• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=BlkDucky;33093413]Why would he use Conio, anyway? It's pretty much been replaced with pdcurses.[/QUOTE] PDCurses isn't provided by default with compilers, though, I believe. I always assume something doing direct terminal control on Windows is using conio because I've gotten used to people using conio for that. Because all Windows compilers ship with conio.h. [editline]3rd November 2011[/editline] All [I]commonly-used ones I know of[/I], anyway.
[QUOTE=esalaka;33093374]Replace random characters with bytes read from files?[/QUOTE] Nah, I meant like how in the Matrix they read the terminals and go "oh shit neo is kickin' ass" and all we read is "asdhasd07aj2herpderp". Traditionally debug values are just printed to the screen in a static manner to read things like angles, memory consumption, reference counts, and all that. But what if there was a methology to printing debug values in a similar appearance to that of the Matrix, and having it be readable somehow?
I said in WDYNHW that I had on my home computer an algorithm for calculating binary logarithms with just integer arithmetic. But I wasn't sure if I ever finished it, so I programmed one now. Unfortunately it still uses one floating point division if the input is less than 1. [cpp]float log2(float x) { if (x <= 0.0f) { return 0.0f; } else if (x < 1.0f) { return -log2(1.0f / x); } else { const unsigned long fractionMask = (1 << 23) - 1; const unsigned long exponentMask = ((1 << 8) - 1) << 23; const unsigned long long fractionPrecision = 1 << 23; unsigned long ix = *(unsigned long *)(&x); int exponent = ((ix & exponentMask) >> 23) - 127; int runningExp; unsigned long fraction = ix & fractionMask; int resultExponent = 0; unsigned long resultFrac = 0; unsigned long long finalFrac; int error = 0; int squares; unsigned long long curFrac = fraction; unsigned long long nextFrac; float result; // Calculate the result fraction to sufficient precision // This fraction will lie between 0..1 while (error < 23) { squares = 0; if (curFrac == 0) { nextFrac = 0; break; } while (curFrac < fractionPrecision) { nextFrac = 2 * curFrac + (curFrac * curFrac) / fractionPrecision; curFrac = nextFrac; squares++; } curFrac = (nextFrac - fractionPrecision) / 2; error += squares; resultFrac += fractionPrecision >> error; } // Convert from (fractionalPart1 + integerPart) to (fractionalPart2 * 2^exponent) if (exponent > 0) { runningExp = exponent; while (runningExp > 1) { runningExp >>= 1; resultExponent++; } finalFrac = (resultFrac + fractionPrecision * exponent) >> resultExponent - fractionPrecision; ix = ((resultExponent + 127) << 23) | (finalFrac & fractionMask); } else { runningExp = resultFrac; while (runningExp > 1) { runningExp >>= 1; resultExponent++; } resultExponent -= 23; finalFrac = (resultFrac << (-resultExponent)) - fractionPrecision; ix = ((resultExponent + 127) << 23) | (finalFrac & fractionMask); } result = *(float *)&ix; return result; } }[/cpp]
[QUOTE=amcfaggot;33093520]Nah, I meant like how in the Matrix they read the terminals and go "oh shit neo is kickin' ass" and all we read is "asdhasd07aj2herpderp". Traditionally debug values are just printed to the screen in a static manner to read things like angles, memory consumption, reference counts, and all that. But what if there was a methology to printing debug values in a similar appearance to that of the Matrix, and having it be readable somehow?[/QUOTE] Actually, I believe most of the characters on the monitors are Japanese. Apparently it was them who created the robots that destroyed humanity, who would've known? And that can be achieved; essentially what you'd do is have the monitor show the data at static positions and just "illuminate" it with the trails of the falling characters &#8212; that wouldn't actually that way be falling at all.
[img]http://i434.photobucket.com/albums/qq61/Yzooo/1.jpg[/img][img]http://i434.photobucket.com/albums/qq61/Yzooo/2.jpg[/img] Now the Oxygen dynamically fills up the map, I haven't added it so walls block oxygen yet but it's still progress! Also since you can't see the oxygen in those screenshots and those look like the ones I posted before I will provide the shameful pictures of when I tried to make it so the console outputted the oxygen instead of the map(shameful because I failed on the line-breaking so it looks sort of wacky). [img]http://i434.photobucket.com/albums/qq61/Yzooo/oxygendynamic2.jpg[/img][img]http://i434.photobucket.com/albums/qq61/Yzooo/progression.jpg[/img] (+ = 100% and then 9 = 90% and so on.)
[QUOTE=jalb;33093410]This isn't what it looks like, I swear! [img]http://dl.dropbox.com/u/11093974/Junk/closepoint2.png[/img] It's just a closest point algorithm: [img]http://dl.dropbox.com/u/11093974/Junk/closepoint1.png[/img][/QUOTE] Nice looking eyes!
[QUOTE=Yzooo;33093926][img]http://i434.photobucket.com/albums/qq61/Yzooo/1.jpg[/img][img]http://i434.photobucket.com/albums/qq61/Yzooo/2.jpg[/img] Now the Oxygen dynamically fills up the map, I haven't added it so walls block oxygen yet but it's still progress! Also since you can't see the oxygen in those screenshots and those look like the ones I posted before I will provide the shameful pictures of when I tried to make it so the console outputted the oxygen instead of the map(shameful because I failed on the line-breaking so it looks sort of wacky). [img]http://i434.photobucket.com/albums/qq61/Yzooo/oxygendynamic2.jpg[/img][img]http://i434.photobucket.com/albums/qq61/Yzooo/progression.jpg[/img] (+ = 100% and then 9 = 90% and so on.)[/QUOTE] Wow, you're pretty much making what I've always wanted to make.
I love webm. From a 80mb avi to a 3mb webm video. Makes it much faster to upload. -- Added new fireworks -- purple I am so ariginuhl aren't I? I also need ideas for new fireworks. [vid]http://filesmelt.com/downloader/out2.webm[/vid] And the video won't load apparently. [url]http://filesmelt.com/downloader/out2.webm[/url]
[QUOTE=Map in a box;33094170]I love webm. From a 80mb avi to a 3mb webm video. Makes it much faster to upload. -- Added new fireworks -- purple I am so ariginuhl aren't I? I also need ideas for new fireworks. [vid]http://filesmelt.com/downloader/out2.webm[/vid][/QUOTE] Filesmelt turns that video in to HTML. Amazing.
[QUOTE=Maurice;33088008]Hey guys, listen to 2 German people from the local biggest radio station (1Live) with 3 million listeners talk about Mari0! [media]http://soundcloud.com/maurice-8/1live-plan-b-1-11-2011-mari0[/media] (It's in German) I talk for like 5 whole seconds halfway through.[/QUOTE] I can't understand anything besides the english words you said, but I still listened for some reason
Now with 50x the resolution! [thumb]http://vps.benjojo.co.uk/geoip5.png[/thumb] (And more interesting routing)
[url]http://pastebin.com/gZaTjkEW[/url] This mimics a heart beat using XNA and a 360 controller using info from here: [url]http://hypertextbook.com/facts/1998/ArsheAhmed.shtml[/url] I'm going to use it for when my character is low on health... Please don't hate me for the shoddy code. Whipped up in 5 mins.
[img]http://i.imgur.com/De9Uc.png[/img] The final antilag I added.. :v:
[QUOTE=Map in a box;33095100][img]http://i.imgur.com/De9Uc.png[/img] The final antilag I added.. :v:[/QUOTE] What the hell did you do to cause negative FPS?
[QUOTE=benjojo;33095147]What the hell did you do to cause negative FPS?[/QUOTE] I think he checks for fps <= 0. I HOPE so.
This is part of a game I'm working on at the moment (box2d bouyance along with surface waves that react whenever an object hits them, the bigger the mass, the bigger the splash): [media]http://www.youtube.com/watch?v=0bYnsD6t-0I[/media]
I need to transfer my player physics from clientside to serverside. Naturally, there's only one way to do this. PROGRAMMING TIMELAPSE!
[QUOTE=benjojo;33095147]What the hell did you do to cause negative FPS?[/QUOTE] Time-reversal? Maybe he's developed some kind of anticausal game.
[img]http://i41.tinypic.com/2lniwy8.png[/img] I got an NPC to spawn and follow the player, and his hair and facial hair are randomly selected, and it's possible to change the player's appearance. also programmer art.
Is it possible to get love 0.8.0?
[QUOTE=ZenX2;33095738]Is it possible to get love 0.8.0?[/QUOTE] -snip-. I was wrong, check below post for current builds.
[url]http://love2d.org/builds/[/url]
Thank you.
[QUOTE=amcfaggot;33095837][url]http://love2d.org/builds/[/url][/QUOTE] I stand corrected, woops.
I don't know whether to make in-game servers or dedicated servers for my game. Thoughts?
Start with in-game, then later port the game logic to a dedicated binary.
Okay, I've got love 0.8.0 set up in IntelliJ. Wooh.
[QUOTE=Yogurt;33096058]I don't know whether to make in-game servers or dedicated servers for my game. Thoughts?[/QUOTE] Both.
Sorry for stealing this thread but I don't want to start a new one that has likely been done before that's just a quick question. What should I use to learn a language(don't care what, I hear you can learn a new one off what you know in just about anything) that actually shows how it is useful in making a game? Like example projects and everything. Most tings I've looked at just show you what to write and don't really tell what it does and how to utilize it in a game, and then I don't know where to start
[QUOTE=altern;33096190]Sorry for stealing this thread but I don't want to start a new one that has likely been done before that's just a quick question. What should I use to learn a language(don't care what, I hear you can learn a new one off what you know in just about anything) that actually shows how it is useful in making a game? Like example projects and everything. Most tings I've looked at just show you what to write and don't really tell what it does and how to utilize it in a game, and then I don't know where to start[/QUOTE] well flash actionscript is super easy because you get pretty much instant gratification and IMO it's easier to comprehend out of the gate, but there's better languages out there.
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