[QUOTE=Darkwater124;33386706]You should add the Havok physics engine to that and mod the shit out of it. Also, make it able to walk around like a human and have weapons.
Then call it something like.. Euhh.. Origin? Hm..
No wait
Call it the Source!
Then release it and tell everyone you update it once in a month but just keep it easy and update every year.[/QUOTE]
It's using bullet, you can walk around and there's weapons of sorts.
If I was making something useable I wouldn't use any of valve formats, they are atrocious. I used to think that was because I didn't understand them but nope, they're actually terrible.
[QUOTE=layla;33387348]If I was making something useable I wouldn't use any of valve formats, they are atrocious. I used to think that was because I didn't understand them but nope, they're actually terrible.[/QUOTE]
Every file format ever
sans plaintext
[QUOTE=Darkwater124;33386706]You should add the Havok physics engine to that and mod the shit out of it. Also, make it able to walk around like a human and have weapons.
Then call it something like.. Euhh.. Origin? Hm..
No wait
Call it the Source!
Then release it and tell everyone you update it once in a month but just keep it easy and update every year.[/QUOTE]
[del]Bad[/del] ideas guy.
[QUOTE=layla;33387348]If I was making something useable I wouldn't use any of valve formats, they are atrocious. I used to think that was because I didn't understand them but nope, they're actually terrible.[/QUOTE]
Elaborate please.
[img]http://eagle.undo.it:8083/img/kintel_70.png[/img]
Unidentifiable floating objecticles detected. Please remain calm and prepare your cyanide capsules.
[media]http://www.youtube.com/watch?v=mo4frZyNwOs[/media]
My collisions are being a dick.
If anyone wants to help out with this problem, it would be very cool.
OH GOD WE'RE UNDER ATTACK!
[url=http://eagle.undo.it:8083/img/kintel_71.png][img]http://eagle.undo.it:8083/img/kintel_71_cr.png[/img][/url]
Re-did my tilemap code so now it's super-easy for my assistant to make maps for me!
[img]http://i.imgur.com/zBpvZ.png[/img]
[img]http://i.imgur.com/rVSJU.png[/img]
Now I just need to make it into a fun game.
[img]http://img254.imageshack.us/img254/3639/diggergame2011112221234.png[/img]
Main Menu.
I decided to download and install the UDK and just dive in and try to make something with it. Does anybody of you know a good starting tutorial? The UDK documentation is really horrible for someone starting out...
my app Tear and Burn now has a "live camera" mode ... instead of going into the camera app to take a picture, the camera image is displayed directly on the cloth in real time and you can hit "capture" to keep a static snapshot
Whats the most optimum way of drawing text in openGL(in a non deprecated way that works with oGL 2.1)
[editline]22nd November 2011[/editline]
[QUOTE=icantread49;33390057] - [/QUOTE]
Also do you still have that program of yours that took a font and created a texture along with a textfile containing all the letters and UV positions?
[QUOTE=DrLuke;33389995]I decided to download and install the UDK and just dive in and try to make something with it. Does anybody of you know a good starting tutorial? The UDK documentation is really horrible for someone starting out...[/QUOTE]
World of Level design has fantastic tutorials
[QUOTE=Richy19;33390388]Whats the most optimum way of drawing text in openGL(in a non deprecated way that works with oGL 2.1)[/QUOTE]
Render each character that you'll use to a texture, store the UV coordinates, then just render quads.
I give up on implementing multiplayer in my game. I'll just make it a singleplayer RPG :v:
[QUOTE=Richy19;33390388]
Also do you still have that program of yours that took a font and created a texture along with a textfile containing all the letters and UV positions?[/QUOTE]
here's the version i'm currently using
[cpp]
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Text;
using System.Drawing.Drawing2D;
using System.Windows.Forms;
using System.IO;
namespace FontGen
{
public partial class MainForm : Form
{
public MainForm()
{
InitializeComponent();
foreach (FontFamily family in FontFamily.Families)
{
Font f = null;
if (family.IsStyleAvailable(FontStyle.Regular))
f = new Font(family, 24.0f);
else if (family.IsStyleAvailable(FontStyle.Bold))
f = new Font(family, 24.0f, FontStyle.Bold);
else if (family.IsStyleAvailable(FontStyle.Italic))
f = new Font(family, 24.0f, FontStyle.Italic);
if (f != null)
fontListBox.Items.Add(f.Name);
}
}
public Size MeasureString(Graphics graphics, string text, Font font)
{
StringFormat format = new StringFormat();
RectangleF rect = new RectangleF(0.0f, 0.0f, 1000.0f, 1000.0f);
CharacterRange[] ranges = { new CharacterRange(0, text.Length) };
Region[] regions = new Region[1];
format.SetMeasurableCharacterRanges(ranges);
regions = graphics.MeasureCharacterRanges(text, font, rect, format);
rect = regions[0].GetBounds(graphics);
return new Size((int)(rect.Right + 0.5f), (int)(rect.Bottom + 0.5f));
}
private void generate(Font font, string desiredChars)
{
Random rand = new Random();
int num = desiredChars.Length;
int sqrt = (int)Math.Ceiling(Math.Sqrt((double)num));
string code = "";
Bitmap bitmap = new Bitmap(1, 1);
Graphics g = Graphics.FromImage(bitmap);
int maxW = 0;
int maxH = 0;
for (int i = 0; i < desiredChars.Length; ++i)
{
Size size = MeasureString(g, "" + desiredChars[i], font);
maxW = Math.Max(maxW, size.Width);
maxH = Math.Max(maxH, size.Height);
}
g.Dispose();
bitmap.Dispose();
bitmap = new Bitmap(sqrt * maxW, sqrt * maxH);
g = Graphics.FromImage(bitmap);
g.TextRenderingHint = TextRenderingHint.AntiAlias;
g.Clear(Color.Transparent);
//g.DrawString("hello", font, Brushes.Black, new PointF(0, 0));
int x = 0;
int y = 0;
for (int i = 0; i < num; ++i)
{
char c = desiredChars[i];
char cOrig = c;
//c = char.ToUpper(c);
//SizeF s = g.MeasureString("" + c, font);
//Size s = TextRenderer.MeasureText("" + val, font, new Size(), TextFormatFlags.NoPadding);
Size s = MeasureString(g, "" + c, font);
if (x + s.Width > bitmap.Width)
{
x = 0;
y += maxH;
}
//g.DrawString("" + val, font, Brushes.Black, new PointF(x, y));
//g.FillRectangle(new SolidBrush(Color.FromArgb(rand.Next(255), rand.Next(255), rand.Next(255))),
//new Rectangle(x, y, s.Width, s.Height));
//TextRenderer.DrawText(g, "" + c, font, new Point(x, y), Color.Black,
// Color.Transparent, TextFormatFlags.NoPadding);
g.DrawString("" + c, font, Brushes.White, new PointF(x, y), StringFormat.GenericDefault);
code += "" + cOrig + " " + ((float)x / bitmap.Size.Width).ToString("##0.0##") + " " +
((float)y / bitmap.Size.Height).ToString("##0.0##") + " " +
((float)s.Width / bitmap.Size.Width).ToString("##0.0##") + " " +
((float)s.Height / bitmap.Size.Height).ToString("##0.0##") + " " +
((float)s.Width / s.Height).ToString("##0.0##");
x += s.Width;
if (i < num - 1)
code += "\n";
}
//code += "float cSize[2] = {" + (size.Width / bitmap.Size.Width).ToString("##0.0##") + "f, " +
// (size.Height / bitmap.Size.Height).ToString("##0.0##") + "f};";
g.Dispose();
bitmapPictureBox.Image = bitmap;
codeTextBox.Text = code;
}
private void generateButton_Click(object sender, EventArgs e)
{
FontFamily family = new FontFamily((string)fontListBox.SelectedItem);
Font f = null;
if (family.IsStyleAvailable(FontStyle.Regular))
f = new Font(family, (float)fontSizeUpDown.Value);
else if (family.IsStyleAvailable(FontStyle.Bold))
f = new Font(family, (float)fontSizeUpDown.Value, FontStyle.Bold);
else if (family.IsStyleAvailable(FontStyle.Italic))
f = new Font(family, (float)fontSizeUpDown.Value, FontStyle.Italic);
Font font = f;
//if (boldCheckBox.Checked)
//font = new Font(font, FontStyle.Bold);
generate(font, strTextBox.Text);
font.Dispose();
button1.Enabled = true;
}
private void button1_Click(object sender, EventArgs e)
{
StreamWriter writer = new StreamWriter(new FileStream("cInfo.txt", FileMode.Create));
writer.Write(codeTextBox.Text);
writer.Close();
bitmapPictureBox.Image.Save("cBitmap.png");
}
}
}
[/cpp]
no guarantees of any kind, use the code as you wish at your own risk
[QUOTE=icantread49;33391020]
no guarantees of any kind, use the code as you wish at your own risk[/QUOTE]
It's sad that we live in a world where everyone has to add these little waivers when they release something
[img]http://i.imgur.com/trO6p.gif[/img]
[QUOTE=calzoneman;33391116]It's sad that we live in a world where everyone has to add these little waivers when they release something[/QUOTE]
[code]-- Copyright 2011 Andrew McWatters. All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without modification, are
-- permitted provided that the following conditions are met:
--
-- 1. Redistributions of source code must retain the above copyright notice, this list of
-- conditions and the following disclaimer.
--
-- 2. Redistributions in binary form must reproduce the above copyright notice, this list
-- of conditions and the following disclaimer in the documentation and/or other materials
-- provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY ANDREW MCWATTERS ``AS IS'' AND ANY EXPRESS OR IMPLIED
-- WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
-- FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ANDREW MCWATTERS OR
-- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
-- CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
-- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-- ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
-- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--
-- The views and conclusions contained in the software and documentation are those of the
-- authors and should not be interpreted as representing official policies, either expressed
-- or implied, of Andrew McWatters.
-- Begin implementation of "Very Yes" as inspired by Strong Bad Email #118 via:
-- http://www.homestarrunner.com/sbemail118.html
-- Andrew; Check to see if computer over, first.
if not COMPUTER_OVER then very_yes=true end
-- End implementation
[/code]
[QUOTE=calzoneman;33391116]It's sad that we live in a world where everyone has to add these little waivers when they release something[/QUOTE]
Not really.
It's nothing more than a formality, really. He could've just as easily not added that with no consequence.
I like it when people ask me for help, actually. It keeps me a bit aware that people are using my work. For instance, people have contacted me over my work with Half-Life 2: Sandbox from universities, and asked me if they could derive some of my stuff for dissertations, etc.
[editline]22nd November 2011[/editline]
It also means my stuff isn't worthless, considering people take interest to it.
oh god what did I do
[media]http://www.youtube.com/watch?v=Q0jShw_Ju8o[/media]
I did fix it just now though, and now music loads at light speed now!
[QUOTE=ief014;33391709]oh god what did I do
-video-
I did fix it just now though, and now music loads at light speed now![/QUOTE]
For a while I was waiting for something to go wrong in the visualisation, and then I realised that the music is probably not how it should be.
You could market that as a feature - it took me half the video to work out that the music was what was wrong :P
[QUOTE=icantread49;33391158][img]http://i.imgur.com/trO6p.gif[/img][/QUOTE]
real-time camera on cloth
you can take a static snapshot by toggling the camera button off
Doom3 / idTech4 source code was just released. GPLv3, going to take a look at it tonight.
[QUOTE=birkett;33392139]Doom3 / idTech4 source code was just released. GPLv3, going to take a look at it tonight.[/QUOTE]
Hmm. This is actually still a fairly modern engine. Might look into this.
[QUOTE=icantread49;33391158][img]http://i.imgur.com/trO6p.gif[/img][/QUOTE]
[QUOTE=icantread49;33392106]real-time camera on cloth
you can take a static snapshot by toggling the camera button off[/QUOTE]
Whats with the dumbs? I think that's pretty neat.
[QUOTE=i300;33392433]Whats with the dumbs? I think that's pretty neat.[/QUOTE]
it's even neater on an actual device :v:
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