• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=Kopimi;33464683]node independent materials [/QUOTE] [media]http://youtu.be/Qqy6hGdBcys[/media] Classy.
[QUOTE=Kopimi;33463718]as of now, no, there's no scaling, but in a few minutes i'll have it done. i think i'll have the child scale relative to the parent, the same way it moves and rotates. i assume you're asking me how it scales because you're wondering if scaling the parent scales the amount of relative translation and rotation the child will take on, but it wont. scaling the parent will scale the parent and the child node(s) but none of them will move from their position. you son of a bitch i even uploaded fancy background images for you i have no son[/QUOTE] That's exactly why I was asking and I don't understand why you think not moving them based on scale is a good idea. What if you had a room that was a parent to all the chairs in it. Then scale the room down and all the chairs would end up outside of the room.
It'd also cause problems if you tried to scale down a character holding a staff, or any multi-object thing (Think GMod contraptions).
[QUOTE=Darwin226;33465734]That's exactly why I was asking and I don't understand why you think not moving them based on scale is a good idea. What if you had a room that was a parent to all the chairs in it. Then scale the room down and all the chairs would end up outside of the room.[/QUOTE] [QUOTE=Lord Ned;33465788]It'd also cause problems if you tried to scale down a character holding a staff, or any multi-object thing (Think GMod contraptions).[/QUOTE] Ah yeah, those examples make sense. I'll do parented scaling in a moment, thanks pointing all that out. [QUOTE=Agent766;33465492]Needs more bloom.[/QUOTE] I feel like it needs some grain..
[QUOTE=Lord Ned;33465788]It'd also cause problems if you tried to scale down a character holding a staff, or any multi-object thing (Think GMod contraptions).[/QUOTE] Actually, it wouldn't work well anywhere, with anything that could make use of parenting.
[QUOTE=Ortzinator;33464422]Looks like one of those DVD menus some cheap burner software makes.[/QUOTE] I think it needs an actual logo to look less like that.
Thinking about implementing an inventory system into an rpg'ish project im doing for my class. Probably gonna create it using a 2d Array to represent the space in the inventory (X,Y) then fill the spaces in with information from a gameobject like so: [code] void OnGUI () { var IventoryItem currentInventoryItem; //Go through each row for (int i = 0; i < inventory.length; i ++) { // and each column for (int k = 0; k < inventory[i].length; k ++) { currentInventoryItem = inventory[i][k]; } } } [/code] sort of like that... If i get around to it ill start experimenting with datafiles containing info so the player will be able to save and load a character/game.
[QUOTE=Kopimi;33465826]I feel like it needs some grain..[/QUOTE] Fuck grain and bloom, what it needs is some more Pong. [img]http://i.cubeupload.com/nBLasb.jpg[/img]
[QUOTE=Umbra Fidelis;33466227]Thinking about implementing an inventory system into an rpg'ish project im doing for my class. Probably gonna create it using a 2d Array to represent the space in the inventory (X,Y) then fill the spaces in with information from a gameobject like so: sort of like that... If i get around to it ill start experimenting with datafiles containing info so the player will be able to save and load a character/game.[/QUOTE] Probably faster and more flexible to define a single array. [code] const int INVENTORY_WIDTH = 12; const int INVENTORY_HEIGHT = 5; int myInventory[INVENTORY_WIDTH * INVENTORY_HEIGHT]; //To move between each row of the inventory use modulus and subtraction. //To get to the row above, take the position and subtract INVENTORY_WIDTH. //To go left/right add or subtract one. You'll have to use modulous to handle edge cases (to appropriately determin cursor position), unless you base the cursor's position off of the position in the array it's pointing at, at which point edge cases become easy. [/code]
[QUOTE=Lord Ned;33466306]Probably faster and more flexible to define a single array. [code] const int INVENTORY_WIDTH = 12; const int INVENTORY_HEIGHT = 5; int myInventory[INVENTORY_WIDTH * INVENTORY_HEIGHT]; //To move between each row of the inventory use modulus and subtraction. //To get to the row above, take the position and subtract INVENTORY_WIDTH. //To go left/right add or subtract one. You'll have to use modulous to handle edge cases (to appropriately determin cursor position), unless you base the cursor's position off of the position in the array it's pointing at, at which point edge cases become easy. [/code][/QUOTE] Isn't that what a 2D array is under the hood?
[QUOTE=Lord Ned;33466306]Probably faster and more flexible to define a single array. [code] const int INVENTORY_WIDTH = 12; const int INVENTORY_HEIGHT = 5; int myInventory[INVENTORY_WIDTH * INVENTORY_HEIGHT]; //To move between each row of the inventory use modulus and subtraction. //To get to the row above, take the position and subtract INVENTORY_WIDTH. //To go left/right add or subtract one. You'll have to use modulous to handle edge cases (to appropriately determin cursor position), unless you base the cursor's position off of the position in the array it's pointing at, at which point edge cases become easy. [/code][/QUOTE] I doubt it's any faster, by the time it's compiled I imagine it runs the same instructions
[media][URL]http://www.youtube.com/watch?v=zfZizyn81vw[/URL][/media] I'm working on a chess computer. At the moment, it thinks 3ply. I used minimax for the search function. I haven't optimized the search function, so it takes longer than necessary. It's also only evaluating the board judging from the pieces. It still manages to trap my pieces so I have to sacrifice one of them. If avoidable, the AI doesn't give any pieces away that brings it behind on pieces.
[QUOTE=Samuka97;33466257]Fuck grain and bloom, what it needs is some more Pong. [img]http://i.cubeupload.com/nBLasb.jpg[/img][/QUOTE] Required more noise... [IMG]http://i.imgur.com/GSI6Z.jpg[/IMG] Perfection...
[media]http://www.youtube.com/watch?v=XpywAnTTCoM[/media] dynamic point lights represented by a scene node, parented to another scene node my only concern is that i think i'm doing lighting badly. i call SetLight() on the direct3d device every time the light's position has updated, because that's the only way i know how to update the light position while rendering is to call SetLight, just setting the light position doesn't change anything until that is called. anyone experienced in DirectX who can tell me if i'm doing this wrong?
[QUOTE=Titz;33466660]Required more noise... [IMG]http://i.imgur.com/GSI6Z.jpg[/IMG] Perfection...[/QUOTE] the only thing that separates this from SBaHJ is the spelling
Started on a menu today thanks to Niges inspirational images. [IMG]http://i.imgur.com/gW7kL.png[/IMG]
[QUOTE=nick10510;33467147]Started on a menu today thanks to Niges inspirational images. [IMG]http://i.imgur.com/gW7kL.png[/IMG][/QUOTE] I was like "Why sorry" but YOU STOLE MY FONT! ([url=http://www.dafont.com/pf-tempesta-seven.font]which isn't really mine[/url])
i decided to integrate adwhirl, which means i need to do some native iOS coding i don't see why everyone complains about obj-c so much ... sure, it's ugly, but it makes a lot of sense. for example, the whole "named parameters" thing is really nice that said, it does seem to reinvent a lot of things ... functions are now called "messages", member variables are now called "ivars", etc. i don't understand why apple even invented obj-c, i feel like they would have been much better off if they just stuck with regular c++ (after all, both c++ and obj-c will compile to the same ARM instructions for iOS devices) anyways, i just finished working through some basic tutorials. time to work on an adwhirl EDK for marmalade
[QUOTE=icantread49;33467620] i don't understand why apple even invented obj-c[/QUOTE] They didn't, actually. It's almost as old as C++.
[QUOTE=esalaka;33467701]They didn't, actually. It's almost as old as C++.[/QUOTE] really? so why in the world are they using it :v:
[QUOTE=icantread49;33467745]really? so why in the world are they using it :v:[/QUOTE] NeXT used it, so I guess Jobs brought it with from them.
[QUOTE=icantread49;33467745]really? so why in the world are they using it :v:[/QUOTE] Because it's Objectified C? Maybe they did not prefer C++ or a similar alternative? I hear Obj-C is greatly influenced by Smalltalk.
[QUOTE=Jawalt;33467799]Because it's Objectified C? Maybe they did not prefer C++ or a similar alternative? I hear Obj-C is greatly influenced by Smalltalk.[/QUOTE] there are far more libraries, utilities, articles, etc. regarding C++ than Obj-C [not.to mention:[how ugly] this:self.is]
this debate always goes round and round, and always seems to end with "Because Steve said so..." Did you know it's possible for an external object to totally change what a method in a class does? seems silly to me!
I imagine they used Obj-c because it's not C++ so probably does less name mangling than C so it's less of a headache to write for on an embedded device. Still doesn't negate the fact it's ugly.
[QUOTE=icantread49;33467830]there are far more libraries, utilities, articles, etc. regarding C++ than Obj-C [not.to mention:[how ugly] this:self.is][/QUOTE] C++ syntax was derived from Simula, Obj-C from SmallTalk. Neither was invented to extend C originally. Actually, Simula extended ALGOL and SmallTalk extended... Waitamin, nothing. [editline]28th November 2011[/editline] [QUOTE=danharibo;33467875]I imagine they used Obj-c because it's not C++ so probably does less name mangling than C so it's less of a headache to write for on an embedded device. [/QUOTE] A possibility. Obj-C is a superset of C unlike C++ [editline]28th November 2011[/editline] (Even though that's mostly because C++ has stricter casting rules and some other minor differences. Also because C99 support and whatnot.) [editline]28th November 2011[/editline] (Even though that's mostly because C++ has stricter casting rules and some other minor differences. Also because C99 support and whatnot.)
[IMG]http://img403.imageshack.us/img403/6378/tempaf.png[/IMG] And with that, I'm off to bed. - Mouse Input added - Logo added By the way, that background will eventual be a video instead of that shitty grey colour.
[vid]http://dl.dropbox.com/u/8745051/facepunch/tiles%20V7%20menu%20saving%20loading.webm[/vid] Menus! Saving and loading! Vertical parallax! Won't be on for a few weeks, so just uploading what I have now.
I remember seeing this project a while back that seemed like it was a visualizer for some collaborative system? It showed what looked to me like a network of files (represented by varying shapes and colors) conjoined by lines. The whole thing seemed to be expanding while these things that looked like "user" icons floated about. Does anyone have that video / know that project?
[QUOTE=SomeFaggot;33468759]I remember seeing this project a while back that seemed like it was a visualizer for some collaborative system? It showed what looked to me like a network of files (represented by varying shapes and colors) conjoined by lines. The whole thing seemed to be expanding while these things that looked like "user" icons floated about. Does anyone have that video / know that project?[/QUOTE] Here's one, there may be more: [hd]http://www.youtube.com/watch?v=GTMC3g2Xy8c[/hd]
Sorry, you need to Log In to post a reply to this thread.