• What are you working on? December 2011 Edition
    3,353 replies, posted
No, but I could try using [url=http://kotisivu.dnainternet.net/askok/bin/lanes/]lanes[/url]. [editline]6th December 2011[/editline] My code was a little off, so I have to restart the scraping process. That's okay, it's back up to page 66 right now.
Has anybody used [url=http://cosmos.codeplex.com/]Cosmos[/url] before? Looks pretty neat and I might try it out.
[QUOTE=AgentBoomstick;33605867]Has anybody used [url=http://cosmos.codeplex.com/]Cosmos[/url] before? Looks pretty neat and I might try it out.[/QUOTE] Holy fucking shit! Someone actually did it? Damn, and I thought I was going to have to dig up Singularity!
[QUOTE=supersnail11;33605944]Holy fucking shit! Someone actually did it? Damn, and I thought I was going to have to dig up Singularity![/QUOTE] Yeah I got really excited when I found it. I'm excited to screw around with it.
Does anybody else dislike people who reinvent the translation wheel? Right now my application is rigged up to use Boost.Locale and Gettext to do easy translations. The bonus is that there's tons of tools to edit the translations, including notepad. Check out my sarcastic language: [quote]msgid "" msgstr "" "Language: English\n" "Content-Type: text/plain; charset=UTF-8\n" #: ../source/platform/POSIX.cpp:35 msgid "" "Unable to find a configuration folder. Set the $XDG_CONFIG_HOME or $HOME " "environment variables, or use the --config flag." msgstr "Finding a configuration folder failed. Good on you." #: ../source/platform/windows.cpp:27 msgid "Unable to find a configuration folder, use the --config flag." msgstr "Finding a configuration folder failed. Good on you." #. Translators: {1} is the config filename, {2} is the error message. #: ../source/gameManager.cpp:109 msgid "Loading '{1}' failed: {2}" msgstr "Wow, you broke {1}. Good job." #. Translators: {1} is the config filename, {2} is the error message. #: ../source/gameManager.cpp:128 msgid "Writing '{1}' failed: {2}" msgstr "Wow, you broke {1}. Good job." #. Translators: {1} is the config folder, {2} is the error message. #: ../source/main.cpp:39 msgid "Can't create {1}: {2}." msgstr "Wow, you broke {1}. Good job."[/quote]
[IMG]http://dl.dropbox.com/u/8508508/ApEuroSprite.png[/IMG] Beginnings of a history game! (Protestant Reformation) A winner to who can guess the person on the left first.
[QUOTE=awfa3;33606312][IMG]http://dl.dropbox.com/u/8508508/ApEuroSprite.png[/IMG] Beginnings of a history game! (Protestant Reformation) A winner to who can guess the person on the left first.[/QUOTE] Martin Luther?
[QUOTE=awfa3;33606312][IMG]http://dl.dropbox.com/u/8508508/ApEuroSprite.png[/IMG] Beginnings of a history game! (Protestant Reformation) A winner to who can guess the person on the left first.[/QUOTE] Glenn Beck?
[QUOTE=Hentie;33605564]Equations for the weak: [b]double negb = -b;[/b] double negb = -1 * b; double negb = 0 - b; The equation for the valiant: double negb = b - b - b;[/QUOTE] I had no clue you could do that. Wow. Changing code now...
I'm going to start using [b]b - b - b[/b]
[QUOTE=RoflKawpter;33606364]I had no clue you could do that. Wow. Changing code now...[/QUOTE] I would have never thought up b-b-b. Creative programming
[QUOTE=RoflKawpter;33606364]I had no clue you could do that. Wow. Changing code now...[/QUOTE] You don't need "negb" at all. Just replace "negb" with "-b" where you use it.
[QUOTE=supersnail11;33606355]Martin Luther?[/QUOTE] Yep.
[QUOTE=amcfaggot;33604592]...[/QUOTE] Chrome froze up at least four times when opening these links. I think it's the snow.
[QUOTE=Rohans;33606782]Chrome froze up at least four times when opening these links. I think it's the snow.[/QUOTE] Install AdBlock, block the script, move on.
Starting to Learn AS2. [IMG]http://i42.tinypic.com/igdfua.jpg[/IMG] I don't know of any good screen recorders other than FastStone
[QUOTE=Kepler;33606852]Starting to Learn AS2. [IMG]http://i42.tinypic.com/igdfua.jpg[/IMG] I don't know of any good screen recorders other than FastStone[/QUOTE] Why not AS3?
[QUOTE=Kepler;33606852]Starting to Learn AS2. [IMG]http://i42.tinypic.com/igdfua.jpg[/IMG] I don't know of any good screen recorders other than FastStone[/QUOTE] Fraps (not free) or CamStudio (free) have always been rather good IMO.
[QUOTE=Lord Ned;33606911]Why not AS3?[/QUOTE] When I used AS3, buttons couldn't have ActionScript applied to them for some reason [IMG]http://i.imgur.com/LfRgL.png[/IMG] [editline]6th December 2011[/editline] [QUOTE=Chris220;33606937]Fraps (not free) or CamStudio (free) have always been rather good IMO.[/QUOTE] Know any good AVI to GIF programs?
[QUOTE=Kepler;33606945]When I used AS3, buttons couldn't have ActionScript applied to them for some reason [/QUOTE] [url]http://gamedev.michaeljameswilliams.com/2008/09/17/avoider-game-tutorial-1/[/url]
[QUOTE=Lord Ned;33607148][url]http://gamedev.michaeljameswilliams.com/2008/09/17/avoider-game-tutorial-1/[/url][/QUOTE] Oh neat, I've been on Newgrounds watching the annoying ones where you need to click everywhere.
[QUOTE=ief014;33606430]I would have never thought up b-b-b. Creative programming[/QUOTE] Sometime back before I knew you could do -var, I think I did b-(b*2). Even then, b*-1 would've worked, or if it was a signed integer, flicking the first bit would've worked.
[QUOTE=Jookia;33607180]or if it was a signed integer, flicking the first bit would've worked.[/QUOTE] Uhh, flip every bit, add 1. That's how two's complement works. You can [i]check[/i] the sign with the first bit, but you can't just flip it to make a number positive/negative.
[img]http://puu.sh/a5PS[/img] I don't know what's going on anymore
[QUOTE=synthiac;33607223]lousy filler while i continue to research compression techniques [vid]http://synthiac.net/threedfs.webm[/vid][/QUOTE]You've given me horrible flashbacks to the Windows 98 pipes screensaver.
[QUOTE=ROBO_DONUT;33607205]Uhh, flip every bit, add 1. That's how two's complement works. You can [i]check[/i] the sign with the first bit, but you can't just flip it to make a number positive/negative.[/QUOTE] Ah. I thought it'd work like that if you checked it that way.
[IMG]http://i.imgur.com/VFlN5.gif[/IMG] Enemy Running animations!
[QUOTE=Kepler;33607353][IMG]http://i.imgur.com/VFlN5.gif[/IMG] Enemy Running animations![/QUOTE] I thought your original video was a rocket shooting up from a floating block. Now I see what you're doing! Keep at it, and keep us posted.
[QUOTE=Darwin226;33581479]I have a question that may be interesting to some of you. If I had a buffer that held an array of 2000 bytes. The buffer is already uploaded to the GPU. Now I change one of those bytes and need to update the information on the GPU. Obviously glBufferSubData will be much faster since that can change only one of those bytes while glBufferData reuploads the whole thing. But if there are a 100 different bytes changed in the buffer that need to be updated, I think that the call overhead of a 100 glBufferSubData calls is more than it would take to reupload the whole thing with one glBufferData call. Ideally, I'd like my library to chose which one to use based on which method would execute faster but I don't know how to estimate that.[/QUOTE] I know this was from many pages back, but I just wanted to let you know that glBufferSubData can take an array (well a pointer to the first element of an array and length as another parameter) and drop it into the bound VBO at an offset, which would be the fastest solution. Unless these bytes are not continuous, in which case it's probably worth it to pack them into multiple continuous arrays and call glBufferSubData for each array generated. If none of the bytes are continuous, keep a client copy of the buffer and reupload it whenever.
[QUOTE=robmaister12;33607519]I know this was from many pages back, but I just wanted to let you know that glBufferSubData can take an array (well a pointer to the first element of an array and length as another parameter) and drop it into the bound VBO at an offset, which would be the fastest solution. Unless these bytes are not continuous, in which case it's probably worth it to pack them into multiple continuous arrays and call glBufferSubData for each array generated. If none of the bytes are continuous, keep a client copy of the buffer and reupload it whenever.[/QUOTE] In this case i'd keep the copy, but otherwise i'd map the buffer.
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