• What are you working on? December 2011 Edition
    3,353 replies, posted
I'm making a pinball game for android in opengl and box2d. This is the first time I've used either box2d or opengl but it seems to be going well at the moment. Currently I have a bunch of stuff implemented: - A camera that can move around (but doesn't yet), the level is created at a fixed size but I hope to make the camera move and resize to fit different phone screens etc - Bumpers bump the ball, flippers flip the ball. - The ball will die when it goes off screen and reset, then you can tap to shoot the plunger. - I have a separate model-view-controller. Some people think this is a waste of time but I definitely feel it helps split up the project into manageable packages. Plans for the future: - XML parser for levels, many people don't like xml because it has too much unnecessary data in the file. I am using xml because I don't care about filesize right now, android has an xml parser built in, I know how to implement the xml parser. Therefore it should be quick to implement over something like json. - I really like the entity IO system in source, it makes it easy to program parts of a level without code so I'm thinking of using this to trigger fun things in the game - The plan is to make the game flashy! Like flashing colours, sounds, particles all over the place like some sort of bullet hell game perhaps. - I have an idea that there could be item drops in the game like multiball or just extra points, I'll have a think about this. - Really cool UI - A lot of pinball games just try to replicate a pinball machine but this is a video game so we can do a lot more. There can be particle effects and stuff when you score points for example. I would particularly like some funky colour blending modes. Smooth camera transitions are a must too. We'll see how this goes. [img]http://i.imgur.com/F5yeB.png[/img] [img]http://i.imgur.com/ZZXaa.png[/img] [img]http://i.imgur.com/eJEXo.png[/img]
[QUOTE=Chandler;33813102]NO NO NO NO NO NO NO. I'm speaking from experience here (2+ years to be exact). Just don't do it. you'll run into an issue eventually where you end up writing a hack, or realize that your build platform doesn't easily support a certain feature (like null build time complexity when no changes are present), or project file generation.[/QUOTE] I think I'm a tad confused here... I've been using the same system for a year now, and I've encountered none of the issues you've posted about over the past WAYWOs. It's pretty simple, and obviously doesn't have the features of CMake or such, but it works for me. Here's the make file for a project I recently revisited: [url]http://codepad.org/FfvXcVsJ[/url]
[QUOTE=ROBO_DONUT;33813404]This could easily describe any software project. Things inevitably go to shit. I'm pretty sure that's an actual law somewhere.[/QUOTE] Second law of thermodynamics? I'm probably completely misunderstanding what's going on in this lively discussion, but if your makefile generator doesn't do what you want it to do, why don't you just write your makefile by hand? That's what I've always done and while I'll admit I've never worked on anything big or weird, I've never run into any problems with the approach.
[QUOTE=Lexic;33815392]Second law of thermodynamics? I'm probably completely misunderstanding what's going on in this lively discussion, but if your makefile generator doesn't do what you want it to do, why don't you just write your makefile by hand? That's what I've always done and while I'll admit I've never worked on anything big or weird, I've never run into any problems with the approach.[/QUOTE] Not everyone writes a makefile generator (see: Scons, waf, my defunct build system :v:), as make isn't truly cross platform. For folks who use posix only it'll work mostly ok, except usually when people refer to make they are referring to GNU make.
Just wrote my first (1 line) perl script. :eng101: Going to write a small .def file parser now.
[QUOTE=Chandler;33815621]except usually when people refer to make they are referring to GNU make.[/QUOTE] Which is POSIX compatible with the proper flags, and probably the most popular version of make nowadays.
[IMG]http://i43.tinypic.com/1zqfwpd.png[/IMG] I'm working on the 2nd map for this top down Battlefield-like game which is going to take place in a city. As you can see I decided it would work best if the skyscrapers were 3D primitives instead of just sprites or something. For those who haven't seen it, this is the other finished map which is a foresty map with some huts. [IMG]http://i44.tinypic.com/mjp99j.jpg[/IMG]
What is it you use a build system for anyways?
[url=http://en.wikipedia.org/wiki/Build_system]So you can build projects easily[/url]
Ahaha, that omegle bot is hilarious [quote]Stranger: Shift me babe Cleverbot: What babe? Stranger: Ok sound beour Cleverbot: Later. Stranger: Shift like French kiss me plz. Cleverbot: And you are you american ? Stranger: Nope Irish. We're the banter is lad Cleverbot: The netherlands! Stranger: NOOOO Cleverbot: Yeeees. Stranger: We're you from Cleverbot: I am jessica and 16 year's old. Stranger: Ur wired bye sister Cleverbot: She's not here anymore, and she's not clever. Stranger is disconnected. Restarting main loop.[/quote]
I rewrote my screen recorder to use threads when it's turning the XImage into a raw rgb chunk, but the overhead of creating threads means that I am getting slightly worse performance than before. I guess a good way to do this would condition variables? And just have the threads poll the condition variables until they change and then they'd know it's time to do work or?
[QUOTE=Jawalt;33816702]I rewrote my screen recorder to use threads when it's turning the XImage into a raw rgb chunk, but the overhead of creating threads means that I am getting slightly worse performance than before. I guess a good way to do this would condition variables? And just have the threads poll the condition variables until they change and then they'd know it's time to do work or?[/QUOTE]That's probably a better way to go about it, rather than spooling off a new thread each time (which is what you meant?)
[QUOTE=Jawalt;33816702]I rewrote my screen recorder to use threads when it's turning the XImage into a raw rgb chunk, but the overhead of creating threads means that I am getting slightly worse performance than before. I guess a good way to do this would condition variables? And just have the threads poll the condition variables until they change and then they'd know it's time to do work or?[/QUOTE] What happens if the main thread is swapping buffers faster than you can encode it? What you could do is have a background worker thread that is always encoding, once it finishes one frame, it waits for the next buffer swap then grabs the pixels and encodes it. [editline]1[/editline] Oh shit. Just realised this is pretty much the exact same thing. Just set out a bit differently.
[media]http://www.youtube.com/watch?v=LRW-lJ40eS4[/media] Some more progress on the networking. You can fetch the server list from a master server, download the map when you join, and look, in game chat! ... oh who am I kidding, you guys are gonna have orgasms over the 7 seconds of our menu like everyone else.
[QUOTE=jalb;33817161][media]http://www.youtube.com/watch?v=LRW-lJ40eS4[/media] Some more progress on the networking. You can fetch the server list from a master server, download the map when you join, and look, in game chat! ... oh who am I kidding, you guys are gonna have orgasms over the 7 seconds of our menu like everyone else.[/QUOTE] Oh my God you weren't lying! Brb, cleaning my pants.
I'm having one of those days where code compiles fine, runs great... doesn't do what it's supposed to do. Finding it very hard to debug and track down. It's frustrating because it's basic display-a-triangle-in-directX and I've done it 5 or 6 times before yet I can't get it to work this time. I think I'm gonna just wipe it out and start over if I can't fix it after a few mins (once I give it a decent break).
[QUOTE=Jawalt;33816702]I rewrote my screen recorder to use threads when it's turning the XImage into a raw rgb chunk, but the overhead of creating threads means that I am getting slightly worse performance than before. I guess a good way to do this would condition variables? And just have the threads poll the condition variables until they change and then they'd know it's time to do work or?[/QUOTE] Usually you have a bunch of worker threads and send them jobs (usually classes with a ->Run() function). You yield them when they're not working and signal them when you add a new job to make sure they're spinning.. that way they don't hog cpu.
[quote=CleverOmegle] Stranger: what would you say if I told you I had a boner? Cleverbot: I would say 'I love you, too, Logan Morrison Paddock,'. [/quote] Wow. Brilliant. [editline]20th December 2011[/editline] [quote]Stranger: Hey babe come check out my hot facebook Ardella Higaneda Cleverbot: You're more of a random sentence generator. I see nothing clever about you so far.[/quote] [editline]20th December 2011[/editline] [quote] Stranger: looking for a girl to skype and msn\r\n Cleverbot: Yes. Stranger: how old are u Cleverbot: 13. Stranger: kay"], ["suggestSpyee Cleverbot: Qui se fais payer tres cher. Stranger: want to skype me Cleverbot: I don't know you. Stranger: han dont say yes than Cleverbot: This sentence is a lie. Stranger: d bye bitch Cleverbot: :D. [/quote]
Hah, that's nothing.. [quote]Stranger: I come from the west. Cleverbot: I come through systems, people, and places to this place. Stranger: I come from my mom's vagina. Cleverbot: Really? That's where Ohio is. Would you care to be more specific as to where in the USA? Stranger: Up your ass.[/quote]
[quote] Stranger: hello there wanting for a women? I'm twenty-three twenty six I have trendy pictures desire to head to my FACEBOOK: Ardella Higaneda\n\n Cleverbot: Your identification is satisfactory. [/quote]
Oh god, this same person has been in the same conversation for more than 30 minutes now, and I think cleverbot is going to cyber her.. [quote]Stranger: *starts to laugh* Cleverbot: *runs away*. Stranger: *tackles you* Cleverbot: *looks at the stars*. Stranger: *looks at the grass* Cleverbot: *Looks into your eyes*.[/quote] We need to start a CleverOmegle thread.
I want to implement lua in something. So I'll implement it in PoC
Reposting as it got buried quick. [quote]Terraria like setup, 2d, blokz an shit. The stuff here helped me create what so far seems to be working on the memory front, so now I need to ask another thing. Physics: I want to have circular objects, and other item physics in the game. Now, Box2D would work for this normally, but we're talking a world made up of voxel chunks that can change constantly. The amount of memory and CPU time that would be wasted attempting to keep track of this entire (up to 10x10k for 100 million block) world as small Box2D cube shapes would be ridiculous. On this note, if you have worked with Box2D more then I have (probably a certainty if you've really done much with it) might you have an idea how to fix this issue? The world will have other living NPCs and such in it so physics need to be all across the active world. Trailing worlds have more broad macro effects, so physics won't be active on them. [/quote]
[QUOTE=StealthArcher;33817848]Reposting as it got buried quick.[/QUOTE] Maybe you should post in the thread that's made for helping people?
[QUOTE=supersnail11;33817896]Maybe you should post in the thread that's made for helping people?[/QUOTE] I've asked about 10 (legit) questions in that thread that just get ignored.
Is there any way to make XNA projects useable on android devices at all?
I'm going to make a CleverOmegle thread. GD or Programming section?
fast threads
I'd say GD for quality content. [editline]21st December 2011[/editline] By the way, I think you need a try/catch clause in PostSubmitter.PostData, it gets 404s a lot.
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