• What are you working on? V3
    2,001 replies, posted
[QUOTE=PoliticalM;17462214]Nice subforum ;) As for me, just finished a basic frontend mockup: [url]http://welovebrew.kerplunc.com/static/[/url] Now to the database![/QUOTE] It reminds me a lot of Facebook, is that intended? I like the cleanliness though, apart from the fact the icons look a little blurred to me.
@Dr Mag ofc! This is a prototype, such shit isn't important :D @arien yeah, it just turned out like that. The icons are famfamfam because the good iconset (beer mug & bottle one) didn't have any arrows/user icons. I'll look for others though, famfamfam is WAY overused.
[QUOTE=spacerat;17453069][MEDIA]http://img10.imageshack.us/img10/5865/boxes.png[/MEDIA] Coded some cool stuff for mine & Catdaemon's game. The text entry box now supports text longer than the entry, the chat box has word wrap and colour formatting (also used in the status text), and recently, I coded a function to convert all the tiles into rectangular geometry, which Catdaemon will be able to use to vastly speed up the lighting system, as well as collisions. It's certainly not perfect - for example the yellow vertical rectangle at the bottom should really be one big thing, going over that blue bit, instead the blue rect cuts it in two - however, this will be far better than drawing an individual shadow for each tile. Additionally, as long as Catdaemon codes the lighting correctly, I should be able to add more shapes later and have them integrate seamlessly with the lighting system. And before you ask, no the slider in the console doesn't work (sliders do work in general, but I couldn't be bothered to finish the one in the console). [editline]11:04PM[/editline] Now I plan to add custom entity placement to the level editor.[/QUOTE] Shitlord made me rewrite my lighting engine entirely, however it's now quite a bit lighter and also shorter. [img]http://img.meteornet.net/uploads/6hiwyc/ss.png[/img] That's quite a bit quicker than 85fps. There are still some remaining issues, but nothing particularly deadly. I'm going to do soft lighting eventually now I have all this frame rate to play with.
[QUOTE=MADmarine;17462691]Know anyone else who made something awesome that made it to steam here?[/QUOTE] No, that's the point.
[QUOTE=Jallen;17462462]ITT: Most critisized programmer is the most successful programmer who has posted in this thread.[/QUOTE] ITT: ass kissers.
HUGE difference between being successful and being good.
[QUOTE=efeX;17463101]ITT: ass kissers.[/QUOTE] ITT: Full time troll. [editline]01:57PM[/editline] [QUOTE=high6;17463107]HUGE difference between being successful and being good.[/QUOTE] I think being good is a prequisite to being successful in 99% of cases...
[QUOTE=Jallen;17463152]ITT: Full time troll. [editline]01:57PM[/editline] I think being good is a prequisite to being successful in 99% of cases...[/QUOTE] You sir have not been on the internet for a long time. I see tons of poorly coded programs that make thousands.
[QUOTE=high6;17463406]You sir have not been on the internet for a long time. I see tons of poorly coded programs that make thousands.[/QUOTE] You mean you found a few obscure applications which claim to have sold thousands.
[QUOTE=high6;17463406]You sir have not been on the internet for a long time. I see tons of poorly coded programs that make thousands.[/QUOTE] [img]http://calibre.kovidgoyal.net/chrome/dl/images/windows_logo.png[/img]
It depends how you define good. If by good you mean successful, well, that answers itself. Others might think good means coders who write beautiful code which is perfect in every way. It's relative to your opinions, basically.
way to shit up the thread faggots
re-railing made a skybox, now I need to work out a 6DOF camera: [media]http://i33.tinypic.com/6isbjp.jpg[/media] (thats not the sun) oh and I added a little drift-type thing so the skybox rotates very slightly every so often, looks nice because the stars are so small that they twinkle a bit when they move :buddy:
[QUOTE=NovembrDobby;17464120] oh and I added a little drift-type thing so the skybox rotates very slightly every so often, looks nice because the stars are so small that they twinkle a bit when they move :buddy:[/QUOTE] Awesome!
Gah. Everyone's making a forum. Now I want to make one too. [editline]08:28PM[/editline] fuck it im doing it
[QUOTE=Eleventeen;17463951][img]http://calibre.kovidgoyal.net/chrome/dl/images/windows_logo.png[/img][/QUOTE] jealous
[QUOTE=NovembrDobby;17464120]re-railing made a skybox, now I need to work out a 6DOF camera: [media]http://i33.tinypic.com/6isbjp.jpg[/media] (thats not the sun) oh and I added a little drift-type thing so the skybox rotates very slightly every so often, looks nice because the stars are so small that they twinkle a bit when they move :buddy:[/QUOTE] That's no moon...
I'm having a mindfuck with my network code. I think I've overlooked something. My clients send a usercommand to the server at 30hz, which fills out shit in the player's info. The server thinks at 30hz, which can use the player's info to control entities. Now if I make the client think at 30hz, technically shit should be in sync. But it gets out of sync - because inevitably one of the usercommands being sent to the server arrives later than expected, and falls on the wrong tick. Which means an entity gets controlled one tick longer etc etc. What's the right way to be doing this?
[QUOTE=garry;17466894]I'm having a mindfuck with my network code. I think I've overlooked something. My clients send a usercommand to the server at 30hz, which fills out shit in the player's info. The server thinks at 30hz, which can use the player's info to control entities. Now if I make the client think at 30hz, technically shit should be in sync. But it gets out of sync - because inevitably one of the usercommands being sent to the server arrives later than expected, and falls on the wrong tick. Which means an entity gets controlled one tick longer etc etc. What's the right way to be doing this?[/QUOTE] Look up some articles on dead reckoning as I think that is your issue if I read right.
Its an asteroid or something I hope :D Anyway today I finished tile based triggers, basically executes a piece of code when you step on that tile. Still need to code it into the map format however, it does work great :D Ofcourse, I made the classic kill tile. [media]http://www.youtube.com/watch?v=BQfcfsduuR8[/media] From a couple of days ago, got a different grass tile my sister made me. Doesn't show triggers of course. I am planning to make a public alpha, I've got to get a few things done first, [code] *Start using os.path.join() *Finish triggers *Add NPC's *Add equipment *Basic Combat *Clean up code *Doors / Keys *Some misc stuff (Debug Info Mostly) *Game States (Pausing, Losing) [/code] Things that I might do: [code] Map Editor Graphics Fluid [/code]
Starting to learn C++, so for my first project I'm trying to port a 3D engine I made in AS3 to C++. It's a basic raycaster, but can do walls of different heights. [media]http://www.youtube.com/watch?v=KCtz5yzqdB8[/media] Now onto rendering sprites..
what an odd movement system
Working through my "Head First C# Book"
I'm trying to learn JDO, but it's really hard to think with JDO when you learned about SQL in school a whole year.
[QUOTE=Robber;17468440]I'm trying to learn JDO, but it's really hard to think with JDO when you learned about SQL in school a whole year.[/QUOTE] I tried learning JDO, but after me teaching myself SQL it became very hard to get used to the way it works. It just seems coded in a wierd way. Funny how I've forgot alot of my SQL. C++ stuck in my head. C# is starting to stick but SQL just sort of stuck for a week or so.
[QUOTE=Hibame;17466974]Look up some articles on dead reckoning as I think that is your issue if I read right.[/QUOTE] NO!
[QUOTE=PoliticalM;17462214]Nice subforum ;)[/QUOTE] I was testing to see what would look like, I didn't do any PHP yet :v:
[QUOTE=garry;17466894]I'm having a mindfuck with my network code. I think I've overlooked something. My clients send a usercommand to the server at 30hz, which fills out shit in the player's info. The server thinks at 30hz, which can use the player's info to control entities. Now if I make the client think at 30hz, technically shit should be in sync. But it gets out of sync - because inevitably one of the usercommands being sent to the server arrives later than expected, and falls on the wrong tick. Which means an entity gets controlled one tick longer etc etc. What's the right way to be doing this?[/QUOTE] you can either ignore out of sync commands (bad idea), drop anyone who is out of sync (another bad idea) or try to go back and apply the command.
I get the feeling the way I'm doing it is wrong. Totally wrong.
[QUOTE=MADmarine;17462691]Know anyone else who made something awesome that made it to steam here?[/QUOTE] PersonGuy
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