[QUOTE=Thermadyle;33303120]The light was one of the first things I made so I totally forgot to change it.
How's this?
[img]http://dl.dropbox.com/u/23797593/newlight.png[/img][/QUOTE]
He said he liked the square lighting and then you went and made it diamonds-shaped..
[QUOTE=Maurice;33303146]He said he liked the square lighting and then you went and made it diamonds-shaped..[/QUOTE]
Yes, I am sorry for that.
But I like it better how it is now.
[QUOTE=Hypershadsy;33302869]sln[/QUOTE]
Have you tried using MSYS and MinGW (on Windows)? Most open source projects I come across compile perfectly with this setup.
...and then there's CMake :downs:
Does anyone have any decent tutorials for XNA for tile maps that use a 2D Array?
[QUOTE=TH3_L33T;33303307]Does anyone have any decent tutorials for XNA for tile maps that use a 2D Array?[/QUOTE]
What do you need to know?
[QUOTE=Night-Eagle;33303184]Have you tried using MSYS and MinGW (on Windows)? Most open source projects I come across compile perfectly with this setup.
...and then there's CMake :downs:[/QUOTE]
I am so confused by this entire package and it's half-dependency on GNU tools that I have no idea how to apply that information.
[QUOTE=Hypershadsy;33303559]I am so confused by this entire package and it's half-dependency on GNU tools that I have no idea how to apply that information.[/QUOTE]
If there's anything I hate in the world, it's GNU Autotools.
[QUOTE=dajoh;33303359]What do you need to know?[/QUOTE]
How to implement it and the code behind it. so if I need to rewrite it later on I can understand and know how.
[QUOTE=Anddos;33303138]lol 2d minecraft[/QUOTE]
youre using internet explorer
I got tired of gifs killing my PC so I decided to learn userscripts.
I made a quick one that does this
[img]http://dl.dropbox.com/u/35032740/Capture.PNG[/img]
When you press play, it plays the gif.
I have no idea if the script is ran before or after the images have loaded so it might not help you with your bandwidth, but it should help with CPU usage.
[URL="http://dl.dropbox.com/u/35032740/gifstop.user.js"]The script is here[/URL]
Hope someone finds it useful.
[QUOTE=Hypershadsy;33303559]I am so confused by this entire package and it's half-dependency on GNU tools that I have no idea how to apply that information.[/QUOTE]
Correction: MinGW and MSYS are not half-dependent on GNU tools; They [B]are[/B] GNU tools.
[QUOTE=esalaka;33303735]Correction: MinGW and MSYS are not half-dependent on GNU tools; They [B]are[/B] GNU tools.[/QUOTE]
Libcaca isn't a GNU tool.
If it is, I give up on trying to understand.
[QUOTE=Darwin226;33303734]I got tired of gifs killing my PC so I decided to learn userscripts.
I made a quick one that does this
When you press play, it plays the gif.
I have no idea if the script is ran before or after the images have loaded so it might not help you with your bandwidth, but it should help with CPU usage.
[URL="http://dl.dropbox.com/u/35032740/gifstop.user.js"]The script is here[/URL]
Hope someone finds it useful.[/QUOTE]
I'll use it. Image loads first btw, so you won't solve bandwidth issues, but it is useful, like you said, for the CPU stuff :)
[QUOTE=TheCoast47;33295917]Here is a summary of what I've been working on for the past 2-3 months.
(I could post footage of my current build,with hard shadows and slight improvements,but i think this is good enough).
There is a lot, that is wrong with this rigid body engine(if you can call it that).
I can list of few things that are missing:
-no static friction.
-no impulses.
-no moment of inertia calculations.
-My Euler integration is probably flawed.
- I cant figure out how to convert this equation into code:
[IMG]http://upload.wikimedia.org/wikipedia/en/math/b/9/3/b937665c445bb62c92f2fb8a318fb99a.png[/IMG]
-Other stuff I've missed.
Eventually, i gave up on rigid bodies all together(rage quit), and moved onto particle Physics;
Which in my opinion, is much easier to digest because i dont have to split up the equations into linear and angular components.
This video is just shows typical collision and stacking And the one below shows off Rope Constraints.
[/QUOTE]
I don't understand what's happening and therefore I shall rate artistic.
[QUOTE=Hypershadsy;33303775]Libcaca isn't a GNU tool.
If it is, I give up on trying to understand.[/QUOTE]
I see. A misunderstanding on my part.
You'll find that a lot of FOSS project heavily depend on GNU tools.
[editline]16th November 2011[/editline]
Although not necessarily autotools.
[QUOTE=Lexic;33299662]Have you tried using [i]two[/i] VBOs? [img]http://i.imgur.com/Bb6wW.gif[/img][/QUOTE]
No, I hadn't much time today, it actually just barely works :v:
Gave up trying to compile the wxWidgets samples after 4 days of trying, decided to rewrite the whole thing in VB6 instead in my school lunchbreaks.
[img]http://img810.imageshack.us/img810/7547/grapher02.png[/img]
For reference, this one is ~300 times slower than the C++ one in tight loops. Hmm. Still, it's a neat proof of concept - could plot iterative functions, like fibonacci sequence etc. :)
[QUOTE=Maurice;33303146][QUOTE=Thermadyle;33303120]The light was one of the first things I made so I totally forgot to change it.
How's this?
[img]http://dl.dropbox.com/u/23797593/newlight.png[/img][/QUOTE]
He said he liked the square lighting and then you went and made it diamonds-shaped..[/QUOTE]
He did what now? Looks square to me.
[img]http://i.imgur.com/5VMOa.png[/img]
[URL="http://dl.dropbox.com/u/41669407/Test01.rar"]Added[/URL] component commands and events. Download link for those who are interested. I'm gonna start to make small posts about my progress when I feel that I have managed to do something new and add a download link to a simple test build. Making youtube videos and gifs is a hassle.
Also proper collision handling like in source, BeginCollide and EndCollide.(Already in box2d, but binded it to my components)
This made it really easy to make a new component to add to the objects, Trigger_Hurt. Adding this component to an object will make it damage objects that collides with it. It interacts with objects that has a Health component and sends a COMMAND_TAKEDAMAGE with damage data.
Next on the list is to make matrice based water so that I can make lava and water and such.
Assignment for 3D-Programming class.
Simple orthogonal ray tracing.
[img]http://dl.dropbox.com/u/5124198/raytracing.png[/img]
I'm just missing a box.
[QUOTE=Fear_Fox;33305811]
I'm just missing a box.[/QUOTE]
There ya' go!
:)
[QUOTE=Fear_Fox;33305811]Assignment for 3D-Programming class.
Simple orthogonal ray tracing.
[img]http://dl.dropbox.com/u/5124198/raytracing.png[/img]
I'm just missing a box.[/QUOTE]
Paint everything dark blue
[img]http://i.imgur.com/Jh2D8.png[/img]
More gui stuff! Except nothing of that works. It's just looking really good at the moment.
I like how even the editor and the GUI keep that SMB look.
[QUOTE=icantread49;33294023]... on an ipod touch [b]2g[/b] :v: 533 MHz CPU and 128 MB of ram[/QUOTE]That's weird, my iPod Touch 2G only has about 30 mb of ram available at any given time. :S
[QUOTE=Quark:;33306374]That's weird, my iPod Touch 2G only has about 30 mb of ram available at any given time. :S[/QUOTE]
yeah 128 MB total...each app gets around 30 MB or so
"640k ought to be enough for anybody." - Charles Darwin
[QUOTE=Jookia;33306421]"640k ought to be enough for anybody." - Charles Darwin[/QUOTE]
*loads basic texture*
*fails*
[QUOTE=ROBO_DONUT;33301728]I don't mean to be a jerk, but I don't think you ever had A*. The code you posted in WDYNHW was pretty far off. Like I said there, you should start with something simple like BFS, then move onto Dijkstra's, which you can add a heuristic to to make it into A*. Do these things in little steps.
Dijkstra's is pretty much just a BFS with the queue replaced with a heap (also known as a "priority queue") and edge weights.
The main issue you had, I think, is that your old code doesn't retain a set of nodes to consider between steps. It takes the closest neighbor and throws out the rest, which is a greedy immediate-best method which isn't guaranteed to get you a solution. If you retain a list of nodes that need considering, then you'll at least get a solution out of it. If you use a regular queue, it'll be a BFS, while if you use a heap it'll be something like Dijkstra's. ([url]http://codepad.org/queem7ad[/url], line 52 is your problem) You also never assign distances to the nodes, which is essential for Dijkstra's and A* (but not for BFS). You want to first assign distances, then reconstruct the path [i]backwards[/i] from destination to source after you've reached the destination.
Also, the termination condition you use is iffy.
[editline]16th November 2011[/editline]
This is killing my laptop.[/QUOTE]
I think you're right. I've redone the code completely since then, but I suspect I'm still making the same mistakes.
[url]http://codepad.org/v1OnyoaG[/url]
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