[QUOTE=Noth;33581721]The only reference to scale before that is hand-coded in, in Game1.cs
[code]fallingBox = new BoxActor(this, new Vector3(0, 50, 0), new Vector3(1, 1, 1)); // game, position, scale
immovableBox = new BoxActor(this, new Vector3(0, -5, 0), new Vector3(5, 5, 5)); // game, position, scale[/code]
I agree that it shouldn't be multiplied by 2, but I don't really see anywhere else it's wrong[/QUOTE]
maybe jiglib uses half-side size for the box instead of full-side size
Not sure if it's good enough for this thread, but I'm currently working on this text changing app for Android.
[img]http://dl.dropbox.com/u/20945920/DroidTexter-alpha.png[/img]
I just made a program to move the cursor on a computer from another computer.
The controller computer has 250x250 pixel window where mouse is centered and any movement of the cursor inside that window will be registered as movement away from the center (just like FPS games handle mouse input). It also takes input in form of mouse button presses and releases.
All that data is sent over UDP to the other computer.
The computer being controlled uses functions to move the mouse and perform mouse button input simulations. The only thing that isn't cross platform is mouse click simulation that's done using WinAPI, but everything else is fully cross-platform though SFML (even networking and mouse movement).
There isn't much to show though.
That Leet version just looks like a bunch of random characters to me.
Wow G = 9? Every n00b knows G = 6!!
[img]http://dl.dropbox.com/u/11093974/Junk/stacking.gif[/img]
The overall stability of stacking is much better now. The primary issue with stacking is due to numerical instabilities. These numerical instabilities make the boxes at a [i]slightly[/i] different position each frame. With so many frames a second (there is no limit to mine; it's probably hundreds) you can imagine things to get pretty messy pretty quick. So I'm limiting the amount of movement they can make a frame along the contact normals. It's starting to look great for things like balls rolling along the ground, or a single box stacked on another box.
The issue I'm having now is with the rotation of the objects. Calculating the amount of rotation is easy, that's just a vector value. But orientation... oh orientation! QUATERNIONS, HOW DO THEY WORK? My first brilliant plan was to calculate the difference between the quaternions, then getting the length (distance) between them. I quickly realized that I was a fucking moron and quaternions always have a length of one and oh my god this doesn't even make sense.
[cpp]float rotationChange = D3DXQuaternionLength(&(bodies[i].first->getOrientation() - bodies[i].first->getPreviousOrientation())); // im a fucking genius!!
if (rotationChange < .002f)[/cpp]
Okay, back to the drawing board.[/rant]
637 0u7
So it's not much, but I've been working on my game a bit recently (trying to push to finish it before the 16th of December...at least the coursework submission version, anyway) and I implemented an upgrade system for weapons today. There's no menu for upgrades yet, so it's all save-file-fiddling and testing like that, but here's something I'm pretty happy with:
(it looks nicer when it's not being recorded by CamStudio)
[video=youtube;KMzzhnIMKDU]http://www.youtube.com/watch?v=KMzzhnIMKDU[/video]
[img]http://i.imgur.com/H6vaG.png[/img]
wallpaper any?
[code]Maurice: http://i.imgur.com/3hzoL.jpg
Andrew McWatters: oh did they give her curly eyelashes
Andrew McWatters: yep
Maurice: rainbow dash has 3 whimpers
Andrew McWatters: thats wrong
Andrew McWatters: ^
Andrew McWatters: not two, and not curled
Benjojo Who has a MacBook?: Oh my
Maurice: yeah
Maurice: and she's supposed to look ANGRY
Maurice: sorta.
Andrew McWatters: ^
Maurice: like with a checkmark eyebrow
[/code]
Daily programmers chat.
Small update: multiplayer on the same keyboard now works.
[media]http://www.youtube.com/watch?v=sGGmDKMmOPw[/media]
Its fucking hard to control two different cubes with different keys on the same keyboard!
[QUOTE=Bambo.;33585996]Small update: multiplayer on the same keyboard now works.
[media]http://www.youtube.com/watch?v=sGGmDKMmOPw[/media]
Its fucking hard to control two different cubes with different keys on the same keyboard![/QUOTE]
Consider Xbox 360 controllers.
[QUOTE=Staneh;33585330][code]Maurice: http://i.imgur.com/3hzoL.jpg
Andrew McWatters: oh did they give her curly eyelashes
Andrew McWatters: yep
Maurice: rainbow dash has 3 whimpers
Andrew McWatters: thats wrong
Andrew McWatters: ^
Andrew McWatters: not two, and not curled
Benjojo Who has a MacBook?: Oh my
Maurice: yeah
Maurice: and she's supposed to look ANGRY
Maurice: sorta.
Andrew McWatters: ^
Maurice: like with a checkmark eyebrow
[/code]
Daily programmers chat.[/QUOTE]
Looks shopped.
[QUOTE=Nigey Nige;33582174][url=http://www.mediafire.com/?jicin1swx0xo4wj][B]PLAY MAH GAEM[/B][/url]
Should also work 1-4 player with controllers, assuming I didn't comment that out for some reason. Takes TiledMaps in the /maps directory, if anyone's interested in making maps I can explain how my tile properties work too. Feedback and ideas appreciated, it's obviously not finished yet.[/QUOTE]
Why did you give us the entire project folder? :v:
[editline]5th December 2011[/editline]
Also it crashes when i select mission
[editline]5th December 2011[/editline]
Fixed
[QUOTE=Bambo.;33585996]Small update: multiplayer on the same keyboard now works.
Its fucking hard to control two different cubes with different keys on the same keyboard![/QUOTE]
Are you getting the camera angle by doing the mid point of the distance between the two of them?
Also, you know you can use an objects layer? It can be helpful to position things right, plus the extra object functions Slick provides
[QUOTE=Map in a box;33586623]Why did you give us the entire project folder? :v:[/QUOTE]
I cannot into .jars
[QUOTE=Map in a box;33586752]Also, you know you can use an objects layer? It can be helpful to position things right, plus the extra object functions Slick provides[/QUOTE]
I also cannot into TilEd. I figured the tile layer would work well enough, plus I don't have to account for off-grid objects in my pathfinding.
Not the fucking snowflakes again!
can we just get them on the frontpage? facepunch is laggy enough without the snow.
Oh man I was kind of hoping I'd still be able to click links through the snow.
Bye snow :(
CHRIST GARRY WHAT ARE YOU DOING MY LAPTOP IS DYING
it was neat when the effect was more subtle
Script to remove snow please. It's using up 25% CPU and lagging like fuck.
[b]It runs worse and lags more than Crysis...[/b]
That's better
They are doing some weird 3D shit now! I'm so scared. Off to bed.
Block facepunch.com/js/Snow.js with Adblock Plus
Problem solved.
Garry's tutorial on how to derail every thread on the forums at once.
You guys are party poopers, the snow is great
For C++, which of the two methods do you suggest for calling the method of an inherited class?
Using typedef Base super, as detailed in [url]http://stackoverflow.com/questions/180601/using-super-in-c[/url]
Or just having 2 functions, one with the core functionality, and one that the user would use to do their own intilization?
The only problem with #1 is it constricts people to a certain style, and they might forget to typedef it
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