• What are you working on? V4 (HTML ISN'T PROGRAMMING)
    2,003 replies, posted
[QUOTE=thelinx;18025452]He's said Nov. 5.[/QUOTE] Ah, there you go then. I've not been paying too much attention recently if I'm honest.
[QUOTE=Sippeangelo;18023492]You don't happen to know the appid of the Left 4 Dead 2 demo? But since it's not on the store, it probably wouldn't work. Can you please add it manually? :love:[/QUOTE] I asked SteveUK to hardcode it in, but he hasn't done it yet. :frown: [b]Edit[/b]: Whoo, he added it. :) [url]http://s-swires.org/launcha/?game=590[/url]
[QUOTE=Hexxeh;18025478]Ah, there you go then. I've not been paying too much attention recently if I'm honest.[/QUOTE] It's only been mentioned in irc, you're not at fault.
[QUOTE=Sippeangelo;18023492]You don't happen to know the appid of the Left 4 Dead 2 demo? But since it's not on the store, it probably wouldn't work. Can you please add it manually? :love:[/QUOTE] [url]http://s-swires.org/launcha/?game=590[/url] Ok done, it's set to the preordering time. Thank Voided for getting the unix timestamp.
[QUOTE=SteveUK;18025673][url]http://s-swires.org/launcha/?game=590[/url] Ok done, it's set to the preordering time. Thank Voided for getting the unix timestamp.[/QUOTE] According to this it's going to release Wednesday night GMT.
I've ported my Box2D SFML stuff to use OpenGL instead for the hardware acceleration and BANG over 3k FPS and I'm still probably doing this stuff inefficiently. Starting to grasp the use of matrices, although they've yet to come in mathematics, next year in my university. If anyone's got a Google Wave invite to spare, I'd like to check it out too: -snip-. Thanks in advance.
[QUOTE=Spoco;18025893]I've ported my Box2D SFML stuff to use OpenGL instead for the hardware acceleration.[/QUOTE] SFML uses OpenGL, you know...
[QUOTE=Spoco;18025893] If anyone's got a Google Wave invite to spare, I'd like to check it out too: . Thanks in advance.[/QUOTE] Done, only 2 invites left!
[QUOTE=arienh4;18025883]According to this it's going to release Wednesday night GMT.[/QUOTE] Valve normally unlocks games at noon their time (PST), but since there really isn't a store page I'm not 100% sure the time is correct, but it falls in line with everything so far. [b]Edit[/b]: 666 posts. Obligatory: :twisted:
Sign me up if anyone has a spare invite going. -snip-
[QUOTE=birkett;18025997]Sign me up if anyone has a spare invite going. [/QUOTE] Done
[QUOTE=zyxxyz;18025904]SFML uses OpenGL, you know...[/QUOTE] No, SFML has the option to use OpenGL with it. I was using the graphics package earlier and that does not use OpenGL, so I had to convert all of my drawing to use OpenGL. [QUOTE=r4nk_;18025906]Done, only 2 invites left![/QUOTE] Thanks!
[QUOTE=Spoco;18026192]No, SFML has the option to use OpenGL. I was using the graphics package earlier and that does not use OpenGL, so I had to convert all of my drawing to use OpenGL.[/QUOTE] No the graphics package uses opengl aswell. Or you can also use SFML as a window manager to create an opengl context and use raw opengl ...
[QUOTE=Delremos;18024422]I was saying that you can't really gather that someone is not a programmer because they don't [b]post[/b] in the programming section but rather lurk, as I'm sure a lot of people do.[/QUOTE] I lurk as well, but I have posted little things, like my Spotify Notifier. If anymore invites are going, I'd happily take one.
[QUOTE=JDream;18026241]I lurk as well, but I have posted little things, like my Spotify Notifier. If anymore invites are going, I'd happily take one. [email]jacoblprice@gmail.com[/email][/QUOTE] Invited, that's my last one.
[QUOTE=r4nk_;18026206]No the graphics package uses opengl aswell. Or you can also use SFML as a window manager to create an opengl context and use raw opengl ...[/QUOTE] Huh, missed that one in the tutorials. Oh well anyway I'm getting an obvious increase in performance doing it raw, and I was thinking about going for 3D with 2D physics in the future anyway.
Anyone knows a good exercise for pointers ? I keep catching myself on looking up tutorials every time I have to use them.
[QUOTE=quincy18;18026470]Anyone knows a good exercise for pointers ? I keep catching myself on looking up tutorials every time I have to use them.[/QUOTE] Finding one that explains what they actually are using diagrams of the stack/memory would be a good choice
Can anyone spare me a Google wave invite? Also, just testing SFML by making a pong clone but I'm getting some Seg-Faults when closing.
[QUOTE=MultiPurpose;18026612]Can anyone spare me a Google wave invite? Also, just testing SFML by making a pong clone but I'm getting some Seg-Faults when closing.[/QUOTE] Post your code
[code] void Kernel::Run() { while(m_statemanager.HasStates() && m_window.IsOpened()) { if(!m_statemanager.HasStates()) { ShutDown(); break; } m_window.Clear(); HandleEvents(); Update(); m_window.Display(); } } [/code] I run it in main, it works and all, but when I close: [code] void Kernel::ShutDown() { m_statemanager.Clear(); //shuts down and deletes the states std::cout << "States cleared\n"; if(m_window.IsOpened()) { m_window.Close(); std::cout << "Window closed\n"; } } [/code] I get segmentation faults.
[QUOTE=Spoco;18026292]Huh, missed that one in the tutorials. Oh well anyway I'm getting an obvious increase in performance doing it raw, and I was thinking about going for 3D with 2D physics in the future anyway.[/QUOTE] You could've switched to SFML2 (svn branch), it uses a new render queue system in the background, big performance boost (comparable to what you're getting with raw opengl calls), since rendering only happens once per frame. I already switched my project to use it, I also did it for the new sf::Shape implementation, turns integration with Box2D into pure awesomeness, since you can now move points, instead of rebuilding the shape on every frame; Just write some glue classes to tie them together, and you're pretty much done.
Meh, stupid internet decided to act up, could've snagged a Wave invite :( If anyone happens to have any left, gmail: gilly54 My post history is mostly in the programming section. [editline]10:02PM[/editline] Also, might as well ask since I'm brainstorming for ideas: (C++) I have two vectors that store ints, they're supposed to represent numbers since I'm using them for simple library that lets me work with arbitrarily large numbers. Addition is okay and working, I basically modeled it after how its done with paper and pen (carrying digits and all that, like [url=http://www.klever.net/spilikin/arithmetikin/add]this[/url]). I also modeled multiplication in a similar way (something like [url=http://www.klever.net/spilikin/arithmetikin/multiply]this[/url]), but I'm sure there's a much more efficient method. So, multiplying two large numbers represented as int vectors, ideas?
I'd use a boost::dynamic_bitset and apply the operations in binary form (see [url=http://academic.evergreen.edu/projects/biophysics/technotes/misc/bin_math.htm]this[/url]). I didn't think about it much, but that's kinda my first thought about how to approach this.
[QUOTE=Hexxeh;18025478]Ah, there you go then. I've not been paying too much attention recently if I'm honest.[/QUOTE] Thanks @ both of you :) I've been reading up on their site, the changes are pretty big, although a lot of it is simple renaming of functions. I'm looking into getting started soon, probably before the 5th, but probably just using the buggy dev builds. [url]http://love2d.org/wiki/index.php?title=CAMERA[/url] << big relief that exists!
Join #loveclub on irc.freenode.net, they _will_be able to answer all your questions.
[QUOTE=thelinx;18027886]Join #loveclub on irc.freenode.net, they _will_be able to answer all your questions.[/QUOTE] Why didn't you just use [u]this[/u] instead of _ _?
Lazy.
[QUOTE=thelinx;18028173]Lazy.[/QUOTE] Fair enough.
Been out all day but got some work done towards the components for my game. Hopefully mods should be as easy as importing the base classes and writing your own components. Then importing that into the source code and making sure the shop knows they exist. I am still working it all out.
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