use that images as your background (so 1 draw call instead of 4800)[/QUOTE] Indeed, but the problem is, I don't think you can do that in SFML.
Well then go into photoshop and make the tile 16 times as big by tilin your small images 16 times in each direction? :v:
[QUOTE=Tezza1234;17090953]Well then go into photoshop and make the tile 16 times as big by tilin your small images 16 times in each direction? :v:[/QUOTE] No good eventually I want to have the background created based on the terrain (think Haven and Heath style terrain which can change based on what the player does). The only solution I can think of now is to make the image larger and then just put sprites down where I want other terrain types. But then I'm back to having to loop through the whole screen to see if the sprite is needed.
Atleast it's a few hundred If statements and not a few hundred calls to draw() ? Saying that, The way my tiling works is I have an ArrayList of "Tile" Object, and there is only an instance if the tile exists, as such one tile would lead to one iteration, 30 would equal 30 iterations, Not sure that could be applied to what you are doing though?
[QUOTE=jA_cOp;17090808]It's in parenthesis for a reason. It was really just a subtle way of trying to get beginners that are also speed junkies to use the for loop solution :v: Indeed, but the problem is, I don't think you can do that in SFML.[/QUOTE] can you do it in openGL?
[QUOTE=efeX;17091804]can you do it in openGL?[/QUOTE] Definitely. Although, I'm not completely sure if it will handle it as well as DirectX does. :)
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