• What are you working on? November 2011 Edition
    3,673 replies, posted
Anyway, they don't run each-other over now. [img]http://img189.imageshack.us/img189/4606/screennooverlap.png[/img]
I saw yogurt's post on adding water and decided to try it myself. I think I managed to replicate minecraft classic's infinite-spreading-from-one-block. [img]http://puu.sh/9amp[/img]
[QUOTE=benji2015;33396847]I saw yogurt's post on adding water and decided to try it myself. I think I managed to replicate minecraft classic's infinite-spreading-from-one-block. [img]http://puu.sh/9amp[/img][/QUOTE] *Insert clever remark along the lines of, "bitches love H2O"*
@benji2015 yep a good plan to get a boat since you flooded the planet xD, on the other hand looks interesting
[QUOTE=Staneh;33394728]Let's program a program to program.[/QUOTE] That'd be a good idea, except... [thumb]http://i.imgur.com/T9GSt.gif[/thumb]
[QUOTE=Z_guy;33392865]I just downloaded a tarball and, holy shit, it builds without any dependency hell![/QUOTE] That's id software for you, doing everything the hard way and totally awesome for it.
I'm not sure why I'm having problems compiling, it even says it should be compatible with Visual Studio 2010 Express, yet I'm having problems with MFC and ATL bullshit.
[QUOTE=layla;33397222]I'm not sure why I'm having problems compiling, it even says it should be compatible with Visual Studio 2010 Express, yet I'm having problems with MFC and ATL bullshit.[/QUOTE] If you haven't been pointed to this already, give it a shot: [url]http://icculus.org/~riot/doom3_vcpp_express.txt[/url] VC++ Express and MFC work about as well as MFC does on a good day (which is barely or not at all. hiyoooooooo :suicide:)
I'm feeling like this is pretty much as good as it's going to get. [img]http://img231.imageshack.us/img231/1907/screenbunch.png[/img] Night folks.
[QUOTE=Chandler;33398126]If you haven't been pointed to this already, give it a shot: [url]http://icculus.org/~riot/doom3_vcpp_express.txt[/url] VC++ Express and MFC work about as well as MFC does on a good day (which is barely or not at all. hiyoooooooo :suicide:)[/QUOTE] You're the best.
[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] Thank all of you kind people for donating boxes to me. They were of great use! [img]http://filesmelt.com/dl/boxes1.png[/img]
[QUOTE=Soviet_Banter;33396916]*Insert clever remark along the lines of, "bitches love H2O"*[/QUOTE] Oh they do, they do.
[QUOTE=h2ooooooo;33398780]Oh they do, they do.[/QUOTE] Can't live without it they say.
[QUOTE=icantread49;33393485]0 = no water 100 = maximum water on every frame: { if the block to the left of this block can receive water, and it has less water than this block, then transfer 1 water to it if the block to the right of this block can receive water, and it has less water than this block, then transfer 1 water to it if the block to the bottom of this block can receive water, and it has less water than this block, then transfer 1 water to it } that should "level out" water in even spaces, and it should make water "leak down" from hills, etc.[/QUOTE] The downside to this system is that it doesn't simulate pressure so you end up with awkward cases like this... [IMG]http://i41.tinypic.com/t027mt.png[/IMG] Perhaps not a big deal since many games don't account for it, but it does irk me.
[QUOTE=Noth;33397138]That'd be a good idea, except... [thumb]http://i.imgur.com/T9GSt.gif[/thumb][/QUOTE] What webcomic is that again?
[QUOTE=ChristopherB;33398841]The downside to this system is that it doesn't simulate pressure so you end up with awkward cases like this... [IMG]http://i41.tinypic.com/t027mt.png[/IMG] Perhaps not a big deal since many games don't account for it, but it does irk me.[/QUOTE] I thought that'd happen in Dwarf Fortress. I was wrong. So. Very. Wrong.
[QUOTE=Richy19;33394323]Do you have a compiled version? I dont want to install mono IDE just for 1 thing[/QUOTE] If you do go ahead and compile it yourself, please drop me a download link too. I'm in the process of implementing text myself.
[QUOTE=Sir Whoopsalot;33398872]What webcomic is that again?[/QUOTE] [url=http://www.smbc-comics.com/]Saturday Morning Breakfast Cereal[/url] Anticipating ninja.
[QUOTE=Ziks;33399348]Anticipating ninja.[/QUOTE] Dude it's been an hour.
[media]http://www.youtube.com/watch?v=F_VaLuKnoSc[/media] Very early lighting.
3D animation is going to be the death of me one day. Even a simple running cycle requires lots of time and focus to details. [img_thumb]http://i.imgur.com/lkUQP.jpg[/img_thumb]
[QUOTE=Jack Trades;33400552]3D animation is going to be the death of me one day. Even a simple running cycle requires lots of time and focus to details. [img_thumb]http://i.imgur.com/lkUQP.jpg[/img_thumb][/QUOTE] Is there something like a free 2D animation editor, or I need to improvise myself ?
[QUOTE=AntonioR;33400583]Is there something like a free 2D animation editor, or I need to improvise myself ?[/QUOTE] What kind of animation editor are you looking for? Bone animations, frame-by-frame animations or some other kind?
[QUOTE=AntonioR;33400583]Is there something like a free 2D animation editor, or I need to improvise myself ?[/QUOTE] There was a 2d bone animator that worked with SFML but it was still in alpha last I saw it.
[QUOTE=chimitos;33398184]I'm feeling like this is pretty much as good as it's going to get. [img_thumb]http://img231.imageshack.us/img231/1907/screenbunch.png[/img_thumb] Night folks.[/QUOTE] I like your sprites.
[media]http://www.youtube.com/watch?v=MeDZ9fkWqnc[/media] Water video
[img]http://img843.imageshack.us/img843/8365/diggergame2011112316011.png[/img] Aww yeah.
[cpp]bool setupXDGVars(void) { const char* homeDir = getenv("HOME"); if(homeDir == 0) { // Below we just use 'falling back' and don't note we're setting it, // but as $HOME is referenced later on it might confuse anybody reading the // logs. std::cerr << "$HOME not set, temporarily setting it to the user's " << "password file entry." << std::endl; struct passwd* pass = getpwuid(getuid()); homeDir = pass->pw_dir; if(setenv("HOME", homeDir, 0) == -1) { std::cerr << "Failed to setenv $HOME." << std::endl; // No need to return from this one as we're using homeDir from here on. } // If homeDir is still blank, there's bigger problems for them than Desura. } if(getenv("XDG_CONFIG_HOME") == 0) { std::cerr << "$XDG_CONFIG_HOME not set, falling " << "back to $HOME/.config." << std::endl; std::string fullDir("/.config"); fullDir.insert(0, homeDir); if(setenv("XDG_CONFIG_HOME", fullDir.c_str(), 0) == -1) { std::cerr << "Failed to setenv $XDG_CONFIG_HOME." << std::endl; return true; } } if(getenv("XDG_CACHE_HOME") == 0) { std::cerr << "$XDG_CACHE_HOME not set, falling " << "back to $HOME/.cache." << std::endl; std::string fullDir("/.cache"); fullDir.insert(0, homeDir); if(setenv("XDG_CACHE_HOME", fullDir.c_str(), 0) == -1) { std::cerr << "Failed to setenv $XDG_CACHE_HOME." << std::endl; return true; } } if(getenv("XDG_RUNTIME_DIR") == 0) { std::cerr << "$XDG_RUNTIME_DIR not set, falling " << "back to $XDG_CACHE_HOME." << std::endl; std::string fullDir(getenv("XDG_CACHE_HOME")); if(setenv("XDG_RUNTIME_DIR", fullDir.c_str(), 0) == -1) { std::cerr << "Failed to setenv $XDG_CONFIG_HOME." << std::endl; return true; } } return false; }[/cpp] XDG support for Desurium, GO.
[QUOTE=Yogurt;33400752][media]http://www.youtube.com/watch?v=MeDZ9fkWqnc[/media] Water video[/QUOTE] The water should prioritize falling down over moving sideways. Possible not move sideways at all when flowing downwards.
[QUOTE=Robber;33400952]The water should prioritize falling down over moving sideways. Possible not move sideways at all when flowing downwards.[/QUOTE] It does.
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