• What are you working on? November 2011 Edition
    3,673 replies, posted
[code] *{font-family:Georgia;margin:0;padding:0}.bc{font-family:Arial;font-size:.95em;height:325px;margin-right:10px;width:275px}.bc .ra{text-align:left}.bc-co{height:326px}.bc-co .bc-na{width:560px}.bc-t{padding:0 0 5px 5px}.c{font-size:.8em;height:79px;padding:8px;width:264px}.c .ra-f-h{font-family:Gotham, Arial, sans-serif}.c img{height:95px;left:-8px;top:-8px;width:110px}.c-co{height:95px;margin:4px 4px 4px 0;width:280px}.c-na{background:#DAD9BC;display:inline-block;font-family:Garamond, Time New Roman, serif;font-weight:700;height:24px;line-height:24px;margin:7px 4px 4px;vertical-align:m;width:24px}.c-na:hover{background:#CCC}.con{background:#FFF;font-size:.875em;line-height:1.286em;padding:16px 0}.f{font-size:.6em;margin-top:16px;max-height:75%}.f-b{background:#00AFC7;border-bottom:12px solid #543019;height:12px}.h{background:#115F85}.h .f .n .n li .c-n{text-align:center}.h-o{z-index:4}.l .r{margin-top:5px;width:auto}.m{margin-top:44px;width:850px}.n{border-bottom:12px solid #00AFC7;clear:both}.n .bc .bc-co .bc-t{background:#543019}.n .bc .bc-co .c-co .ra{overflow:hidden}.n .n ul{height:42px}.n .n ul li .m .bc .c img{position:relative}.n a{display:block;font-family:Gotham, Helvetica, Arial, sans-serif;letter-spacing:2px;line-height:30px;padding:0 16px;position:relative;text-decoration:none}.n a .bc .c .c-na .ra-f-h{color:#FFF}.n a .p-o{z-index:6}.n li{height:35px;margin:7px 4px 0;right:50%}.n ul{left:50%;list-style-type:none}.n ul .m{margin:0 auto}.n ul li .l .bc .c .c img .ra{float:left}.p-o{background:url(../Images/PatternOverlay.png) repeat-x top left;height:54px;pointer-events:none;z-index:6}.pi{z-index:5}.pi .h-o .p-o .c{position:absolute}.r{float:right}.ra{height:852px;width:360px}.ra-f-f{height:120px;margin-top:4px}.ra-f-h{font-size:1.4em;height:66px;margin-bottom:24px;padding:10px}a img{border:none}a:hover{color:0}a:link a:visited a:active{color:blue;text-decoration:none}body{background:#EAEAD3;color:#543019;min-width:850px}table td tr{margin:auto;vertical-align:top}[/code] Optimized / Compressed CSS, heck yeah! Screw readability if it affects load times! Using CSS and XML/HTML to make GUI's is p. cool. 3.71kb -> 1.96kb (Almost 50% smaller)
[quote]Scanning dependencies of target Gwen [ 0%] Creating directories for 'Gwen' [ 0%] Performing download step (SVN checkout) for 'Gwen' [..] U Gwen Checked out revision 155. [ 0%] Performing patch step for 'Gwen' patching file Projects/Build.sh patching file Projects/inc/linux.lua patching file Projects/inc/include.lua [ 0%] Performing update step (SVN update) for 'Gwen' At revision 155. [ 0%] No configure step for 'Gwen' [ 0%] Performing post-configure step for 'Gwen' Building configurations... Running action 'clean'... Done. Building configurations... Running action 'gmake'... [..] Done. [ 0%] No build step for 'Gwen' [ 0%] Performing post-build step for 'Gwen' ==== Building GWEN DLL (release) ==== Creating ../../../lib/linux Creating obj/Release/GWEN DLL [..] Linking GWEN DLL ==== Building Renderer-SFML (release) ==== Creating obj/Release/Renderer-SFML SFML.cpp Linking Renderer-SFML [ 0%] Performing install step for 'Gwen' [ 0%] Completed 'Gwen' [ 55%] Built target Gwen[/quote] Hooked Gwen up to CMake's third party program thing.
[QUOTE=Maurice;33528741]Any Australians here? Buy/Steal/Obtain the recent (?) issue of "Hyper"; apparently they printed a 2 page feature on Mari0 and I NEED scans of that. Also I wanna get my fingers on an actual copy but that sounds expensive. (How expensive is shipping a magazine from Australia to Germany?)[/QUOTE] Australia? Lucky for you that it's in a language you can understand - the one magazine something of mine was featured in (a COD4 mod ages ago) was a Polish one [img]http://i.somethingawful.com/forumsystem/emoticons/emot-saddowns.gif[/img]
[QUOTE=NovembrDobby;33529508]Australia? Lucky for you that it's in a language you can understand - the one magazine something of mine was featured in (a COD4 mod ages ago) was a Polish one [img]http://i.somethingawful.com/forumsystem/emoticons/emot-saddowns.gif[/img][/QUOTE] Not Tetris (1) was featured on a dvd of a gaming magazine I'm subscribed to, it's even pictured on the front of the dvd. That was pretty surprising.
[QUOTE=NovembrDobby;33529508]Australia? Lucky for you that it's in a language you can understand - the one magazine something of mine was featured in (a COD4 mod ages ago) was a Polish one [img]http://i.somethingawful.com/forumsystem/emoticons/emot-saddowns.gif[/img][/QUOTE] [img]http://img522.imageshack.us/img522/5051/austrialianenglish.png[/img]
I bet you feel like a dick since English is a proper noun.
[QUOTE=NovembrDobby;33529508]Australia? Lucky for you that it's in a language you can understand - the one magazine something of mine was featured in (a COD4 mod ages ago) was a Polish one [img]http://i.somethingawful.com/forumsystem/emoticons/emot-saddowns.gif[/img][/QUOTE] I had an Unreal Tournament 3 map mini-pack featured in an Italian magazine. The magazine went kaput a few months after it was featured. Coincidence? I hope so :v:
I was never featured anywhere :(
i was featured in this awesome set of highlights in an awesome community of programmer dudes once or twice
[img]http://i.imgur.com/DzIun.png[/img] Finally got a .png drawing with OGL. :D
I got featured in Terraria thread V2.
[QUOTE=DatZach;33530083][img]http://i.imgur.com/DzIun.png[/img] Finally got a .png drawing with OGL. :D[/QUOTE] Ha it looks like you tried to draw your avatar's face. [img]http://www.facepunch.com/avatar/420393.png?garryis=awesome[/img]
[img]http://i.imgur.com/sBYc0.png[/img] a little better. good enough IMO, i need to submit tomorrow [editline]2nd December 2011[/editline] previous ones to compare [img]http://i.imgur.com/ftSjW.png[/img]
So I had my demo this Monday on my physics engine. It was going well, then my professor told me to stack a bunch of boxes and see what they did, and well... [img]http://dl.dropbox.com/u/11093974/Junk/wtf.gif[/img] No... no.. nonononono!! ...Fuck.
[QUOTE=jalb;33530429]So I had my demo this Monday on my physics engine. It was going well, then my professor told me to stack a bunch of boxes and see what they did, and well... [img]http://dl.dropbox.com/u/11093974/Junk/wtf.gif[/img] No... no.. nonononono!! ...Fuck.[/QUOTE] What did your professor do after that happened? :v:
[QUOTE=Austech2;33530669]What did your professor do after that happened? :v:[/QUOTE] He kind of expected it to happen, actually. In the course I'm taking we set our own goals from week to week (so long as they're a reasonable amount of work), and I never said "box stacking" would be a feature in this demo so I still made 100% on it. :v: Box stacking is a feature in the demo in two weeks from now though. It's some scary shit, too.
[QUOTE=jalb;33530429]So I had my demo this Monday on my physics engine. It was going well, then my professor told me to stack a bunch of boxes and see what they did, and well... [img]http://dl.dropbox.com/u/11093974/Junk/wtf.gif[/img] No... no.. nonononono!! ...Fuck.[/QUOTE] It's a FEATURE.
-snip-
Okay, one more. This one had me laughing so hard: [img]http://dl.dropbox.com/u/11093974/Junk/100percentphysicallyaccurate.gif[/img] "Fuck this, I'm out of here." Clearly my implementation needs some work.
dude, that's like ... physics AI
Could anyone here do me a favor and draw a picture showing me the maths behind raytracing against a grid? I don't need projection, etc. I know how to do that. I just can't find a place that shows me the math behind finding the intersections with gridlines. And I HATE black boxes in my code.
[QUOTE=Jawalt;33531068] I don't need projection, etc. I know how to do that. I just can't find a place that shows me the math behind finding the intersections with gridlines. And I HATE black boxes in my code.[/QUOTE] uhm ... ray trace against a plane, then check if the UV's are close enough to whole numbers. for example, if (abs(int(u) - u) < TOLERANCE && abs(int(v) - v) < TOLERANCE) solid(); else ignore(); [editline]2nd December 2011[/editline] also jawalt can you elaborate on how my icons post is late?
Do you guys ever get that feeling when you [I]want[/I] to program something, but you don't know what?
I don't think I've ever posted in here, just sort of lurked. I've started a programming course at my school and I decided to make something simple in my free time: A binary - decimal converter, and vice versa. Decimal to Binary: [img]http://i.imgur.com/1lM1e.png[/img] [img]http://i.imgur.com/ZSo5P.png[/img] Binary to Decimal: [img]http://i.imgur.com/Eyx59.png[/img] [img]http://i.imgur.com/ev2oS.png[/img]
[QUOTE=icantread49;33531154]uhm ... ray trace against a plane, then check if the UV's are close enough to whole numbers. for example, if (abs(int(u) - u) < TOLERANCE && abs(int(v) - v) < TOLERANCE) solid(); else ignore(); [editline]2nd December 2011[/editline] also jawalt can you elaborate on how my icons post is late?[/QUOTE] Wow, I'm an idiot. Your post just made me realize that I can find the first intersections really easily by constructing a triangle with the ray as the hypotenuse. And the two other sides of the triangle being grid lines (well one is just the distance from the gridline, not the gridline itself). Since the grid lines are axis aligned and form a right triangle I can solve for the intersection really easily :D Also I rated it late because it looks iffy, but not terrible. Didn't want to rate 'disagree', since it seems like with some improvements it could be a decent icon. [editline]1st December 2011[/editline] See if a tutorial had just made me a pretty picture like: [img]http://filesmelt.com/dl/raycasting.png[/img] I would have gotten it instantly. But I like overcomplicated the whole process in my head. Orange should actually be "Axis-aligned distance to gridline" or something like that. [editline]1st December 2011[/editline] Am I the only one who draws myself pictures to understand things?
[QUOTE=Jawalt;33531579]Didn't want to rate 'disagree', since it seems like with some improvements it could be a decent icon.[/QUOTE] CC would be much appreciated
[QUOTE=icantread49;33531783]CC would be much appreciated[/QUOTE] I'm not an artist but: Colors are kind of icky, sort of '16-bit' looking. Fire is iffy. It's hard to tell what's going on with the icon. [editline]1st December 2011[/editline] Instead of trying to compress what your app does into an icon, just make a memorable fun looking icon.
In spirit of Terraria 1.1, smoother lighting. (also new sprites, better npcs, tons of better background functions) [img]http://dl.dropbox.com/u/8745051/facepunch/smoother%20lighting.png[/img] I would record a video but I'm currently on shitternet with limits. (also I'm doing this just for fun (probably) (to the posts 10 pages ago))
[QUOTE=icantread49;33530327][img]http://i.imgur.com/sBYc0.png[/img] a little better. good enough IMO, i need to submit tomorrow [editline]2nd December 2011[/editline] previous ones to compare [img]http://i.imgur.com/ftSjW.png[/img][/QUOTE] Still strange looking, can't quite make out what it's supposed to be. Maybe it doesn't need to directly depict a cloth, but the two things you are able to do. A shitty paint mockup from me: [IMG]http://filesmelt.com/dl/shittyexample.png[/IMG]
[QUOTE=NorthernGate;33529123][code] --snip--[/code] Optimized / Compressed CSS, heck yeah! Screw readability if it affects load times! Using CSS and XML/HTML to make GUI's is p. cool. 3.71kb -> 1.96kb (Almost 50% smaller)[/QUOTE] a:link a:visited a:active{color:blue;text-decoration:none} I don't think that will match many things. Are there supposed to be commas? It starts towards the end of the next to last line.
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