• What are you working on? December 2011 Edition
    3,353 replies, posted
[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): [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.[/QUOTE] Is this going to be robot-arena style? [b]Edit:[/b] [img]http://www.facepunch.com/fp/ratings/clock.png[/img] this is what I get for replying without reading 2 posts past the one I'm replying to. [img]http://www.facepunch.com/fp/ratings/clock.png[/img]
[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): [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.[/QUOTE] Does it do concave/what algorithm?
[QUOTE=Lord Ned;33675775]It looks like your normals are off. There's too much of a jump between the faces.[/QUOTE] Not sure what normals you're speaking of. That there is nothing but vertexes rendered with interpolated colors with a glDrawArrays call. Right now I'm working on texturing that terrain, but any information on texturing squares made of 2 triangles inside a shader feeded from a VAO is very scarce. I'd love for a link to just a little bit information about it if anybody has one. I'm quite sure I've managed to do initialisation and such correctly, but what I have currently just makes the terrain complete black, and glGetError reports nothing, so I have absolutely no idea of what I'm dealing with.
[QUOTE=garry;33676401]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.[/QUOTE] Ah. Is this format-specific or overall Holly stuff? Speaking of Holly design things, in OpenGL scanlines go bottom to top, like in mathematics while Holly (or VP8, I'm not sure which component) wants them from top to bottom, which explains my screenshot above. Maybe these things should be noted just like the YUV and RGB problem? [QUOTE=garry;33676401]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][/QUOTE] Nice! That really nails how things should work.
[QUOTE=Night-Eagle;33676548]Does it do concave/what algorithm?[/QUOTE] It's pretty basic, no fancy maths here :v:, I just jotted it down onto a notepad and I saw the patterns emerge, In a nutshell: For the top and bottom plates each triangle always starts with the first vertex (0) (In the case of the above screenshot, the point on the blue axis) and the other two vertices of that triangle go in pairs around the remaining vertices. (0-1-2 , 0-2-3 , 0-3-4 , ...) and so on. For the sides it just matches them up in pairs from top to bottom and creates a pair of triangles for each face. So difficult to write so [url=http://pastebin.com/BzfwsbEU]here's the code[/url] I have (It's not perfect and I am sure I will improve it as I find limitations and ways to improve speed (One of which I think I already have found, angled sides and up look a bit off and I know why) I also need to add methods to add/remove points (Already have an idea for this)
snip- Forgot. Thanks vvvvvvvvvvvv.
Can't figure out that batman equation for the life of me - I just don't get how the ands and ors are evaluated. Left to right? Ors then ands? Backwards? Anyway, off to bed now. Have this guy to keep you going. [img]http://i.imgur.com/qVjW0.png[/img] Can't see it in the image, but that "hair" is clipped to a circle so it forms a 'fro :v:
This thread makes me wish I could make something better than a Java text based Black Jack.
[QUOTE=RedBlade2021;33677638]This thread makes me wish I could make something better than a Java text based Black Jack.[/QUOTE] Well if you know some Java and want to start making some games relatively quickly start doing some games using Applets. I might get some hate for this but they're extremely quick to make.
[QUOTE=r0b0tsquid;33677469]Can't figure out that batman equation for the life of me - I just don't get how the ands and ors are evaluated. Left to right? Ors then ands? Backwards?[/QUOTE] Left to right. Condition and condition and statement, condition and condition and statement. Or something like that.
[QUOTE=garry;33676401] [url]http://code.google.com/p/holly/source/diff?spec=svn16&r=16&format=side&path=/trunk/trunk/examples/Encoding.cpp[/url][/QUOTE] Is the set audio codec thing only there for showing how it's done? Seems kind of weird if you need to specify an audio codec and then don't have any audio. Also, minor nitpick: [cpp] if ( !encoder->SetAudio( "A_VORBIS" ) ) { printf( "Couldn't set the video codec!\n" ); [/cpp]
[IMG]http://i.imgur.com/IWcwF.png[/IMG] Derp.
pokederp [editline]12th December 2011[/editline] quick, catch that snorlax in the tall grass.
[IMG]http://i.imgur.com/jKXci.png[/IMG] Spawn points and the side panels of doors. Admittedly not the point sprites I'm supposed to be implementing but whatever, these did need to be done at some point.
I got goo working in Airedale! :downs:
[QUOTE=Lexic;33679979][IMG]http://i.imgur.com/jKXci.png[/IMG] Spawn points and the side panels of doors. Admittedly not the point sprites I'm supposed to be implementing but whatever, these did need to be done at some point.[/QUOTE] 148ms? Isn't that like ~6fps?
[QUOTE=Lord Ned;33680110]148ms? Isn't that like ~6fps?[/QUOTE] That's what happens if you bind your fraps screenshot key to prntscrn I guess. Moved it to F12. [IMG]http://i.imgur.com/v3nHA.png[/IMG] (And changed my FoV + aspect ratio to match the original's) [editline]12th December 2011[/editline] Runs at about 18 ms whenever fraps isn't taking a picture of it. Oh well, such are screenshots.
Okay, now goo is causing me to crash randomly. God dammit
Hollygram now records variable framerates. Woo! After more work maybe I'll have a decent game recorder for Linux.
Man, I haven't posted anything in like a month. Anyway, have a procedurally generated galaxy. (1 million stars, rendered in OpenGL) [img]http://img703.imageshack.us/img703/2728/galaxyy.png[/img]
Frapsish thing for Linux has gone from a prototype to a real application today. I'm pretty proud of this so far. Hopefully tomorrow I'll be able to solve the problem of multiple contexts, or I could implement some SDL hooks..
I was writing something in flash, and just spent an hour raging at this piece of code because my font wouldn't embed (AS3's a bitch with this) Then I realized. [csharp] tf.defaultTextFormat = tfr; [/csharp] should be [csharp] tf.setTextFormat(tfr); [/csharp] :suicide:
Trying to get lua-enet working as a library for LÖVE... "dynamic libraries not enabled; check your Lua installation". Hmm, I guess that's LÖVE's way of telling me I should be studying or sleeping.
I'm working on the title menu for Airedale. I switched from my crappy menu to just using some goo buttons. I'm trying to get the map of the continent scrolling around in the background right now. [img]http://dl.dropbox.com/u/45554193/images/hgddawrwtwtgfb.png[/img]
[QUOTE=Smashmaster;33681512]Man, I haven't posted anything in like a month. Anyway, have a procedurally generated galaxy. (1 million stars, rendered in OpenGL) [img]http://img703.imageshack.us/img703/2728/galaxyy.png[/img][/QUOTE] That alternate spiral algorithm with pixels floating away from the line, lighted according to density? awesome
[img]http://dl.dropbox.com/u/11093974/Junk/yay.gif[/img] Complex objects! I'm so happy this works... You can build objects based on any of the pre-existing "simple" objects. Which is mainly just spheres and OBB's at the moment. I have added tetrahedrons too, but they're only somewhat functional for now. Only tetrahedron-plane and tetrahedron-sphere collision response works. Once they are fully implemented, you will be able to make complex shapes based on tetrahedrons too... so basically, you can make almost anything imaginable.
I haven't been posting here enough. I'm programming some UIKit controls. I am copying that cool drag-out sidebar that Nullsquared made and making it in pure UIKit / Core Graphics and then open sourcing it on GitHub. [img]http://i.imgur.com/DzvjY.png[/img] I'll post more tomorrow. Probably one of those fancy gifs or something.
I'm rolling my own font rendering for C#/OpenTK, forgot that I flip textures before I upload them to get standard OpenGL texture coordinates. The result was... interesting: [img]http://i.imgur.com/TMkK0.png[/img] [editline]12th December 2011[/editline] also ignore the weird kerning between the W and the O, I don't have actual kerning pairs implemented yet, I just render the two letters one quad next to the other and subtract an arbitrary "kerning" value for now. [editline]12th December 2011[/editline] alright, now to implement proper kerning pairs: [img]http://i.imgur.com/S744f.png[/img]
[QUOTE=Jookia;33676692]Ah. Is this format-specific or overall Holly stuff? Speaking of Holly design things, in OpenGL scanlines go bottom to top, like in mathematics while Holly (or VP8, I'm not sure which component) wants them from top to bottom, which explains my screenshot above. Maybe these things should be noted just like the YUV and RGB problem? Nice! That really nails how things should work.[/QUOTE] I'm hoping that it's the same with all containers. I'm going to look into an AVI container and see. It makes sense in the context of a container that the video codec would just tell it where the frame is on a timescale. Not sure about the scanlines stuff.. are you telling me it's completely backwards? Or the lines are just the opposite way around?
[QUOTE=ZenX2;33682847]I'm working on the title menu for Airedale. I switched from my crappy menu to just using some goo buttons. I'm trying to get the map of the continent scrolling around in the background right now. [img]http://dl.dropbox.com/u/45554193/images/hgddawrwtwtgfb.png[/img][/QUOTE] Looks like something Nige made.
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