• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=benji2015;33140275][t]http://puu.sh/8aBV[/t][/QUOTE] Yes. This is exactly what I mean. It's a bit different, and a great step in the right direction. Nice work! :D
WHAT THE FUCK MICROSOFT! So NamedPipeClientStream.Connect will rape your cpu while it waits to connect.
[QUOTE=high;33140749]WHAT THE FUCK MICROSOFT! So NamedPipeClientStream.Connect will rape your cpu while it waits to connect.[/QUOTE] "We could make this method sleep until it gets a connection." "Yeah, or we could make it busy-wait" "Let's do that."
[QUOTE=benji2015;33140275][img]http://puu.sh/8aBV[/img][/QUOTE] Make this: [url]http://www.xgenstudios.com/play/motherload[/url] !!!
[QUOTE=Chris220;33140584]So my friend recently got hold of XNA and C# and is doing his very best to learn it in a very short time... [img]http://i.imgur.com/bmhb2.png[/img] I'd say the mission was a complete success. [editline]5th November 2011[/editline] Yes those blue things are "orbiting" the pacman.[/QUOTE] Said friend happens to be me. I r best porgrammur rite?
[QUOTE=miceiken;33140837]Make this: [url]http://www.xgenstudios.com/play/motherload[/url] !!![/QUOTE] That's what my game started out as. Then it reached level 30 and it EVOLVED into MINOR DESTRUCTION! I chose not to name my MINOR DESTRUCTION. [sp]It's a pokemon joke.[/sp]
[QUOTE=Overv;33138155]I poked at the idea of writing an open version of the GTA3/Vice City/San Andreas engine that still uses the original files to run, that would be a modder's dream basically. It can't be that hard if you think about it: [t]http://cloud.steampowered.com/ugc/613841548876777721/EF0960C94FD9E6BF03A85E9D67866620C8EA6537/[/t] That's San Andreas, maxed out.[/QUOTE] Would be awesome, but you have MTA that's open source and injects into GTASA [url]http://code.google.com/p/mtasa-blue/[/url], it's a good codebase if you want to make a sandbox GTA :)
[IMG]http://i.imgur.com/Jx060.png[/IMG] Woo!
[QUOTE=amcfaggot;33141081][IMG]http://i.imgur.com/Jx060.png[/IMG] Woo![/QUOTE] Wow, artistic! What does it do exactly ? :v:
Fluid simulation! It's a wave coming right there! No but it's actually looking really nice using these tiles. Keep working
Last week: setup the framework for an Advance Wars clone This week: Get stuck on making the GUI for commanding a unit. Making a GUI does this to me [i]every time[/i]
It's a mapping of how I'm calculating a world, and consequently, it's physics. The subtitle is actually misleading; those shouldn't be considered chunks, as a grouping of tiles, but rather nodes, as a coordinate system of tiles. So a more suitable subtitle would be "Tile Node Subdivision". The most primitive approach for a 2D tile game is to have them, obviously all placed in a coordinate plane with x, and y, representing distance left and right, and up and down, respectively. My approach is to have a subdivided coordinate system. (x, y, n) states the dimensions, the third not being a spacial dimension, but rather a location relative to the scalar of x and y, and where x and y have a limit of 7 (0-7). [b]Edit:[/b] Since Lua uses 1 as the initial key in an array, it looks like the lim will be (1,8) instead. This allows for a multitude of great things, one of which being much quicker tile lookup, the primary goal.
[QUOTE=Chris220;33140584]So my friend recently got hold of XNA and C# and is doing his very best to learn it in a very short time... [img_thumb]http://i.imgur.com/bmhb2.png[/img_thumb] I'd say the mission was a complete success. [editline]5th November 2011[/editline] Yes those blue things are "orbiting" the pacman.[/QUOTE] Ah, ICGGS...I thought I recognised those sprites from somewhere :v:
[QUOTE=NovembrDobby;33141516]Ah, ICGGS...I thought I recognised those sprites from somewhere :v:[/QUOTE] Yes indeedy. I'd post my game here but a) I'd probably get banned for memes and b) I wanna add a toaster first.
[QUOTE=NovembrDobby;33141516]Ah, ICGGS...I thought I recognised those sprites from somewhere :v:[/QUOTE] The best sprites ever made, totally useful and artistic too. :) Shame you gotta change them, ill miss those flashing blue circles with non transparent corners
[QUOTE=Chris220;33141714]Yes indeedy. I'd post my game here but a) I'd probably get banned for memes and b) I wanna add a toaster first.[/QUOTE] Why would you be banned for content?
[QUOTE=Map in a box;33141820]Why would you be banned for content?[/QUOTE] If I posted my previous project, I'd probably get banned to for causing a shitstorm.
[img]http://puu.sh/8aZ7[/img] i think i accidentally the whole image
[QUOTE=Map in a box;33141820]Why would you be banned for content?[/QUOTE] It's called a joke. I was playing on the fact that my game contains memes and facepunch's moderators generally ban for memes. I know they wouldn't ban me for memes INSIDE a game I've made, but why should that stop me having some fun? [editline]5th November 2011[/editline] Point b) is still valid, though.
[QUOTE=Yogurt;33139132][img]http://puu.sh/8anq[/img] CHAT![/QUOTE] [QUOTE=benji2015;33140275][img]http://puu.sh/8aBV[/img][/QUOTE] [IMG]http://i.imgur.com/RETYJ.png[/IMG] Graphics are overrated. [editline]6th November 2011[/editline] And totally not because I don't know how to use them :v:
[QUOTE=Map in a box;33141820]Why would you be banned for content?[/QUOTE] Turb got perma'd for creating a Gold Member Forum Scraper thing. I don't know if he posted it in WAYWO, but I guess that counts...
[QUOTE=DuCT;33142072]Turb got perma'd for creating a Gold Member Forum Scraper thing. I don't know if he posted it in WAYWO, but I guess that counts...[/QUOTE] That's because it's against the rules to leak GMF content though.
[QUOTE=Overv;33140462]The content is already there. Sure you have to code stuff like police response, car physics and pedestrians, but it's not [b]that[/b] much.[/QUOTE] Right ... the [i]entire game[/i] doesn't sound like a lot at all
[QUOTE=icantread49;33142274]Right ... the [i]entire game[/i] doesn't sound like a lot at all[/QUOTE] [media]http://www.youtube.com/watch?v=nVE09yyznfc[/media]
[QUOTE=icantread49;33142274]Right ... the [i]entire game[/i] doesn't sound like a lot at all[/QUOTE] You aren't getting the picture [i]at all[/i]. If you strip all of the textures, models, dialog and animation files, what do you get? A basic rendering engine that can draw models with animated skeletons, basic fog and basic plane reflections using the stencil buffer. Then you have a very basic physics engine for cars, which you could use an open-source project like Bullet or Newton physics for. You have the gameplay code, which is written in a scripting language, so you just have to parse that. What else is there really? And people say it isn't worth doing, but what about running GTA 3 on Android? How cool would that be?!
[QUOTE=Overv;33142439]You aren't getting the picture [i]at all[/i]. If you strip all of the textures, models, dialog and animation files, what do you get? A basic rendering engine that can draw models with animated skeletons, basic fog and basic plane reflections using the stencil buffer. Then you have a very basic physics engine for cars, which you could use an open-source project like Bullet or Newton physics for. You have the gameplay code, which is written in a scripting language, so you just have to parse that. What else is there really? And people say it isn't worth doing, but what about running GTA 3 on Android? How cool would that be?![/QUOTE] So you can do what the whole rockstar programming team did on your own? Would like to see that in a viable timeframe.
[QUOTE=Overv;33142439]You aren't getting the picture [i]at all[/i]. If you strip all of the textures, models, dialog and animation files, what do you get? A basic rendering engine that can draw models with animated skeletons, basic fog and basic plane reflections using the stencil buffer. Then you have a very basic physics engine for cars, which you could use an open-source project like Bullet or Newton physics for. You have the gameplay code, which is written in a scripting language, so you just have to parse that. What else is there really? And people say it isn't worth doing, but what about running GTA 3 on Android? How cool would that be?![/QUOTE] [url=http://open.gl/]"You aren't getting the picture at all. If you strip all of the articles, images, snippets, and tutorials, what do you get? A basic wiki that can allow developers to contribute their OpenGL rendering techniques and abstraction approaches. Then you have a very basic introduction to OpenGL, which you could use as the foundation for branching out other articles. You have new articles that can use the category markdown, which can be written in by developers, so MediaWiki just has to parse that. What else is there really? And people say it isn't worth doing, but what about running a massive, comprehensive wiki for developers to really learn from, and contribute back to, unlike the official OpenGL wiki? How cool would that be?![/url]
[QUOTE=Overv;33142439]You aren't getting the picture [i]at all[/i]. If you strip all of the textures, models, dialog and animation files, what do you get? A basic rendering engine that can draw models with animated skeletons, basic fog and basic plane reflections using the stencil buffer. Then you have a very basic physics engine for cars, which you could use an open-source project like Bullet or Newton physics for. You have the gameplay code, which is written in a scripting language, so you just have to parse that. What else is there really? And people say it isn't worth doing, but what about running GTA 3 on Android? How cool would that be?![/QUOTE]But what about actually writing the opcode parser for the scripts? The AI behaviors? parsing all of the model files? the terrain paging system? While these systems may appear trivial, there's a lot more work than you're accounting for. That said I might write a parser for GTA's content files for my engine since it gives me a good set of content to play around with.
[QUOTE=Overv;33142439]You aren't getting the picture [i]at all[/i]. If you strip all of the textures, models, dialog and animation files, what do you get? A basic rendering engine that can draw models with animated skeletons, basic fog and basic plane reflections using the stencil buffer. Then you have a very basic physics engine for cars, which you could use an open-source project like Bullet or Newton physics for. You have the gameplay code, which is written in a scripting language, so you just have to parse that. What else is there really? And people say it isn't worth doing, but what about running GTA 3 on Android? How cool would that be?![/QUOTE] Overv, with all due respect my friend, you are [i]massively[/i] oversimplifying the task at hand
[QUOTE=OldFusion;33142669]So you can do what the whole rockstar programming team did on your own? Would like to see that in a viable timeframe.[/QUOTE] Why do I even post here anymore if my posts aren't read? Bye guys!
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