[QUOTE=Jookia;33475612]I don't use the numpad simply because I'm not use to it, but using the top row of keys is something I'm used to.[/QUOTE]
It really takes a day to get used to it and for it to exceed your normal number typing speed. You definitely should try that.
Started programming again with Polycode and C++.
[media]http://www.youtube.com/watch?v=VBo0kVFJE08[/media]
Feelsgood...
I use numpad all the time, because it's quick (just next to my mouse) and convenient.
[QUOTE=BlkDucky;33475563]It blew my mind the day I realised that most people don't use the numpad.
why[/QUOTE]
1. I'm a programmer, not an excel spreadsheet guy (although I did have a data entry job at one point and the number pad really helps there). I only type like one or two digits occasionally, and it's really not worth it to reach all the way over to the right when the keys are right above my home row.
2. The number pad takes up vital desk space. I prefer keyboards without it, as the space you save is just big enough for a beverage and maybe a snack.
Something is wrong with that face...
[img]http://i.imgur.com/FzmtW.jpg[/img]
[sp]Geez, I'm so childish.[/sp]
[QUOTE=Jack Trades;33476016]Something is wrong with that face...
[img]http://i.imgur.com/FzmtW.jpg[/img]
[sp]Geez, I'm so childish.[/sp][/QUOTE]
[url]http://www.facepunch.com/forums/40[/url]
I use the numpad because I can never hit the right number on the top row without looking (yes, this can be a problem when gaming).
[QUOTE=icantread49;33474271]that's pretty good. can you give me any tips on making a good icon for Tear N Burn? my initial idea was to tear and burn a cloth, take a screenshot, and work from there[/QUOTE]
By the way, I was just poking fun, didn't mean to ride your ass to give you hell. So I hope I didn't come off that way. And of course. In fact, if you'd like, I'd love to design an icon for you for free. That icon above is about a $20-50 job, typically.
I was thinking something along the lines of a plain old quad, warped in 3d space, and torn in places with darkened edges to represent burns. [url=http://developer.android.com/guide/practices/ui_guidelines/icon_design_launcher.html]Android has different UI guidelines than Apple[/url], but I think it's still possible to create something that works and is identifiable on both platforms.
[editline]28th November 2011[/editline]
[QUOTE=q3k;33475577]Except most ipv6 addresses are contractable, eg 2400:cb00:2048:1::adf5:3c2a, and the fact that they are long (as there is plenty of them available) is a good thing - we can finally say goodbye to the huge hack that NAT is, and have an address per EVERY DEVICE connected to the internet. And you really don't have to remember IP addresses, that's what DNS is for :v:.[/QUOTE]
Except think of the practical problems. That's still long, in fact about as long as a CD key for most products - at least around that range. While IPv6 has given us amazing capabilities with address abundance, one of the lesser things it's taken away was the nice quickness of typing the addresses in.
I would say a majority of people aren't relying on nice DNS names like home.andrewmcwatters.com every time they want to give their IP address to a friend for some reason.
I know it's not really a big deal or whatever, but I'm gonna miss the shortness of IPv4 when we all do actually have to use IPv6.
[QUOTE=Chandler;33472761]I'm sorry, but is that a shoehorn?[/QUOTE]
Basically it is a horn for your shoe, it allows you to honk at people while walking, either to warn them if they are blocking your way or just to thank them if they move out.
"is that", not "what is"
What would you do if you wanted to write a movie format? Would you use some kind of external library or would you try to write the writer yourself? Any libraries anyone can recommend?
I want to write mp4. The more lightweight the better. I don't need to read or play.
[QUOTE=garry;33476591]What would you do if you wanted to write a movie format? Would you use some kind of external library or would you try to write the writer yourself? Any libraries anyone can recommend?
I want to write mp4. The more lightweight the better. I don't need to read or play.[/QUOTE]
libavcodec or ffmpeg?
[QUOTE=amcfaggot;33476162]In fact, if you'd like, I'd love to design an icon for you for free.[/QUOTE]
really ? i'd love a free icon :)
[QUOTE=Jookia;33476630]libavcodec or ffmpeg?[/QUOTE]
libavcodec is probably the best option. You probably don't want to be working with video codecs/containers directly because it's a bit of a pain (but you certainly can). Writing an encoder from scratch is out of the question unless you're a math wiz and you're making that the focus of your efforts. It involves all sorts of motion detection and frequency-domain transforms and stuff, and the standards for compression just get more and more complex.
You should probably clarify whether you need the encoder + container or just the MP4 container. And if you need the encoder, what compression codec you prefer.
[QUOTE=garry;33476591]What would you do if you wanted to write a movie format? Would you use some kind of external library or would you try to write the writer yourself? Any libraries anyone can recommend?
I want to write mp4. The more lightweight the better. I don't need to read or play.[/QUOTE]
[url=http://www.videolan.org/developers/x264.html]libx264[/url] / h.264 is very good, lthough it has patent issues.
[url=http://theora.org/]Ogg Theora[/url] is patent-free, although its quality and compression ratio are a bit worse than commercial codecs.
Don't forget WebM. Also, 'mp4' isn't a format. It's a container, like mkv. It contains audio/video streams. mp4 usually contains an AAC audio stream and a h264 video stream. WebM contains a VP8 video stream and an Ogg Vorbis audio stream.
[QUOTE=q3k;33476739][url=http://www.videolan.org/developers/x264.html]libx264[/url] / h.264 is very good, lthough it has patent issues.
[url=http://theora.org/]Ogg Theora[/url] is patent-free, although its quality and compression ratio are a bit worse than commercial codecs.[/QUOTE]
These are just the codecs, though, and won't put it all in an MP4 container.
libavcodec/libavformat is the most [i]complete[/i] solution and gives you the most options.
Finally managed to finish my freely movable camera using the mouse + keyboard in OpenGL, now on to more pretty looking stuff:
[video=youtube;g327xmPOhjw]http://www.youtube.com/watch?v=g327xmPOhjw[/video]
[img]http://puu.sh/9wBt[/img]
[img]http://puu.sh/9wBL[/img]
A green and red light in the room
Woo!
Finished some work on memory management (mostly handling DirectX interfaces and game resources) and instancing. Once again, I'm pretty much doing a trial by fire, so most of my methods of doing things are probably wrong, so if someone wants to tear me apart and show me the right way to do things, I'd be really appreciative:
Basically I let my scene manager interface (Similar to an Irrlicht ISceneManager) be the main resource loading hub. It has member functions to load meshes from various filetypes into a DirectX mesh which is then loaded into a CMesh object, a simple wrapper class for the DirectX meshes that holds some other important mesh data. Before returning the pointer to the newly created CMesh object for the game to use, it stores the CMesh object's pointer in a vector. Whenever a new model is loaded, the scene manager first checks to see if the model has already been loaded (And thus exists in the resource cache), and if it does, it will return the existing CMesh object's pointer. Otherwise, it will just create the new mesh/CMesh and store it for later use. All of the memory management is handled (Very easily and simply) by the scene manager, so there's no worries about objects who share the same mesh/resource removing eachother's resources.
Microsoft just loves making learning about protocols easy.
[url=http://msdn.microsoft.com/en-us/library/windows/desktop/ms740548%28v=vs.85%29.aspx][img]http://goo.gl/QSLkZ[/img][/url]
[QUOTE=boomer678;33477534]-awesome stuff-
A green and red light in the room[/QUOTE]
Could you post the code if you don't mind?
Damn, that lightning reminded me of Gish and Gish had amazing lightning. Good job, have a medal.
[QUOTE=TheCloak;33477738]Could you post the code if you don't mind?[/QUOTE]
[url]http://www.catalinzima.com/samples/12-months-12-samples-2008/dynamic-2d-shadows/[/url]
[QUOTE=DeanWinchester;33477273]Finally managed to finish my freely movable camera using the mouse + keyboard in OpenGL, now on to more pretty looking stuff: [/quote]
Congrats on this, I'm just learning about the exact same thing (in two steps; first simple motion along the z and x axes, then target modification and y axis movement).
Give me between now and a week (depending on how much time I get to work on it and how fast I pick it up), and I'll be able to match this video with a pretty pyramid instead of a cube.
Any advice or cheat tips for someone a few steps back?
[QUOTE=high;33477819][url]http://www.catalinzima.com/samples/12-months-12-samples-2008/dynamic-2d-shadows/[/url][/QUOTE]
This one works too, and it's newer
[url]http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/[/url]
I think they are the same thing though
[QUOTE=jonnopon3000;33477871]Congrats on this, I'm just learning about the exact same thing (in two steps; first simple motion along the z and x axes, then target modification and y axis movement).
Give me between now and a week (depending on how much time I get to work on it and how fast I pick it up), and I'll be able to match this video with a pretty pyramid instead of a cube.
Any advice or cheat tips for someone a few steps back?[/QUOTE]
I could give you my code but I think you'll learn it better from the same resources I used:
[url]http://www.leolol.com/drupal/tutorials/3d-graphics-jogl-opengl-etc/jogl-lesson-5-cameras-movement-opengl[/url]
I don't know if you're using Java but the source code he provides should be pretty easy to understand, I modified his implementation heavily because I wanted it to use a 2D 3x3 Matrix to handle the Camera object and I added a Roll function which I'm not really using right now but might come in handy later.
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/7a6483f9-5acd-45be-b7a8-eff10903892d/2011-11-28_1352.png[/img]
Textured meshes!
[b]Important question:[/b] So, with meshes, I try to only load each mesh once, and then cache that mesh and use the same data for multiple objects, but should I be doing the same with textures? I just wonder if maybe it's a bad idea to try caching textures, it seems like there would be a lot more textures than there would be meshes. Could someone give me some input on this?
Yes.
[QUOTE=DeanWinchester;33478042]I could give you my code but I think you'll learn it better from the same resources I used:
[url]http://www.leolol.com/drupal/tutorials/3d-graphics-jogl-opengl-etc/jogl-lesson-5-cameras-movement-opengl[/url]
I don't know if you're using Java but the source code he provides should be pretty easy to understand, I modified his implementation heavily because I wanted it to use a 2D 3x3 Matrix to handle the Camera object and I added a Roll function which I'm not really using right now but might come in handy later.[/QUOTE]
Thanks very much; I'm using Java + LWJGL, however much of a bad decision I keep realising taking LWJGL on to be. The only thing I like about the library is that it makes windowing and keyboard input [i]extremely[/i] simple affairs. Its general "way of doing stuff" outside of this is extremely inconvenient and at times frustrating, though, and I wouldn't recommend it to anyone. unfortunately, it's too late for me to switch now unless I want to take a few steps backwards in what I've learnt.
I'm also used to porting applications across libraries and language; I'm learning OpenGL from a website that gives tutorials in C++. I'm sure I'll have little trouble viewing and porting code across library without having to worry so much about the syntax.
Again, thanks :)
I'll post my camera as soon as it's up and running.
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