• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=reevezy67;33947896]-FBide quote-[/QUOTE] [img]http://i.imgur.com/G0K5f.png[/img]
Been getting a lot of stuff done the last few days. The game is coming along nicely. I ran into a bit of snag the other day, though. Our game has the ability to either run a dedicated server, or "host and play" from within the game. When running a dedicated server, you could still have a "host" that would determine the settings of the game and whatnot. Though I didn't like the idea of players selecting a map on their PC and uploading it to the server... felt wrong. So I decided, the dedicated server would have a list of maps and send that list to the host. The host picks a map from there. Host selecting a map from dedicated server: [t]http://dl.dropbox.com/u/11093974/Junk/pt1.png[/t] From "host and play": [t]http://dl.dropbox.com/u/11093974/Junk/pt2.png[/t] Notice the full file browser when hosting locally. There's been a lot of progress on just little things too, like the ability to promote someone to lobby host: [t]http://dl.dropbox.com/u/11093974/Junk/pt3.png[/t][t]http://dl.dropbox.com/u/11093974/Junk/pt4.png[/t] We're also starting work on the skeleton animation stuffs, but that's still in early stages. Exciting!
Uploaded Day 3 and Day 4 development of my RPG game. [media]http://www.youtube.com/watch?v=3bNLExY-8X8&feature=youtu.be[/media] The reason why they're combined is because Day 3's footage was cut off short due to me accidentally exiting the recording software instead of minimizing it.
[IMG]http://puu.sh/bQ67[/IMG] Statistics! Also it shows on the status bar when Cleverbot is "thinking". Next: translation of what Cleverbot says to another language :v: EDIT: It appears the Google Translate API is a paid service only. Can someone recommend another translation service with a .NET library/API, that's free?
[QUOTE=jalb;33948198]Been getting a lot of stuff done the last few days. The game is coming along nicely. I ran into a bit of snag the other day, though. Our game has the ability to either run a dedicated server, or "host and play" from within the game. When running a dedicated server, you could still have a "host" that would determine the settings of the game and whatnot. Though I didn't like the idea of players selecting a map on their PC and uploading it to the server... felt wrong. So I decided, the dedicated server would have a list of maps and send that list to the host. The host picks a map from there. Host selecting a map from dedicated server: [t]http://dl.dropbox.com/u/11093974/Junk/pt1.png[/t] From "host and play": [t]http://dl.dropbox.com/u/11093974/Junk/pt2.png[/t] Notice the full file browser when hosting locally. There's been a lot of progress on just little things too, like the ability to promote someone to lobby host: [t]http://dl.dropbox.com/u/11093974/Junk/pt3.png[/t][t]http://dl.dropbox.com/u/11093974/Junk/pt4.png[/t] We're also starting work on the skeleton animation stuffs, but that's still in early stages. Exciting![/QUOTE] what gui library do you use
[QUOTE=swift and shift;33948409]what gui library do you use[/QUOTE] None. All homemade.
My game engine is coming along nice. I've added the ability to change sprites. Although there is a problem removing sprites from my depth buffer. It doesn't always work, you can see this in my basic little dogem game. Down the bottom of the screen and when i lose. Anyway have a video of a game where my alcoholic friend tr [video=youtube_share;KUAMoWqSuNQ]http://youtu.be/KUAMoWqSuNQ[/video]
[img]http://i.imgur.com/KT5jf.png[/img] I'm taking that dumb rating as "you just don't know the way to do it", so I ask you, danharibo, how [i]do you[/i] make resolution and screen DPI independent UI?
RAINBOWS [img]http://f.anyhub.net/4Lvx[/img] (Top mirror filters red, middle green, bottom blue)
[QUOTE=Ziks;33949242]RAINBOWS [img]http://f.anyhub.net/4Lvx[/img] (Top mirror filters red, middle green, bottom blue)[/QUOTE] Are you tracing each ray of light or are you doing some fancy math-magic to simulate whole shapes? [QUOTE=thelinx;33948963][img]http://i.imgur.com/KT5jf.png[/img] I'm taking that dumb rating as "you just don't know the way to do it", so I ask you, danharibo, how [i]do you[/i] make resolution and screen DPI independent UI?[/QUOTE] Did you read [url=http://android-developers.blogspot.com/2011/09/thinking-like-web-designer.html]this[/url] and [url=http://developer.android.com/guide/practices/screens_support.html]this[/url] already?
experimented with using v8 for battlecars: [img]http://i.imgur.com/OWMEh.png[/img] lol no thanks
[QUOTE=Robber;33949268]Are you tracing each ray of light or are you doing some fancy math-magic to simulate whole shapes?[/QUOTE] [img]http://anyhub.net/file/54V7-fancymathsmagic.png[/img] Fancy maths magic, if you can call it that. When casting a ray, for each line in the scene the part of the line intersecting the ray is found. If the line is completely outside the ray then we skip it. The ray is repositioned with the left side of the ray going to one side of the intersection line, and the right side going to the other side of the line. The areas of the ray that miss the line to the left and right (if they exist) are made into new rays and added to the first ray as children. Then the children and the original ray continue casting with the rest of the lines in the scene. Here's the main casting function: [csharp]public void Cast( Obstacle[] obstacles, int first = 0, Obstacle ignore = null ) { if ( Parent == null || !Origin.Equals( Parent.Origin ) ) obstacles = obstacles.OrderBy( x => ( x.FindClosestPoint( Origin ) - Origin ).Length ).ToArray(); myChildren = new List<LightRay>(); if ( Depth < DepthLimit ) { for( int i = first; i < obstacles.Length; ++ i ) { Obstacle obs = obstacles[ i ]; if ( obs == ignore ) continue; Line? line = FindLineIntersection( obs.FindClipLine( this ) ); if ( line.HasValue ) { LightRay[] children = Clip( line.Value ); foreach ( LightRay ray in children ) ray.Cast( obstacles, i + 1 ); myChildren.AddRange( children ); IncidentObstacle = obs; } } if ( IncidentObstacle != null ) { LightRay[] children = IncidentObstacle.Interact( this ) .Where( x => x.Colour != RayColour.Black ).ToArray(); foreach ( LightRay ray in children ) ray.Cast( obstacles, 0, IncidentObstacle ); myChildren.AddRange( children ); } } FindVertices(); }[/csharp] So first it sorts the obstacles in the scene by distance to the origin of the ray (unless they have been sorted by a parent which has the same origin). Then it loops through each obstacle, finding the line of intersection and clipping the ray by the line if found. When clipping the children to the left or right are returned, and these cast using the remaining obstacles in the scene. The obstacle the ray hit is stored for later. Then if the ray has hit an obstacle, it is interacted with. Solid things return no new rays when interacted with, and reflecting things return a reflected ray and so on. These new rays are then casted, ignoring the object which the original ray hit.
[QUOTE=Ziks;33949242]RAINBOWS [img]http://f.anyhub.net/4Lvx[/img] (Top mirror filters red, middle green, bottom blue)[/QUOTE] Now make the light fade out so that it doesn't go on infinitely.
[QUOTE=Robber;33949268] Did you read [url=http://android-developers.blogspot.com/2011/09/thinking-like-web-designer.html]this[/url] and [url=http://developer.android.com/guide/practices/screens_support.html]this[/url] already?[/QUOTE] The first link I haven't seen, but that also uses "dp", so I'd still have to figure out values myself. The second link is what tells you that you need to specify all this yourself.
[QUOTE=robmaister12;33947875]I just looked up FBide... [url]http://fbide.freebasic.net/[/url][/QUOTE] Oh you bastard.. I am that voodoo! I made that template! The text isn't mine though, I only made the template with place-holders for dynamic text. (Which is then substituted by the php script). Damn you Albert!! :v:
People abuse goto....if you know what you are doing its fine. Ive seen it used inside of nested loops inside of the kernel drivers for linux. The efficiency it has over the boolean if(blah) break is required. Thus goto has to be used.
[QUOTE=Bang Train;33950556]People abuse goto....if you know what you are doing its fine. Ive seen it used inside of nested loops inside of the kernel drivers for linux. The efficiency it has over the boolean if(blah) break is required. Thus goto has to be used.[/QUOTE] No it isn't. Efficiency has nothing to do with that. If it was that important they would have written it in asm since the performance difference is negligible.
[img]http://i53.tinypic.com/j7xqv9.png[/img] [editline]29th December 2011[/editline] Goto is great if used right. People who pointlessly bash it just do it because others do so.
[QUOTE=Natrox;33951102] [editline]29th December 2011[/editline] Goto is great if used right. People who pointlessly bash it just do it because others do so.[/QUOTE] I agree. A lot of people will just pick a random famous person, quote them, then because they're famous that is the word of god and there is no independent thinking involved in the process whatsoever. Or because it is the crowd consensus. Half of programming for me is discovering what does work well, and what doesn't work well, rather than trying to remember a set of arbitrary guidelines that someone made up, for mostly unexplained reasons
[QUOTE=thisBrad;33947073]I wish C++ had a [I]break 2;[/I] or [I]break(2);[/I] thing to break out of nested loops :v:[/QUOTE] Java's syntax for this is better. You can label the loop you want to break out to.
[QUOTE=sim642;33949504]Now make the light fade out so that it doesn't go on infinitely.[/QUOTE] [img]http://anyhub.net/file/7x5R-fade.png[/img] Also I got AA implemented before anyone called me out on it! [editline]29th December 2011[/editline] [img]http://anyhub.net/file/2Uf_-mirrorrrs.png[/img] I should probably stop it calculating rays if they are so dark that you can't see them
[img]http://dl.dropbox.com/u/6470891/coastcol.png[/img] Totally pointless coast update! Also added collision but fuck that more terrain detailing
Custom Android USB Library... [IMG]http://content.screencast.com/users/codydv/folders/Jing/media/9a1768f8-62fd-4186-9266-8974fdc04816/2011-12-29_1302.png[/IMG]
Goto is an unconditional jump that ignores normal program flow and structure. If you need to use one, either a) The language was designed wrong or b) Your program was designed wrong. Hint: it's generally not A.
Finished audio & visuals for shooting stars, my sun, and black holes. [vid]http://dl.dropbox.com/u/19418211/shit.mp4[/vid]
I just started publicly beta testing my Minecraft clone using WebGL. This is borderline web development, but since that awesome TF 2 viewer was posted on here, I'll go ahead and post my project here as well. [t]http://puu.sh/bRxI[/t] You can try it out [url=http://webcraft.vertinode.nl/]here[/url]. Apart from glMatrix and socket.io, everything was written from scratch by me. It only depends on HTML 5 technology and requires no plugins like Java or Flash to function. Both the client and the server mostly use the same code, which is made possibly by the Node.js platform. It can currently handle maps up to 128x128x16 blocks, because it always networks and renders the entire map. This has proven to be quite smooth, though. Physics and general player movement is completely clientside, so you could ship your own client with noclip capability on the current server software. Since this game is centered about building, this is seen as a feature and not way of cheating. It supports original Minecraft terrain and player textures with a few small tweaks, so there's a lot of room for customisation. For people interested in more of the technology behind the project, the [url=https://github.com/Overv/WebCraft]full source code[/url] is available on GitHub. Now time to get back to the Facepunch app.
[IMG]http://i.imgur.com/0gGMv.png[/IMG] Reverse-engineering and loading the interface files from Lego Racers [PC, 1999]
[url=http://anyhub.net/file/3EuI-release.7z][img]http://f.anyhub.net/4LAJ[/img][/url] Should be fixed on nVidia cards now. I forgot to write a GL2 version of some shaders so if you have an old card it may not work. If it doesn't work for you please can you post your card and the highest OpenGL version supported by your drivers. [editline]29th December 2011[/editline] There's a known bug when you have a reflective surface crossing another surface, fixing that now.
[QUOTE=Overv;33952345]I just started publicly beta testing my Minecraft clone using WebGL. This is borderline web development, but since that awesome TF 2 viewer was posted on here, I'll go ahead and post my project here as well. [t]http://puu.sh/bRxI[/t] You can try it out [url=http://webcraft.vertinode.nl/]here[/url]. Apart from glMatrix and socket.io, everything was written from scratch by me. It only depends on HTML 5 technology and requires no plugins like Java or Flash to function. Both the client and the server mostly use the same code, which is made possibly by the Node.js platform. It can currently handle maps up to 128x128x16 blocks, because it always networks and renders the entire map. This has proven to be quite smooth, though. Physics and general player movement is completely clientside, so you could ship your own client with noclip capability on the current server software. Since this game is centered about building, this is seen as a feature and not way of cheating. It supports original Minecraft terrain and player textures with a few small tweaks, so there's a lot of room for customisation. For people interested in more of the technology behind the project, the [url=https://github.com/Overv/WebCraft]full source code[/url] is available on GitHub. Now time to get back to the Facepunch app.[/QUOTE] 16 slots is not quite enough.
[IMG]http://i.imgur.com/x1W6w.png[/IMG] good god
Sorry, you need to Log In to post a reply to this thread.