• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=ZenX2;33145095]I missed the raging part, and I've always been on the defending part I defended geel and I'll defend Overv.[/QUOTE] In before who is Geel.
Let's stop shitting up the thread, and post more content. That'd be great, thanks. [img]http://i.imgur.com/VH5u3.png[/img] I call it the Xynxny Coordinate System (Pronounced "Zen-ecks-knee") due to it using a coordinate system that looks like this: (x, y, node x, node y), or (x, y, nx, ny). It can use any scale, but for my game, since I'm going to be taking an 8-bit-esque approach, I'm using an (8,8,∞,∞) scale.
Thank you Overv. [img]http://filesmelt.com/dl/ILoveOPENGL.PNG[/img]
Whatever happened to that lego-racers thing? Maybe I'm thinking of something else, but I thought it was on WAYWO.
[QUOTE=SomeFaggot;33145451]Whatever happened to that lego-racers thing? Maybe I'm thinking of something else, but I thought it was on WAYWO.[/QUOTE] Yeah its on here.
You guys are being drama queens. "Let's hate on overv lol." "Oh ha look at him he responded so immature lol." "Oh plz Overv u finish nothing plz leave."
And here's the game drawing over a hovered node. Someone asked me how this relates to chunks. There are no chunks, if I saved the game like chunks are saved, though, this would just be one massive chunk. The coordinate system is primarily for lookup and physics optimizations. [IMG]http://i.imgur.com/NezyD.png[/IMG]
So you would save the world in entirety?
Yes. You have quite a bit of assistance from the coordinate system. If a whole node or a fraction of it is just a single tile type, you save the entire node structure (or a fraction of it) as that value, and nothing more.
[QUOTE=SomeFaggot;33145451]Whatever happened to that lego-racers thing? Maybe I'm thinking of something else, but I thought it was on WAYWO.[/QUOTE] That was me. I hit a brick wall. I'll get back to it sometime.
Well, trying to improve my terrain generation... Works wonders now. [img] http://filesmelt.com/dl/Platformerworkswonders.gif[/img]
[QUOTE=amcfaggot;33145626] [IMG]http://i.imgur.com/NezyD.png[/IMG][/QUOTE] Is there some type of filter on the whole screen, or is that just a side effect of all the lines?
It's a subtle lighting effect. There is a double-grid pass. A grid for nodes, and a grid for tiles, which makes some of the lines stand out.
Anyone know a good screen capture program? I've used Camtasia which is pretty darn good but the trial ran out and I don't feel like buying it. I'm using Camstudio now and so far I'm really unimpressed. So do you guys have any suggestions?
[img]http://puu.sh/8c6d[/img] I was just 'faking' collisions in earlier screenshots, but I'm actually doing them now. Woo. [editline]6th November 2011[/editline] Also, I hate unintentionally breaking code you didn't notice you touched, so you have absolutely no idea how you broke it
Reworked the coordinate system, flipped the coordinate values. It's no longer Xynxny, it's now Nxnyxy due to the way the nodes are parsed. [t]http://i.imgur.com/DQkCk.png[/t] Here's hentie talking to me, with the tiles not rendering a shine pass, as first seen. [editline]5th November 2011[/editline] [t]http://i.imgur.com/EO4Jj.png[/t] These are actual levels, players can stand on the letters, but I don't have a player drawn. I actually misspelled "super". I guess that means it's time to go off to bed. Night, WAYWO. Tomorrow, physics videos!
Voronoi diagrams! [IMG]http://i.imgur.com/E2c63.png[/IMG]
[QUOTE=Overv;33143626]Ramblings[/QUOTE] The only reason people are still bringing up open.gl is that you refuse to admit that you went in over your head and advertised it like the best thing since sliced bread, then just gave up on it. Pointing that out is hilarious, because your ego refuses to let you just accept that you fucked up. Everyone in this thread has mentioned a project that sounded really cool, and then scrapped it. What makes you special is that your project was so grandiose and useful that people really wanted to see it done, and the amount of effort you put into explaining the idea, and the amount of promises you made regarding the website. In hindsight, it was a lot like what Mr. T does, but you're much smarter and more experienced than he is, so nobody expected you to just give up. When you finally did give up and ran screaming out the door, we could do one of two things: A) Poke fun at you for being exactly like the rest of us B) Get furious at the loss of a potentially amazing website, and by extension, you. To be honest, you should be happy that we responded the way we did.
I did the 0 hour game jam (make a game in 1 hour during the DST change). It's pretty bad, probably the simplest game in existence both graphically and gameplay-wise. Whatever. :P [img]http://i.imgur.com/F7pEQ.png[/img] [url]http://dl.dropbox.com/u/4214717/0hour.love[/url] wasd to move, mouse to aim, space to fire. I might have accidentally made a love 0.8.0 dependency when you try to press esc to quit.
[QUOTE=Dr Magnusson;33146915]The only reason people are still bringing up open.gl is that you refuse to admit that you went in over your head and advertised it like the best thing since sliced bread, then just gave up on it. Pointing that out is hilarious, because your ego refuses to let you just accept that you fucked up. Everyone in this thread has mentioned a project that sounded really cool, and then scrapped it. What makes you special is that your project was so grandiose and useful that people really wanted to see it done, and the amount of effort you put into explaining the idea, and the amount of promises you made regarding the website. In hindsight, it was a lot like what Mr. T does, but you're much smarter and more experienced than he is, so nobody expected you to just give up. When you finally did give up and ran screaming out the door, we could do one of two things: A) Poke fun at you for being exactly like the rest of us B) Get furious at the loss of a potentially amazing website, and by extension, you. To be honest, you should be happy that we responded the way we did.[/QUOTE] There is actually a third more mature option. To get over it and move on, nobody has to bring it up and nobody has to be mad at anyone, it's that simple. The jokes were fun at first, but then you guys just didn't let up and became predictable. Overv made a post? You could pretty much guarantee someone would bring up open.gl. Sure, Overv overhyped open.gl, but we all sometimes get really excited about projects that have a ton of potential, if you haven't then you haven't been programming for very long. I don't get why you guys have to keep prodding him acting like he's at fault when he's just being like the rest of us. It just goes back to my theory that a lot of WAYWO regulars need someone to pick on, so you guys take what you can get. I'm not trying to accuse anyone of being a horrible person though, I just think you guys need to stop being so entitled about open.gl.
I just spent the better part of today setting up my Arch partition for programming while writing a guide to setting up git and connecting to the repo on my private server. I've got Eclipse working with EGit, CDT, and the Android ADT plugin. I also got MonoDevelop working with it's own git integration, but both of them use the standard system ssh to connect to my server seeing as I had a keychain set up with my private key. There was some huge complication almost every step of the way that I had to work through, and it got really frustrating at times. Besides that, my game physics book came in today, set up a Matrix2 class and a Matrix3x2 class, and I fixed some networking and audio issues with my Arch partition as well. So in a way today was a productive unproductive day. I got almost no coding done, but somehow I still feel productive, which I guess is a good thing. Also, can we please get over open.gl? It was an idea Overv had that didn't really work out and he decided to move on. I don't see why we're still talking about it.
[QUOTE=Box Eater;33146835]Voronoi diagrams! [IMG]http://i.imgur.com/E2c63.png[/IMG][/QUOTE] Did you implement some of the more advanced algorithms (e.g. the sweepline algorithm)? I looked at Voronoi diagrams some time ago but it felt like such a chore to program.
[QUOTE=Box Eater;33146835]Voronoi diagrams! [IMG]http://i.imgur.com/E2c63.png[/IMG][/QUOTE] Did you re-implement the algorithm from scratch or use a library? I ask because all the libraries I've looked at are full of memory leaks (C++) and too confusing to extract all the individual polygons from efficiently. Also, I've been unable to cover all the edge cases in my own attempts. Now, just the phrase "sweep-line algorithm" gives me nightmares :ohdear: Oh, just realized that I assumed it was an O(n*log(n)) algorithm - was this the case?
Unfortunately, it's done per pixel, so n squared. I had a look at Fortune's algorithm and it just flew straight over my head.
[QUOTE=NorthernGate;33147208]There is actually a third more mature option. To get over it and move on, nobody has to bring it up and nobody has to be mad at anyone, it's that simple. The jokes were fun at first, but then you guys just didn't let up and became predictable. Overv made a post? You could pretty much guarantee someone would bring up open.gl. Sure, Overv overhyped open.gl, but we all sometimes get really excited about projects that have a ton of potential, if you haven't then you haven't been programming for very long. I don't get why you guys have to keep prodding him acting like he's at fault when he's just being like the rest of us. It just goes back to my theory that a lot of WAYWO regulars need someone to pick on, so you guys take what you can get. I'm not trying to accuse anyone of being a horrible person though, I just think you guys need to stop being so entitled about open.gl.[/QUOTE] The thing is that he actually hasn't got over it himself and feeds the flames of the fire. Look at his the open.gl site right now. We've all had projects that start off as concepts and don't go beyond that, but Overv actually went beyond that and declared a project that he had no experience in and ended up declaring how bad OpenGL is after he actually learned how to use it, making his project beyond ironic. As for WAYWO, I think we all take our shots at each other, but some are more deserved than others. I enjoy acting as if Nullsquared is getting nowhere with his game, and even poked fun at it not being in the highlights. (Why is it not there?)
[QUOTE=amcfaggot;33145626]And here's the game drawing over a hovered node. Someone asked me how this relates to chunks. There are no chunks, if I saved the game like chunks are saved, though, this would just be one massive chunk. The coordinate system is primarily for lookup and physics optimizations. [IMG]http://i.imgur.com/NezyD.png[/IMG][/QUOTE] Even though I have no idea what you mean with xynxyn, it looks absolutely amazing.
[media]http://www.youtube.com/watch?v=RP6Y0vqDui4[/media] (Because most of you won't read the video description: [url=https://8bc.org/music/spamtron/Escape+OST++Gameplay/]Song page[/url], [url=https://8bc.org/members/spamtron/]artist page[/url].) This is just a small video of my current progress on the pseudo-voxel editor for the sandbox mmo I occasionally help out. I'm currently using unity, however it has absolutely no support for in-game editing so I had to program everything related to that from scratch. The gizmo, tooltips, block copying/loading/saving, wireframe, and so on. I also hate unity's built-in GUI scripting far more than I thought was possible. If you want to try out the current available version it's located here: [url]http://pixellegacy.com/unity/[/url] A list of blocks that are available for loading are located here: [url]http://pixellegacy.com/unity/stuff/[/url] (You can only load blocks by filename from my website) You can open up any of those pngs in a text editor to see the file format that's used. Controls are rightclick=camera, leftclick=select, WASD=move, ESC=menu, ctrl+c=copy, del=delete, shift=cancel placing block, shift+leftclick on gizmo/block=scale [b]Current features:[/b] • block creation/deletion • material editing, getting, and setting • "Gizmo" for manipulating blocks • block parenting • block copying • Ability to rotate a block with the mousewheel when placing it. • Ability to use the numpad to modify a selected block, with the normal 1,2,3 keys selecting the axis • temporary texture browser • model loading from URL and filesystem • Support for complete keymap changing, but no GUI for it yet • Precision editing box for changing rotation/position/scale using numbers • Ability to change speed and amount for gizmo manipulation, as well as speed of player • User login/register (it just contacts a PHP page with a request which then sends the necessary information for the account • Logging system with notifications that fade in and out • Model history with undo/redo and 'reset history' • Full model saving with the option to upload it to the server. • Custom tooltip that automatically resizes and flips position when too far to the right of the screen • Proper depth sorting for transparent/opaque blocks [b]Current bugs:[/b] • Notification for "user not logged in" doesn't display immediately for some reason • I recently broke the precision editing somehow • I forgot to check if a menu is up or not for the block creation • History currently works by saving the entire file temporarily to text and loading the whole thing up again. I want to eventually make it work on a diff system so it only refreshes what is needed. • The 2nd block (the one that has the full texture on all sides) was made at a size of 2.5x2.5x2.5 for [i]no reason at all[/i] in the previous engine, so I have yet to make it default to being at 0.4x it's normal size on creation when not made from loading a block.
[QUOTE=amcfaggot;33146759]Tomorrow, physics videos![/QUOTE] Woah, I think your in way over your head there Andrew. It took Rockstar months to develop physics for GTA and you think you can do it in a day!? Your ego is just so big, this'll probably be unfinished too. [editline]AGHAHGHAHHGA[/editline] <3 boxes <3
[QUOTE=GARRYMODE;33147720]Woah, I think your in way over your head there Andrew. It took Rockstar months to develop physics for GTA and you think you can do it in a day!? Your ego is just so big, this'll probably be unfinished too. [editline]AGHAHGHAHHGA[/editline] <3 boxes <3[/QUOTE] Because it's impossible to use third party libraries.
Now that I've read all the new posts in WAYWO, I'm off to do fuck-all programming for the day.
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