[QUOTE=mmavipc;33325020]There's only one java language.... java?[/QUOTE]
I meant "beta testing java for FRC" but I'm too tired to care.
Heh, I just use the TankDrive function.
We tried changing our controller to use ArcadeDrive (drives the motors to move in the direction a single joystick tells it to)
Our robot turned into a 100-pound, pointy arm-swinging death machine as usual
[QUOTE=ZenX2;33325267]Heh, I just use the TankDrive function.
We tried changing our controller to use ArcadeDrive (drives the motors to move in the direction a single joystick tells it to)
Our robot turned into a 100-pound, pointy arm-swinging death machine as usual[/QUOTE]
We use the 4 motor tank drive for OperatorControl, but you can't do that for autonomous
[QUOTE=ZenX2;33325267]Heh, I just use the TankDrive function.
We tried changing our controller to use ArcadeDrive (drives the motors to move in the direction a single joystick tells it to)
Our robot turned into a 100-pound, pointy arm-swinging death machine as usual[/QUOTE]
All we really use is this for our arcade drive.
[code]void ArcadeDrive()
{
int iXIdle;
int iYIdle;
iXIdle = 20;
iYIdle = 20;
int iXInput = -joystick.joy1_x1;
int iYInput = joystick.joy1_y1;
int iLeftMotor;
int iRightMotor;
if (abs(iXInput) < iXIdle)
{
iXInput = 0;
}
if (abs(iYInput) < iYIdle)
{
iYInput = 0;
}
iLeftMotor = iXInput - iYInput;
iRightMotor = iXInput + iYInput;
motor[LeftMotor] = iLeftMotor;
motor[RightMotor] = iRightMotor;
}[/code]
[img]http://puu.sh/8RMD[/img]
Helping out a friend with his visual basic college work.. (I guess this qualifies as what I'm working on?)
College
Visual basic
I never realized how many limitations there are when it comes to rendering sound - or, at least, the sheer number of possibilities that must be accounted for. When using OpenAL to proxy vendor audio device drivers, you can't be certain of the maximum number of sources/voices available, nor the number of buffers you're allowed to use.
I think I've come up with a workable solution that also allows me to substitute another back-end in OpenAL's place (just in case). Everything revolves around two generic classes: a device class, and a "play" class. Each time I play a sound, a play object is created. As the emitter moves, it can send position and velocity updates to the device through a handle to the play object. The play object also holds a unique identifier and reference to a sound (which is already loaded into memory [i]only once[/i] by the resource manager), which the device can buffer if it hasn't already (and possibly evict another buffer to make room).
Now, the back-end implementation controls the maximum number of simultaneous sources playable at a time, and by adding more information to play objects (such as length of the sound, rating of loudness, priority), it can also make smart decisions on which sounds to cull to optimize the use of available voices.
The tricky part is that I have tanks that can be firing off 6 machine guns at the same time (cycling faster than the sound ends). If I get 3 players together shooting all their guns at once, I may have already exceeded the maximum number of voices available. However, since every entity has a handle to the playback of a sound, playback could simply be restarted to exploit the fact that the leading edge of a gunshot sound drowns out the trailing edge.
But, what if the player has a ridiculous limit of 1024 simultaneous hardware-accelerated voices available? Or if only one person is firing their guns? I could just throw everything I have at it! FIFO even starts to seem reasonable at this point if I prioritize significantly longer sounds over the shorter ones. But what about sounds that reach a maximum volume towards the end of their play?
This is a lot to think about, and I don't see how any library could address this issue without a massive hinting system. I think I'll just do with truncating excess plays for now and see if it ever does become a problem.
Been on and off programming so much lately. You know, skyrim.
I'm nearing the next release of SEMV...
terrible quality gif:
[img]http://www.iefhost.com/dl/%23gallery/semv_13.gif[/img]
Now instead of loading music from the shitty settings.cfg file (loads from settings.cfg if you open the exe by itself),
you can load from command line: > MusicVisualizer.exe "C:/Documents/Music"
or you can just drag and drop a folder or song.
Play/Pause/Next/Prev/Stop buttons are implemented
And yeah, load whole folders instead of one song at a time.
[QUOTE=icantread49;33325075][img]http://i.imgur.com/4UDbE.png[/img]
poor ipod touch 2g running at 24 FPS ... toggling the lighting makes it run better (no normal calculations)
anyways, i'm done for today. i still need to enhance the GUI (make sure the ad doesn't block anything important) and add a couple of more options (cloth resolution, etc.), and i need to implement burning, and then it's ready![/QUOTE]
You should use the accelerometer for the ability to toy around with it by just moving the phone.
My sand toy now has water and concrete, and runs at an acceptable speed even at this rate;
[img]http://i53.tinypic.com/2ed2nnp.png[/img]
[QUOTE=icantread49;33323224]such as? i'm open to suggestions[/QUOTE]
Allow people to draw their own cloth shape.
Speaking of FRC, my team is absolute shit. My team leaders are FORCING me to use Labview (I'm the only programmer, this is the second time I've been alone), and because of that I had to learn it all from scratch DURING THE SEASON last year. I didn't learn about the ability to type out formulas until the end of the season so all my math for the mecanum wheels was in that shitty diagram thing. I hated it.
Worth it though, to be honest.
[QUOTE=icantread49;33323224]such as? i'm open to suggestions[/QUOTE]
If this is on a phone. Ability to take a picture and use that as a cloth texture.
You have a good base for an app there. Take picture of friend and tear it up.
[QUOTE=DrLuke2;33325865]You should use the accelerometer for the ability to toy around with it by just moving the phone.[/QUOTE]
been a feature since the beginning :v:
[editline]18th November 2011[/editline]
[QUOTE=AtomiCasd;33327143]If this is on a phone. Ability to take a picture and use that as a cloth texture.
You have a good base for an app there. Take picture of friend and tear it up.[/QUOTE]
[img]http://i.imgur.com/4UDbE.png[/img]
see the "Texture" button? press it and choose any image from your iPhone device ... that image on the cloth is a screenshot i took (lock + home) of my game, Morph
(maybe I should make it "Change Image" instead of "Texture" so people don't get confused)
[QUOTE=icantread49;33327179]been a feature since the beginning :v:
[editline]18th November 2011[/editline]
[img]http://i.imgur.com/4UDbE.png[/img]
see the "Texture" button? press it and choose any image from your iPhone device ... that image on the cloth is a screenshot i took (lock + home) of my game, Morph
(maybe I should make it "Change Image" instead of "Texture" so people don't get confused)[/QUOTE]
And make sure to add some kind of visual indicator which buttons are toggle buttons and which ones are normal buttons.
Why hello there you handsome devil
[img]http://i.imgur.com/0Pvsw.png[/img]
I found out I can half my frame time from 3.1ms/3.2ms to 1.8ms/2.2ms if I cut out all the SFML functions.
Im not going to get rid of them but its nice to know I can get some considerable gains in performance by doing so.
Also he is displayed by drawing a texture onto an openGL quad, no deprecated nonsense
Oh, I love hex editing old games...
[IMG]http://i.imgur.com/aOB5M.png[/IMG]
Could anybody tell me a good place to learn C++ ?
[QUOTE=Loli;33328170]Could anybody tell me a good place to learn C++ ?[/QUOTE]
[url=http://www.cplusplus.com/]This website[/url] has always served me very well as reference. Dunno if it's good for learning on but it's useful for looking things up :D
[QUOTE=origamiguy;33328044]Oh, I love hex editing old games...
[IMG]http://i.imgur.com/aOB5M.png[/IMG][/QUOTE]
Haha, what game?
[QUOTE=Z_guy;33328246]Haha, what game?[/QUOTE]
Mace Griffin: Bounty Hunter
Getting the hang of shaders, there pretty easy to use once you know how.
[vid]http://dl.dropbox.com/u/18453712/transparency.webmvp8.webm[/vid]
Transparency is done completely via shaders, I can edit the amount of alpha through the game :D
[QUOTE=Natrox;33326033]My sand toy now has water and concrete, and runs at an acceptable speed even at this rate;
[img]http://i53.tinypic.com/2ed2nnp.png[/img][/QUOTE]
Are you moving the pixels directly or using objects?
[QUOTE=Richy19;33328373]Getting the hang of shaders, there pretty easy to use once you know how.
[vid]http://dl.dropbox.com/u/18453712/transparency.webmvp8.webm[/vid]
Transparency is done completely via shaders, I can edit the amount of alpha through the game :D[/QUOTE]
It looks a bit weird, like some parts of the image are being alpha'd out at different times to the others. Perhaps it's your recorder.
[QUOTE=thomasfn;33328487]It looks a bit weird, like some parts of the image are being alpha'd out at different times to the others. Perhaps it's your recorder.[/QUOTE]
Yea thats just because the game is running at 300-500fps and the recorder only records 30fps
IRL its smooth as you would expect it to be
[img]http://dl.dropbox.com/u/44437457/other/noclueshere.png[/img]
Guess what it is, and please tell me how it comes you can find the sierpinski triangle in there, progressively becoming more and less chaotic
[QUOTE=ROBO_DONUT;33308180]Well that certainly looks a lot more like A*
I don't really understand how you reconstruct the path. It looks like you're just adding every node from the closed set, which will contain not only the path you want, but every other node that the algorithm checked along the way. I think what you want to do is start at the end node and push each nodes 'parent' (using your terminology) onto a stack:
[code]
node = goal
while node != start:
stack.push(node)
node = node.parent
[/code]
When you pop the nodes back off the stack, they'll be in the correct order.[/QUOTE]
[url]http://codepad.org/nusCQSun[/url]
Seems to work a bit better, but they're herping slightly and going off to random nodes once they're finished. Needs a clean up. Thanks for the help!
[editline]18th November 2011[/editline]
Also that was my first stack. I feel like a big boy progromar now
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