[QUOTE=Lexic;33165847]Yessss. Finally it fucking works.
Wolf3Dish formatted input (hardcoded for now)[/QUOTE]
I thought angled walls were interesting. There should both. Also, if your maps are going to be huge, you should implement backface culling.
[QUOTE=Richy19;33165780]I was just wondering, if you need to have a video in a game or program(like a cut scene) would it be possible to use webm?
I know the main video system to use is bink but it costs money, and ogg theora I dont think gives as much compression while keeping the quality[/QUOTE]
Looks like you have an answer, but if I recall correctly, if you email the guys who made Bink, tell them you're an indie, etc, they'll let you use it free (with a small Bink logo at the bottom right corner of the video)
[QUOTE=Funley;33165857]*dumbass question ahead* What does 'unsigned' mean?[/QUOTE]
Can't be negative. Called "unsigned" because it doesn't need a sign as it is always positive.
[QUOTE=Lexic;33165847]Yessss. Finally it fucking works.[/QUOTE]
Backface culling?
[QUOTE=Lexic;33165847]Yessss. Finally it fucking works.
Wolf3Dish formatted input (hardcoded for now)
[IMG]http://i.imgur.com/QslYb.png[/IMG]
Wall parser
[IMG]http://i.imgur.com/ZagcY.png[/IMG]
Static mesh output
[IMG]http://i.imgur.com/0Obfd.jpg[/IMG][/QUOTE]
Wolf3D with tilted camera? You disgust me!
[QUOTE=Smashmaster;33165859]I thought angled walls were interesting. There should both. Also, if your maps are going to be huge, you should implement backface culling.[/QUOTE]
Heh, they were certainly interesting to stamp out. Unintentional pointer arithmetic ftw.
[QUOTE=Ziks;33165866]Backface culling?[/QUOTE]
Implemented but switched off for the purposes of making sure all the walls actually rendered.
On the bright side, I just switched it on and realised I'd inverted every face normal at some point.
Sighhhhhh
C# vs C++ for game programming
C# = Agree
C++ = Disagree
Yeah!, Voronoi dia... Fuck.
[IMG]http://i.imgur.com/UCm2l.png[/IMG]
Well... I wasn't actually expecting it to work. This is my discarded attempt to generate a Voronoi Diagram with linear functions.
[QUOTE=Mr.T;33166068]C# vs C++ for game programming
C# = Agree
C++ = Disagree[/QUOTE]
Since you are not working for a big company (you aren't because then you'd have no choice :v:) I guess you just want to make games for yourself and maybe others.
C# will get you to your goal (a finished game or atleast prototype) much faster than C++
But it really depends on what your specific goals are...
And now: CONTENT!
[vid]http://dl.dropbox.com/u/3192286/vids/SFML2.webm[/vid]
Rockets (that will never circle around their target) and self-made particle engine :D
Excuse the horrible looking explosions, I haven't made a particle effect for them yet (obviously)
edit: props go out to everyone who helped me to get those sexy webm video stuff working :v:
fraps + miro + dropbox + webm + vid-tags = fucking awesome!
[QUOTE=Mr.T;33166068]C# vs C++ for game programming
C# = Agree
C++ = Disagree[/QUOTE]
As far as I know it's not uncommon to use those in conjunction with each other.
C++ for primary engine stuff and C# for scripting "events".
Unless you're going to use a set of libraries, then I'd recommend C# because it's just easier to use for someone relatively new to programming (and if you're now then you probably wouldn't have asked this question).
[editline]7th November 2011[/editline]
:ninja:
[QUOTE=Richy19;33165780]I was just wondering, if you need to have a video in a game or program(like a cut scene) would it be possible to use webm?
I know the main video system to use is bink but it costs money, and ogg theora I dont think gives as much compression while keeping the quality[/QUOTE]
Like others said, [url=http://www.webmproject.org]VP8/WebM[/url] is probably worth a try. VP8's [url=http://www.webmproject.org/license/bitstream/]license[/url] is pretty unrestricted.
[code]public void draw(Graphics g)
{
for (int i = 0; i < sizeX; ++i) {
for (int j = 0; j < sizeY; ++j) {
Cell c = result[i][j];
if (c.marked()) g.setColor(Color.red);
else g.setColor(Color.black);
if (c.isKnown()) {
g.fillRect((int)(c.getX()*gWidth+cofsh),
(int)(c.getY()*gHeight+cofsv),
(int)(c.getX()*gWidth+cofsh+cWidth),
(int)(c.getY()*gHeight+cofsv+cHeight));
if (!c.getW().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+ehofshw),
(int)(c.getY()*gHeight+ehofsv),
(int)(c.getX()*gWidth+ehofshw+ehWidth),
(int)(c.getY()*gHeight+ehofsv+ehHeight));
}
if (!c.getN().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+evofsh),
(int)(c.getY()*gHeight+evofsvn),
(int)(c.getX()*gWidth+evofsh+evWidth),
(int)(c.getY()*gHeight+evofsvn+evHeight));
}
if (!c.getE().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+ehofshe),
(int)(c.getY()*gHeight+ehofsv),
(int)(c.getX()*gWidth+ehofshe+ehWidth),
(int)(c.getY()*gHeight+ehofsv+ehHeight));
}
if (!c.getS().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+evofsh),
(int)(c.getY()*gHeight+evofsvs),
(int)(c.getX()*gWidth+evofsh+evWidth),
(int)(c.getY()*gHeight+evofsvs+evHeight));
}
}
}
}
}[/code]
Cryptic variable names? Lacking documentation? Too much nesting?
Not at all!
I'm doing the art for this Viking Saga game rayboy1995 and I are working on.
[IMG]http://i.imgur.com/ScIQU.png[/IMG]
He'll get started on procedurally generated terrain next.
[QUOTE=Mr.T;33166068]C# vs C++ for game programming
C# = Agree
C++ = Disagree[/QUOTE]
C# gets you there faster, but C++ might be a better choice if you're developing a cross-platform game. C++ might be also slightly faster to execute, but the speed difference is really negligible in most cases.
[QUOTE=Mr.T;33166068]C# vs C++ for game programming
C# = Agree
C++ = Disagree[/QUOTE]
It's been said a couple times now, but C# will get you there faster. C# + XNA isn't cross platform either.
But, imo, C# is much easier to code and read. The syntax can be very clear if you make it that way. C++ can get a bit confusing, but if your code is clean it will obviously be easier to read.
[QUOTE=Anonim;33166399][code]public void draw(Graphics g)
{
for (int i = 0; i < sizeX; ++i) {
for (int j = 0; j < sizeY; ++j) {
Cell c = result[i][j];
if (c.marked()) g.setColor(Color.red);
else g.setColor(Color.black);
if (c.isKnown()) {
g.fillRect((int)(c.getX()*gWidth+cofsh),
(int)(c.getY()*gHeight+cofsv),
(int)(c.getX()*gWidth+cofsh+cWidth),
(int)(c.getY()*gHeight+cofsv+cHeight));
if (!c.getW().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+ehofshw),
(int)(c.getY()*gHeight+ehofsv),
(int)(c.getX()*gWidth+ehofshw+ehWidth),
(int)(c.getY()*gHeight+ehofsv+ehHeight));
}
if (!c.getN().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+evofsh),
(int)(c.getY()*gHeight+evofsvn),
(int)(c.getX()*gWidth+evofsh+evWidth),
(int)(c.getY()*gHeight+evofsvn+evHeight));
}
if (!c.getE().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+ehofshe),
(int)(c.getY()*gHeight+ehofsv),
(int)(c.getX()*gWidth+ehofshe+ehWidth),
(int)(c.getY()*gHeight+ehofsv+ehHeight));
}
if (!c.getS().isEmpty()) {
g.fillRect((int)(c.getX()*gWidth+evofsh),
(int)(c.getY()*gHeight+evofsvs),
(int)(c.getX()*gWidth+evofsh+evWidth),
(int)(c.getY()*gHeight+evofsvs+evHeight));
}
}
}
}
}[/code]
Cryptic variable names? Lacking documentation? Too much nesting?
Not at all![/QUOTE]
Okay maybe that wasn't such a good idea after all.
[img]http://i.imgur.com/BNSI1.gif[/img]
[QUOTE=Anonim;33166609]Okay maybe that wasn't such a good idea after all.
[img]http://i.imgur.com/BNSI1.gif[/img][/QUOTE]
That would be a nice screensaver.
[editline]7th November 2011[/editline]
If it wasn't so bright, ofcourse.
[QUOTE=nmagain;33166647]That would be a nice screensaver.
[editline]7th November 2011[/editline]
If it wasn't so bright, ofcourse.[/QUOTE]
After having seen that in fullscreen myself, I have to strongly disagree.
change the colors
Right, it's better now at least:
[img]http://i.imgur.com/Em4qf.gif[/img]
But it's not connecting properly into a maze. I have a feeling something's wrong with my implementation of Prim's algorithm.
[img]http://puu.sh/8gTL[/img]
Oh god why did I attempt a new lighting system
[QUOTE=Anonim;33167080]Right, it's better now at least:
[img]http://i.imgur.com/Em4qf.gif[/img]
But it's not connecting properly into a maze. I have a feeling something's wrong with my implementation of Prim's algorithm.[/QUOTE]
Make walls out of the while lines and make a CSS or DoDS map like that.
Why don't you just replace the swastikas? I'm sure you think it's funny in some way.
Nice map loader anyway :)
[QUOTE=i300;33166581]It's been said a couple times now, but C# will get you there faster. [B]C# + XNA isn't cross platform either.
[/B]
But, imo, C# is much easier to code and read. The syntax can be very clear if you make it that way. C++ can get a bit confusing, but if your code is clean it will obviously be easier to read.[/QUOTE]
Actually, it is now. [URL="http://monogame.codeplex.com/"]Monogame[/URL] 2.0 just got released. It fully implements all the 2D stuff in XNA and 3D support is coming later.
[QUOTE=likesoursugar;33167121]Why don't you just replace the swastikas? I'm sure you think it's funny in some way.
Nice map loader anyway :)[/QUOTE]
Why are you more offended by swastikas than images of Hitler? A swastika only has as much meaning as you give to it.
[QUOTE=likesoursugar;33167121]Why don't you just replace the swastikas? I'm sure you think it's funny in some way.
Nice map loader anyway :)[/QUOTE]
Probably because he's recreating a game/map that had swastikas in it
[QUOTE=likesoursugar;33167121]Why don't you just replace the swastikas? I'm sure you think it's funny in some way.
Nice map loader anyway :)[/QUOTE]
How could blowing up a Nazi castle not be funny?
[QUOTE=subenji99;33167251]Why are you more offended by swastikas than images of Hitler? A swastika only has as much meaning as you give to it.[/QUOTE]
I'm not. But there's other people than you and me here.
Anyway, not WAYWO related!
[QUOTE=likesoursugar;33167355]I'm not. But there's other people than you and me here.
Anyway, not WAYWO related![/QUOTE]
If they get offended by the swastikas in Wolfenstein, they're about 19 years too late.
True!
I give up trying to find my mistake for now. It may not be a maze yet, but at least it looks pretty cool.
[img]http://i.imgur.com/2Ay9E.gif[/img]
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