• What are you working on? V2
    2,001 replies, posted
Thanks Xeon. I will certainly go through them.
If you don't want to mess with all that shit, look into Raknet (that's what I use)
-snip-
raknet is the shit :smug:
[QUOTE=garry;16205509]If you don't want to mess with all that shit, look into Raknet (that's what I use)[/QUOTE] Cool, thanks for the suggestion Garry.
I'm looking to make a few handy apps for my PSP, the main language used for it is C++. Should I brush up on C++ in general before trying to code for it or would it be more productive to learn how to program specifically for it?
[QUOTE=Ryan2407;16205795]I'm looking to make a few handy apps for my PSP, the main language used for it is C++. Should I brush up on C++ in general before trying to code for it or would it be more productive to learn how to program specifically for it?[/QUOTE] You will want to know C++ before jumping into the PSP programming. Strictly opinion, but I think it is a good idea so you don't try to jump into the PSP and get frustrated.
[QUOTE=qurl;16203114]Well I'm thinking about just letting community make the art. It's just for experience anyway.[/QUOTE] It's really cool. What are you coding it with?
[img]http://img.meteornet.net/uploads/2okp/ss.png[/img] Yeeeaaahhhhhh
what
[QUOTE=Catdaemon;16209363][img]http://img.meteornet.net/uploads/2okp/ss.png[/img] Yeeeaaahhhhhh[/QUOTE] Is the network operational? Can you have multiple guests in it?
[QUOTE=Squad;16209674]Is the network operational? Can you have multiple guests in it?[/QUOTE] The networking framework is the first thing I did - it works perfectly. Guests? I suppose so, I call them players. Supports up to 128 at the moment.
[QUOTE=Catdaemon;16209789]The networking framework is the first thing I did - it works perfectly. Guests? I suppose so, I call them players. Supports up to 128 at the moment.[/QUOTE] Well can we try it?
[QUOTE=Catdaemon;16209363][img]http://img.meteornet.net/uploads/2okp/ss.png[/img] Yeeeaaahhhhhh[/QUOTE] Are you doing something similar to [url]http://www.gamedev.net/reference/programming/features/2dsoftshadow/[/url] I just wanted to know because I'm looking for ways to do the same thing
[QUOTE=Catdaemon;16209789]The networking framework is the first thing I did - it works perfectly. Guests? I suppose so, I call them players. Supports up to 128 at the moment.[/QUOTE] Sorry for calling them guests :). That is nice, can't wait to see how it evolves!
[QUOTE=Stickmoose;16210416]Are you doing something similar to [url]http://www.gamedev.net/reference/programming/features/2dsoftshadow/[/url] I just wanted to know because I'm looking for ways to do the same thing[/QUOTE] I think so, I did glance at that and go "hurr too hard". Here's how mine works: - If an entity wants to add a light, it calls the AddLight function, which then adds them to a list. - At the end of rendering, a function is called which sets up a frame buffer object, and draws all the lights to it in light blending mode. Each light draws to a temporary frame buffer first in order for the shadows not to break everything. - As each light is drawn, it looks around and checks if there's any light blocking entities present (mine currently doesn't do this, it just has a static list of places that block light for testing). If there are, it figures out two points on it, then draws a black polygon where there should be a shadow. This frame buffer is then drawn to the main one. - At the end, the main frame buffer is drawn to the scene in multiply mode. [QUOTE=Teh Rar File;16210246]Well can we try it?[/QUOTE] Maybe when it's done. All you can do at the moment is walk around, collide and drop flares.
[QUOTE=Catdaemon;16209363][img]http://img.meteornet.net/uploads/2okp/ss.png[/img] Yeeeaaahhhhhh[/QUOTE] could you please move that second line of text down like fucking 10 pixels, thanks.
[QUOTE=efeX;16216475]could you please move that second line of text down like fucking 10 pixels, thanks.[/QUOTE] Temporary my dear Watson, temporary. It annoys the fuck out of everyone I send screenshots to so I leave it as it is.
[QUOTE=Catdaemon;16216529]Temporary my dear Watson, temporary. It annoys the fuck out of everyone I send screenshots to so I leave it as it is.[/QUOTE] you evil bastard :argh:
[QUOTE=Catdaemon;16216529]Temporary my dear Watson, temporary. It annoys the fuck out of everyone I send screenshots to so I leave it as it is.[/QUOTE] Brilliant but at the same time quite mad! DEATH TO YOU. Just kidding.
[QUOTE=Catdaemon;16209363][img]http://img.meteornet.net/uploads/2okp/ss.png[/img] Yeeeaaahhhhhh[/QUOTE] Goddamn it I lost
Ahaha. I got map-system and music-playing done. The map-system is one of the simplest systems ever. [code]void SetMap( int mapnumber , int mapY , int loopstart , int loopend); /** mapnumber is for stage-sprite. mapY is for map-starting point loopend means when the "camera ( lol )" will jump back to the loopstart. **/[/code] Also I have made timer-system for maps to play music. Still needs fade-out. And own music ( using Ketsui ost for test ). Anyway, shot: [IMG]http://i26.tinypic.com/263j05f.png[/IMG] Maps are blurry because of resizing ( temporal for moment. I made field bigger after I made the map ) and because it's .jpg ( Also temporal. )
Small music player I did. Still rather WIP. [img]http://img33.imageshack.us/img33/1083/44869119.png[/img]
It ain't that small!
[QUOTE=Catdaemon;16209363][img]http://img.meteornet.net/uploads/2okp/ss.png[/img] [/QUOTE] Please add some padding to the debug messages at the top, its annoying the tits off me 0_o
[QUOTE=birkett;16242075]Please add some padding to the debug messages at the top, its annoying the tits off me 0_o[/QUOTE] Read: [QUOTE=Catdaemon;16216529]Temporary my dear Watson, temporary. It annoys the fuck out of everyone I send screenshots to so I leave it as it is.[/QUOTE] Also, I'm trying to make my own rendering engine, but I have no idea where to begin :psyduck: I've read some books and online articles, but they all say "lolololo fuck classes and namespaces we only use headers because they're l337"
[img]http://img.meteornet.net/uploads/ywrxf6to/ss.png[/img] Still some issues, but I got the depth buffer blocking shadows to work and some other things. [editline]07:54PM[/editline] [media]http://www.youtube.com/watch?v=e-H0LcU19Wk[/media] Made a video loolol. Movement in it seems to have been buggered by fraps. I have no idea what it is that fraps does but it breaks everything I make :<
Hmm, I never understood what those mountain cross-section tiles were.
[QUOTE=Catdaemon;16243269]*pic* Still some issues, but I got the depth buffer blocking shadows to work and some other things. [editline]07:54PM[/editline] [media]http://www.youtube.com/watch?v=e-H0LcU19Wk[/media] Made a video loolol. Movement in it seems to have been buggered by fraps. I have no idea what it is that fraps does but it breaks everything I make :<[/QUOTE] Woah, that looks great. Looks a lot like Gish's lighting system. And I loved it! Did you figure it all out yourself or did you read a tutorial or whitepaper or something?
[QUOTE=Robber;16245153]Woah, that looks great. Looks a lot like Gish's lighting system. And I loved it! Did you figure it all out yourself or did you read a tutorial or whitepaper or something?[/QUOTE] It's not very difficult to figure out yourself. I skimmed some tutorials but didn't learn anything because they go into too much depth and technical detail, so I decided to implement it myself.
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