• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=Philly c;33765173]A good opengl debugger? Haha you must be joking.[/QUOTE] tbh glDEBbuger is pretty good, shame they killed the linux version
[QUOTE=Richy19;33765570]tbh glDEBbuger is pretty good, shame they killed the linux version[/QUOTE] Maybe, I haven't used it because it doesn't support more than 3.1.
I used to use BuGLe on Linux. Their SourceForge project page indicates that they support Windows, too, but I don't know how true that is. I also don't know if it supports the latest versions of OpenGL.
[QUOTE=Philly c;33765173]A good opengl debugger? Haha you must be joking.[/QUOTE] What's wrong with gDEBugger, it does most of the stuff that D3D debugger does.
I'm using GPUPerfStudio right now, but I think it's really designed for direct3d as it's considerably more functional with it (but I use PIX anyway). I've just added some opengl code that seems fine to me but crashes it immediately. Combined with what seems to be amd driver bugs (and or weird opengl functionality), i'm considering dropping it, for now anyway.
Man, what is going on. Unless I have a gamepad plugged in (?!?!), SFML pauses whenever the mouse is moving. That can't be right. [editline]17th December 2011[/editline] hmm, did some dumping, every mouse move yields this: 132 WM_NCHITTEST 32 WM_SETCURSOR 512 WM_MOUSEMOVE anyone know what the other two are?
If I recall correctly, WM_NCHITTEST is used to determine if the mouse is inside the current window or on some other window.
Is it just me or are stylesheets on Facepunch being broken somehow? [editline]17th December 2011[/editline] It was slowpunch there for a bit [editline]17th December 2011[/editline] [img]http://img840.imageshack.us/img840/3858/administratorcwindowssy.png[/img] thread.getMembersReading() [editline]17th December 2011[/editline] Ah shit niggas, Lua 5.2 just came out yesterday. ~:O!~
Progress on my LD entry: [img]http://dl.dropbox.com/u/1106779/URLegend.png[/img] It's a I Am Legend tower defense game :v:
[QUOTE=Robbis_1;33763717]Here's a guy showing how to do it in C++ without checking tags, maybe it could help you out. [url]http://stackoverflow.com/questions/119404/time-length-of-an-mp3-file[/url][/QUOTE] Thanks, I'll try that out. It only works for constant bitrate audio, but I should be able to make it work with VBR audio :rolleyes: Worked great! Now I can import my 1800 songs without waiting ten minutes :p Thanks again
[QUOTE=thisBrad;33768305]Thanks, I'll try that out. It only works for constant bitrate audio, but I should be able to make it work with VBR audio :rolleyes:[/QUOTE] You obviously know the solution already, then. The length isn't stored in the tag. So consider this an exception and calculate/store the length in the tag, or don't and decode it every time. It takes bloody ages to decode to find the length. So make a worker thread to do this in the background. One thing you should do before you proceed further (since you've expressed uncertainness in your library's reliability) is open your test file in a hex editor and verify that the length field is incorrect. Then try setting the length field manually and test it again. Yeah, you'll have to look up the MP3 file format. There isn't some magical method we're all in collusion of hiding from you.
[QUOTE=Night-Eagle;33768500]You obviously know the solution already, then. The length isn't stored in the tag. So consider this an exception and calculate/store the length in the tag, or don't and decode it every time. It takes bloody ages to decode to find the length. So make a worker thread to do this in the background. One thing you should do before you proceed further (since you've expressed uncertainness in your library's reliability) is open your test file in a hex editor and verify that the length field is incorrect. Then try setting the length field manually and test it again. Yeah, you'll have to look up the MP3 file format. There isn't some magical method we're all in collusion of hiding from you.[/QUOTE] I had no idea how Mp3's worked. I thought the frame header was also compressed, so I was running it through a decoder to get the number of samples in the frame, then calculating the total samples/sample rate. But now I can just go through all the frame headers and use the bitrate to calculate the song length. This method is fast enough, I no longer need the song length ("TLEN") tag.
Working on my LD22 entry. Using LÖVE. [img]http://i.imgur.com/XVXaE.jpg[/img]
Reminds me of Tibia.
.NET Omegle API~ [IMG]http://puu.sh/aRVQ[/IMG] Still incomplete, but making progress on it.
[video=youtube;-NBKwIozd7c]http://www.youtube.com/watch?v=-NBKwIozd7c[/video] I want to make it online multiplayer, so kinda a party-based RPG. But I don't have much experience with online games, so I'm wondering if I should simply focus on a singleplayer game...
[QUOTE=Naarkie;33769265].NET Omegle API~ [IMG]http://puu.sh/aRVQ[/IMG] Still incomplete, but making progress on it.[/QUOTE] Oh god, the possibilities. I want a copy when you're done
[QUOTE=Hypershadsy;33769494]Oh god, the possibilities. I want a copy when you're done[/QUOTE] [url]http://code.google.com/p/omegle-spy/[/url]
[QUOTE=supersnail11;33769732][url]http://code.google.com/p/omegle-spy/[/url][/QUOTE] Fairly sure this stopped working a while ago.
[QUOTE=BlkDucky;33769814]Fairly sure this stopped working a while ago.[/QUOTE] There's a working .NET version somewhere but I can't find it. [editline]17th December 2011[/editline] [url]https://github.com/ethryx/OmegleSpy[/url]
It seems that GDI+ just doesn't want to wrap words for me :( I'm doing this [url]http://msdn.microsoft.com/en-us/library/baw6k39s.aspx[/url] yet it just removest the words that don't fit in a line instead of going to a new line.
well will you look at that... apparently I don't have to figure out the axes, I just use the smaller distance to move and only move on that axis. [url]https://github.com/Robmaister/RoversSpirit/commit/e6eabcb3febe24abba39c8e7a1b0648636ce1bce[/url]
[QUOTE=Darwin226;33770046]It seems that GDI+ just doesn't want to wrap words for me :( I'm doing this [url]http://msdn.microsoft.com/en-us/library/baw6k39s.aspx[/url] yet it just removest the words that don't fit in a line instead of going to a new line.[/QUOTE] It works, I was just cutting the rest off because of faulty string measuring. Oops.
So I needed a custom 'Key' identifier for my roguelike (one of the cool features is the ability to switch from SFML tiles to PDCurses with one line of code) so I decided to be lazy and have it represented by a string. However, I now have to write code to convert sf::Keyboard::Key's to a string. Looks like I'm doomed to a large if chain, see you in 10 hours.
[QUOTE=garry;33756577]I surprise myself sometimes. Coding for 30 minutes without testing anything. Boot it up and it works the first time! Unheard of! So now I got Holly taking sound properly! This is recorded [B]on the fly[/B] from GMod! [url]http://puu.sh/aOaJ[/url][/QUOTE] At first I thought you were shooting snowflakes
Progress on my LD entry. [vid]http://dl.dropbox.com/u/1106779/URLegend.webm[/vid] I hope I can get it to a fun and usable state tomorrow. The UI is still missing *shudder*
I watched Notch's livestream whilst he had some filler code in the render() tag, and messed about. [IMG]http://i.imgur.com/eE6D6.png[/IMG]
[QUOTE=Robber;33771169]Progress on my LD entry. [vid]http://dl.dropbox.com/u/1106779/URLegend.webm[/vid] I hope I can get it to a fun and usable state tomorrow. The UI is still missing *shudder*[/QUOTE] If you were using XNA, UI wouldn't be a problem with YogUI :v:
I reformatted because I accidentally adjusted the left-hand side of the explorer window and I couldn't revert it to how it normally was when you first install Windows.
[QUOTE=neos300;33770961]So I needed a custom 'Key' identifier for my roguelike (one of the cool features is the ability to switch from SFML tiles to PDCurses with one line of code) so I decided to be lazy and have it represented by a string. However, I now have to write code to convert sf::Keyboard::Key's to a string. Looks like I'm doomed to a large if chain, see you in 10 hours.[/QUOTE] switch?
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