[IMG]http://i942.photobucket.com/albums/ad265/1996Langley/sikengine.png[/IMG]
This was a block based engine I was working on for a while. I think I'm gunna re-write it though, the code could be improved a lot.
[vid]http://dl.dropbox.com/u/4093439/animations.webm[/vid]
MY GUY
HE RUNS!
[QUOTE=mechanarchy;33671307]I don't have any suggestions for fixing your grid-filling but I do suggest making the gap between them a bit smaller, perhaps halve the line interval? Given you basically have a scripting language now too you could even add a function to change the interval, so you can edit it on-the-fly.[/QUOTE]
The grid actually coincides with the grid used for marching squares - most of those squares are a special case for all the points being satisfied, where I just draw a square around the cell. (The part squares are drawn at the same time as the edges, because the edges are shifted across the cell to better reflect the shape.) I would have preferred to have a line stipple texture that I could just tile over, but in a VB6 PictureBox that isn't happening.
It's easy to make the lines closer together by increasing the drawing quality - that's tied to one variable, so yeah, should be easy enough to add to the language. Like this:
[img]http://i.imgur.com/uRGHf.png[/img]
(The black lines are ones I've recently added to fix those missing gridlines)
Problem is, doubling the quality makes it four times as slow. It's not that it's noticeably jerky or bumpy, but there's an annoying flicker when windows repaints the form halfway through a drawing. I've tried disabling form painting while I'm drawing, but then nothing's actually painted on the canvas so nothing gets drawn. I've also tried double-buffering, swapping two pictureboxes so that one's drawn on while the other's displayed - that doesn't work either, because Windows won't paint onto a control that isn't directly visible. Sigh.
Sorry, I didn't mean for that to turn into a rant :v: you're right, it looks terrible at the minute, but that's not on the top of my todo list :)
So I needed a way to have user deformable geometry for my game (It involves creating your own robot and the player first gets to design a chassis)
I managed it (This is at [b]Run time[/b] but in the editor view to show the triangles):
[img]http://dl.dropbox.com/u/286964/Unity/generatedmesh.png[/img]
It takes a set of point for the base plate, a set of points for the top plate and a height then automatically calculates the triangles.
Not to code an Editor Observer Gameobject to facilitate the deformation, Unity is way cool.
As a quick fix, it now uses that first level of detail while the user's dragging, and the finer one when the user releases the mouse.
[editline]11th December 2011[/editline]
automerge
Working on some basic terrain:
[img]http://i1110.photobucket.com/albums/h456/capsup/Screenshot-2011-12-11_173327.jpg[/img]
The y values for this is generated using the diamond-square algorhitm. The spikes here are kinda deliberate, I've set the height scale to 100 with a roughness of 1.5f. So very smooth with sudden spikes.
Does anybody know a tutorial to how I could make an outline to these in a shader? I'd prefer it in full white but with a black outline. Haven't quite been able to figure it out yet though.
[QUOTE=Tezzanator92;33672734]So I needed a way to have user deformable geometry for my game (It involves creating your own robot and the player first gets to design a chassis)
I managed it (This is at [b]Run time[/b] but in the editor view to show the triangles):
-snip-
It takes a set of point for the base plate, a set of points for the top plate and a height then automatically calculates the triangles.
Not to code an Editor Observer Gameobject to facilitate the deformation, Unity is way cool.[/QUOTE]
Robot Arena Clone? I love that game :v:
[QUOTE=Zeonho;33672856]Robot Arena Clone? I love that game :v:[/QUOTE]
Pretty Much :D - Great game.
I'm going to tie it into a website (Along with the unity web player) to allow for tournaments and saving your bots to an online account, sharing and stuff. Mostly as a learning experience for unity. I loved that game (Robot arena 2) but always thought it lacked something.
[img]http://i42.tinypic.com/2wqzokj.png[/img]
Right now this game is basically a 2D Battlefield clone once I add in capture points. The difference will be though that instead of random matches, you basically build up your army and buy perks and attack and conquer other countries.
The maps are going to be enormous hopefully.
Does everything parallax like the trees?
Does anybody know how I'd handle variable framerates (for games, etc) with Holly? Or does Garry just cap Gmod to 60FPS or some crap?
[QUOTE=Jookia;33673550]Does anybody know how I'd handle variable framerates (for games, etc) with Holly? Or does Garry just cap Gmod to 60FPS or some crap?[/QUOTE]
when recording games? I'd just capture the buffer every 1000/30 miliseconds independently of the game's fps
Hmm, I didn't think of doing it that way.
After half an hour of staring blankly at my code, finally realised that a spelling mistake was causing "or"s to always be read as "and"s. Phew. Grid filling's also fixed, looks a lot better with smaller gaps as well, thanks mechanarchy :)
[QUOTE=r0b0tsquid;33673519]Does everything parallax like the trees?[/QUOTE]
The shadows kind of do but nothing else is really multilayered except for the tanks.
My plan is to have a lot of the scenery objects like walls and buildings to be actual 3D models and see how that turns out.
Got to love it when you have to change the majority of your code and it was abstracted enough that it was super easy.
(Changed from a log reader to an rtmps proxy)
[thumb]http://goo.gl/0yI2n[/thumb]
Just need to add support for the POST request on reconnecting.
[QUOTE=supersnail11;33668552]The text in the song list isn't centered.
DAMN YOU![/QUOTE]
wow, people are rating this disagree?
yeah, he obviously means vertically. and he's right. all the other fields are centered vertically except the song list. it's inconsistent as all hell.
[editline]11th December 2011[/editline]
also there should be a slight offset from the left, to match everything else. also white text.
I thought he meant horizontally centered. :v
Reading this thread is supposed to motivate me but instead it just has me waiting for updates.
Digging this up from a few hours ago..
[img]http://i.imgur.com/IFZNc.png[/img]
[QUOTE=Jookia;33673550]Does anybody know how I'd handle variable framerates (for games, etc) with Holly? Or does Garry just cap Gmod to 60FPS or some crap?[/QUOTE]
If you pass the frame delta in it should handle it automatically (pass in how many seconds have passed since the last frame)
[QUOTE=garry;33675015]If you pass the frame delta in it should handle it automatically (pass in how many seconds have passed since the last frame)[/QUOTE]
I'm a stupid person, but what effect will this have if the game runs at 20fps or 60fps but the video is encoded at 30fps?
-snip- fucking links how do they work
Would any of you guys enjoy a game in which you play the role of a lunatic escaping an asylum, sneaking and killing guards with syringes, etc?
[QUOTE=charliel;33675713]Would any of you guys enjoy a game in which you play the role of a lunatic escaping an asylum, sneaking and killing guards with syringes, etc?[/QUOTE] [img]http://www.facepunch.com/avatar/417095.png?garryis=awesome[/img]That sounds interesting I guess, what sort of game? (text, 2D, ...?)
[QUOTE=Capsup;33672840]Working on some basic terrain:
[img]http://i1110.photobucket.com/albums/h456/capsup/Screenshot-2011-12-11_173327.jpg[/img]
The y values for this is generated using the diamond-square algorhitm. The spikes here are kinda deliberate, I've set the height scale to 100 with a roughness of 1.5f. So very smooth with sudden spikes.
Does anybody know a tutorial to how I could make an outline to these in a shader? I'd prefer it in full white but with a black outline. Haven't quite been able to figure it out yet though.[/QUOTE]
It looks like your normals are off. There's too much of a jump between the faces.
[QUOTE=littlefoot;33675750]That sounds interesting I guess, what sort of game? (text, 2D, ...?)[/QUOTE]
I'm thinking 2d sidescrolling. Also if anyone answered yes to the above question, do you have any name suggestions?
[QUOTE=Jookia;33675074]I'm a stupid person, but what effect will this have if the game runs at 20fps or 60fps but the video is encoded at 30fps?[/QUOTE]
I guess with more fps, the video will be interpolating between frames, while with too few frames you'll get a laggy video.
[QUOTE=Jookia;33675074]I'm a stupid person, but what effect will this have if the game runs at 20fps or 60fps but the video is encoded at 30fps?[/QUOTE]
To be honest when the video is in a container it seems to totally ignore the provided FPS and just go by timestamps.. so it's irrelevant. It'll just run at the FPS you give it.
I've just re-written a lot of the code in HOLLY, so might wanna take a look and resync your code. I basically divided modules into container, video and audio. It's not as complicated as it sounds, check out the changes to the example..
[url]http://code.google.com/p/holly/source/diff?spec=svn16&r=16&format=side&path=/trunk/trunk/examples/Encoding.cpp[/url]
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