• What are you working on? December 2011 Edition
    3,353 replies, posted
Okay guys, need your input on something. [t]http://dl.dropbox.com/u/11093974/Junk/size.png[/t] Before we do anymore on the artwork, we're having trouble deciding on a scale for the player. He seems a little big, but we don't want to make it so small that we can't get creative with the artwork. Thoughts? I'm running on the lowest possible resolution in that screenshot (800x600).
[QUOTE=jalb;33725284]Okay guys, need your input on something. [t]http://dl.dropbox.com/u/11093974/Junk/size.png[/t] Before we do anymore on the artwork, we're having trouble deciding on a scale for the player. He seems a little big, but we don't want to make it so small that we can't get creative with the artwork. Thoughts? I'm running on the lowest possible resolution in that screenshot (800x600).[/QUOTE] I'm still confused as to what this project...IS.
[QUOTE=Yogurt;33725292]I'm still confused as to what this project...IS.[/QUOTE] A 2D platform shooter.
[QUOTE=jalb;33725299]A 2D platform shooter.[/QUOTE] With crackhead mice.
Make the environment bigger then.
[QUOTE=Jookia;33725325]Make the environment bigger then.[/QUOTE] I'm mostly looking at screen size here. He takes up a good amount of space on the screen. We could always scale the game down, but I'm not sure how terrible that would look just yet...
[QUOTE=jalb;33725299]A 2D platform shooter.[/QUOTE] Original
[QUOTE=Jookia;33724896]Even if that was sarcasm, you do get what I mean. The screenshot shows a galaxy with planets. There's no order or swirls. [editline]15th December 2011[/editline] Gah, finally pinned down why I'm pissed off: It's a galaxy generator that doesn't generate a galaxy.[/QUOTE] Alright, alright. I kindly asked Natrox if he would hand me the source, and I put some swirls in it. The nutty kind. [IMG]http://i.imgur.com/MFunw.png[/IMG]
[QUOTE=amcfaggot;33725374]Alright, alright. I kindly asked Natrox if he would hand me the source, and I put some swirls in it. The nutty kind. [IMG]http://i.imgur.com/MFunw.png[/IMG][/QUOTE] I walked in to that.
Oh god, I'm reminded of the "Needs more grain" thing a few threads back.
[QUOTE=amcfaggot;33724791]The point is to not store data. That is to say, he has to somehow create a set of predictable names, positions, coordinates, and colors which are never stored, but instead are procedural created and can produce the same output over and over again through a form of equally predictable patterns to produce the aforementioned values. This is my assumed grasp of his project; if I'm correct, the overall idea is very smart. It's a type of concept that's reused everywhere. The project could have been entirely about generating dicks with all different colors and lengths, it's not about planets or dicks, though.[/QUOTE] You get the point, exactly. If I wanted a realistic representation of the galaxy, I would have to store data, but the assignment does not allow this. I don't get why some people always have to take stuff so literal.
[QUOTE=AtomiCasd;33725369]Original[/QUOTE] Are you suggesting that most the stuff around here [i]is[/i] original? :v: It's just a side project with a friend. Don't see why it has to be original.
[QUOTE=AtomiCasd;33725369]Original[/QUOTE] That's a good point. I forgot games have to be original. oh wait
[QUOTE=Tezzanator92;33725437]Oh god, I'm reminded of the "Needs more grain" thing a few threads back.[/QUOTE] I remember posting a pong game I made and getting filled with dumbs because people thought it was a "meme" reply :v:
[url=http://eagle.undo.it:8083/img/kintel_74.jpg][img]http://eagle.undo.it:8083/img/kintel_74_cr.jpg[/img][/url] Just another day of programming. I'm testing if multiple clients can connect to a server - it failed once, but I have yet to figure out why/reproduce the failure in repeated tests. Damned Heisenbugs; I'm probably going to have to look through Boost's source code. On lighter note, I will put out another recommendation for VirtuaWin, here - I can preserve my test layout with no hassle on one workspace with the IDE/documentation in another.
Excuse me, but why is your screen like... fucking huge?
[IMG]http://i.imgur.com/0oC3W.png[/IMG] Woo point spr-huh. Um... One moment.
I made YogUI a DLL. There is no more need for any content manager stuff. all the needs to be done: -Add the DLL as a reference -In LoadContent, call YogUI.YogUI_LoadContent(this); -In Update, call YogUI.YogUI_Update(gameTime); -IT WORKS! I should note that you now have to specify a SpriteFont for controls that display text. This is all visible on the [url=https://github.com/YogurtFP/YogUI]GitHub page[/url] Feel free to contribute!
[QUOTE=DrLuke;33726254]Excuse me, but why is your screen like... fucking huge?[/QUOTE] multiple screens, presumably. 3, judging by the crazy horizontal res?
[IMG]http://i.imgur.com/BGfxm.png[/IMG] Nearlyyyyy....
[QUOTE=BlkDucky;33726381]multiple screens, presumably. 3, judging by the crazy horizontal res?[/QUOTE] He works on Dave Bowman's screen.
[IMG]http://i.imgur.com/gQy2O.png[/IMG] My mind is not at home to Mr Attenuation. I hear him knocking but he ain't comin' in. Does anyone know what I'm doing horribly horribly wrong with this shader? [code]gl_Position = MVP * vec4(pos.x + 1, pos.y, 0.5, 1); float dist = distance(gl_Position, vec4(0,0,0,1)); gl_PointSize = 128.0 * sqrt(1.0 / (1.0 + (0.5 + 0.01 * dist) * dist));[/code] [editline]15th December 2011[/editline] (for comparison) [img]http://i.imgur.com/0NHNS.png[/img]
That's a really creative way to do chandeliers.
Are you making a Wolf3D clone?
[QUOTE=Jookia;33727717]Are you making a Wolf3D clone?[/QUOTE] No, he's making the next skyrim :downs:
[QUOTE=Lexic;33727236][IMG]http://i.imgur.com/gQy2O.png[/IMG] My mind is not at home to Mr Attenuation. I hear him knocking but he ain't comin' in. Does anyone know what I'm doing horribly horribly wrong with this shader? [code]gl_Position = MVP * vec4(pos.x + 1, pos.y, 0.5, 1); float dist = distance(gl_Position, vec4(0,0,0,1)); gl_PointSize = 128.0 * sqrt(1.0 / (1.0 + (0.5 + 0.01 * dist) * dist));[/code] [editline]15th December 2011[/editline] (for comparison) [img]http://i.imgur.com/0NHNS.png[/img][/QUOTE] Here's the attenuation I use for lighting in one of my GLSL shaders: [code]float attenuation = light.constantAttenuation / ((1 + light.linearAttenuation * lightDistance) * (1 + light.quadraticAttenuation * lightDistance * lightDistance));[/code] [editline]14th December 2011[/editline] also how I calculate lightDistance: [code]//calculate distance from fragment to light in view space vec4 lightDirection = (lightPos - fragPos); float lightDistance = length(lightDirection);[/code]
At the risk of starting an unnecessary argument due to poor explanation skills, I figured I'd show off the proof of concept I've been working on. Like it or hate it, ObjC is being used quite a bit. But when you need to interface into C++, you end up with this disgusting creature called ObjC++. Now I'm not going to go into why I dislike ObjC++ (I don't hate ObjC. ObjC++ garners all my loathing). Well, luckily, one can write ObjC without writing ObjC. Which means you can write ObjC from C++, without writing ObjC++. So here's my proof of concept that I'm calling "choco" (note: I was hungry and all I could think about were choco tacos. You might not know this, but they are mankind's greatest culinary achievement). Now does this make my life easier? Hell no. But then again I don't really have a reputation for taking a stroll down easy street around these parts. Please note I've only tested this on Lion (I don't plan to focus on previous version either). [cpp] #include <objc/runtime.h> #include <objc/objc.h> extern "C" id objc_msgSend(id, SEL, ...); #include <iostream> #define selector(x) sel_registerName(#x) #define structure(x) static id x = objc_lookUpClass(#x) #define const_chars(x) reinterpret_cast<const char*>(x) namespace objc { auto msg_send = objc_msgSend; } namespace choco { structure(NSObject); structure(NSString); } SEL alloc = selector(alloc); SEL init = selector(init); int main(int argc, char* argv[]) { auto obj = objc::msg_send(objc::msg_send(choco::NSObject, alloc), init); auto obj2 = objc::msg_send(choco::NSString, selector(stringWithUTF8String:), "SNITCHES. GET. STITCHES."); std::cout << obj << " " << const_chars(objc::msg_send(obj2, selector(UTF8String))) << std::endl; return 0; } [/cpp] And the resulting output! (Ignore the leak errors, because I don't care at the moment!) :D [code] objc[9028]: Object 0x100118760 of class __NSCFString autoreleased with no pool in place - just leaking - break on objc_autoreleaseNoPool() to debug 0x100117d50 objc[9028]: Object 0x100118c50 of class __NSCFData autoreleased with no pool in place - just leaking - break on objc_autoreleaseNoPool() to debug SNITCHES. GET. STITCHES. [/code] Look at that! It works! Obviously this is a very small proof of concept, but I think with a little bit of template magic (heh), you'll be able to do stuff like [cpp] choco::taco<choco::NSApplication> app = choco::NSApplication::sharedApplication; app.run(); [/cpp] I will say that a lot of this stuff gets easier because of C++11 features in clang. :dance:
I am working on a little library or framework kind of thing to help with common functions like programs that use a command interface, sorta like git, so I can just do this: [cpp]#include "src/lpopts.h" int hello(int argc, char **argv) { printf("Hello! %d\n", argc); return 0; } int gb(int argc, char **argv) { printf("Goodbye %d\n", argc); return 0; } int main(int argc, char **argv) { command_t commands[] = { { "hello", &hello }, { "goodbye", &gb }, { NULL , NULL } }; set_no_cmd_message("I fucking love wood!"); return ci_main(argc, argv, commands); }[/cpp] And then: [code]$ ./main hello Hello! 2 $ ./main goodbye Goodbye 2 [/code] I'm going to add more stuff as I go, and it should help me in the future.
Added animations, don't even know what I'm gonna do with this [vid]http://dl.dropbox.com/u/32605179/tiles2.webm[/vid]
[QUOTE=Chandler;33727894]I will say that a lot of this stuff gets easier because of C++11 features in clang. :dance:[/QUOTE] I agree, but at the moment Clang is bugged so I can't use it. :(
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