• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=ief014;33421536]Oh god I just found out about Alt + Text Selection [img]http://i.imgur.com/hvfFS.png[/img][/QUOTE] holy FUCKING SHIT
[URL="http://youtu.be/438AlQn-rHA"]http://youtu.be/438AlQn-rHA[/URL] A menu system I'm working on. Sexy graphics only at the moment.
Please list everything wrong with this: [URL=http://imgur.com/m0OMQ][IMG]http://i.imgur.com/m0OMQ.png[/IMG][/URL] (It's a content-less Java2D game, running on a Mac)
[QUOTE=jlulian38;33422696]running on a Mac[/QUOTE] Where to begin?
[QUOTE=jlulian38;33422696]Please list everything wrong with this: (It's a content-less Java2D game, running on a Mac)[/QUOTE] If I were dumb, I'd say "Java and Mac". Instead I'll just comment on the lack of content you just mentioned.
[QUOTE=Matte;33421686]Just got switch statements to compile (with both case and default statements) and I also added elseif. By the way, what you see in the console is a class hierarchy containing information about the code and its structure so it's really clean and easy to manage when compiling to other languages (including machine code). [IMG_thumb]http://i.imgur.com/Bnzlc.png[/IMG_thumb] The code in the picture: [code] function bool main(string cmd) { switch(cmd) { case("Hello, world!") { return true; } case("foo") { return false; } case("bar") { return true; } default() { return false; } } if(cmd == "Hello, world!") { return true; } elseif(cmd == "foo") { return false; } elseif(cmd == "bar") { return true; } else { return false; } } [/code][/QUOTE] How exactly are you handling switch statements. Generating a good mapping function for jump tables seems like it could be difficult.
[t]http://db.tt/z8hk8ihJ[/t] According to my dad, if I charge 99 cents for my "app," 100,000 people will buy it and he'll get 60% royalties. Hm.
Sphere in Direct3D pointed at the desktop window handle. [IMG]http://i.imgur.com/VmPeH.png[/IMG]
[QUOTE=origamiguy;33424406]Sphere in Direct3D pointed at the desktop window handle. [IMG]http://i.imgur.com/VmPeH.png[/IMG][/QUOTE] Get the icons to draw over top and work correctly. Please.
[QUOTE=DevBug;33424497]Get the icons to draw over top and work correctly. Please.[/QUOTE] My desktop doesn't [I]have[/I] icons. Well, it does but I leave them hidden and unused.
Fixed quite a few of the water problems. You can now have several different types of liquid and add more easily. [vid]http://dl.dropbox.com/u/8745051/facepunch/tilesV7%20betterwater.webm[/vid]
[QUOTE=benji2015;33424727]Fixed quite a few of the water problems. You can now have several different types of liquid and add more easily. -video-[/quote] did you sprite that yourself? that's nice
benji, what are you coding this in? custom engine or pre existing? fantasmic work
[QUOTE=altern;33425503]benji, what are you coding this in? custom engine or pre existing? fantasmic work[/QUOTE] Pre existing, it's XNA. Thanks! [editline]24th November 2011[/editline] [QUOTE=efeX;33425062]did u sprite tath suurself? its nicee[/QUOTE] Yeah, thanks!
Finally managed to build gtkmm/gstreamermm.. what a fucking chore it was. [editline]25th November 2011[/editline] Wait.. scratch that.. still can't build it into a dll yet.
[QUOTE=benji2015;33424727]Fixed quite a few of the water problems. You can now have several different types of liquid and add more easily.[/QUOTE] What happens when you mix liquids of different color?
[QUOTE=Matte;33421686]Just got switch statements to compile (with both case and default statements) and I also added elseif. By the way, what you see in the console is a class hierarchy containing information about the code and its structure so it's really clean and easy to manage when compiling to other languages (including machine code). [IMG_thumb]http://i.imgur.com/Bnzlc.png[/IMG_thumb] The code in the picture: [code] function bool main(string cmd) { switch(cmd) { case("Hello, world!") { return true; } case("foo") { return false; } case("bar") { return true; } default() { return false; } } if(cmd == "Hello, world!") { return true; } elseif(cmd == "foo") { return false; } elseif(cmd == "bar") { return true; } else { return false; } } [/code][/QUOTE] What if I want to do [code] switch(this.that) { ... } [/code] You should allow any arbitrary expression in your switch statement, not just a variable unless you want to create another PHP
[QUOTE=benji2015;33424727]Fixed quite a few of the water problems. You can now have several different types of liquid and add more easily. [vid]http://dl.dropbox.com/u/8745051/facepunch/tilesV7%20betterwater.webm[/vid][/QUOTE] I think what everyone wants to know is, what happens when you mix different type of water?
I notice how he specifically avoided doing that.
[QUOTE=Xeon06;33425756]I think what everyone wants to know is, what happens when you mix different type of water?[/QUOTE] Right now, nothing. Not sure how I'll do it.. it'll probably just make a new solid material where water types touch. [editline]25 November 2011[/editline] In that video, each water had its own 'type', which was lava, water, etc. Changing the way all of that works now, so they may be able to blend.
Holy fuck, coding is hard. I can't even get a sprite to draw correctly without XNA telling me to go back to kindergarten
[img]http://puu.sh/9hGJ[/img] Oh god what have I done (I'll stop spamming soon)
[QUOTE=Downsider;33418049]You could push them into an array and do the transformations for rotation/size on the CPU for a single draw call[/QUOTE] so now i have to engage the CPU in creating 2 triangles per particle (= extra data too) instead of just binding the simulation's particle positions and active indices
Why not just create a variety of sprites with various rotations built into the image, so they don't have to be rotated at draw time?
[QUOTE=Wyzard;33426695]Why not just create a variety of sprites with various rotations built into the image, so they don't have to be rotated at draw time?[/QUOTE] sound idea but once again, keep in mind this is all one draw call. no texture changes, no size changes, no rotation changes. the only thing that can change is the color
Use a texture atlas maybe? (I don't know offhand whether you can specify texture coordinates with point sprites.) And sizing could be done as part of the image too.
[QUOTE=Wyzard;33426755]Use a texture atlas maybe? (I don't know offhand whether you can specify texture coordinates with point sprites.) And sizing could be done as part of the image too.[/QUOTE] nope, you can't. if i end up creating geometry per-particle, i'll definitely take your suggestions :)
[QUOTE=benji2015;33426450][img]http://puu.sh/9hGJ[/img] Oh god what have I done (I'll stop spamming soon)[/QUOTE] So seeing as I missed the post (if there was one) with information on this, what is it?
[vid]http://dl.dropbox.com/u/2276133/platformer01%202011-11-25%2001-14-50-51.webmvp8.webm[/vid] Better networking, and a chat! (click the video to play from beginning)
[QUOTE=Hruhf;33416122]God damn Game Dev Story preventing me from actually developing my "fucking" game.[/QUOTE] showed up in the ticker as mentioned
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