• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=robmaister12;33887707]Does the text rendering only support a single font or can it work with any font? Cause right now I'm working on font rendering, and it's way more involved that I would have imagined if you want to position the characters properly...[/QUOTE] Mine supports any font your computer and java.awt can because it actually just puts whatever string with whatever font onto an image then converts that image into a texture.
I'm working on a new project during the winter break. My goal is to finish a simple, 2d top down version of animal crossing by the end of my break. I'm going to try to post time lapse videos daily of my progress, here's my first video: [media]http://www.youtube.com/watch?v=lrqkWZXW_PE&feature=youtu.be[/media] By simple, I mean the main functionality, such as housing, NPC'S, furniture, items, basic clothing using skeleton animation, game time events, fishing, planting, and bug catching. I don't plan on getting a 100% replica of the game done by 2 weeks. For example, I doubt I'll have a ton of furniture, or full fledged NPC dialogue, or tons of clothing. I just want the functionality to be there, so I could easily add onto it.
Just whipped up the rudiments of a isometric tile rendering system. [i](click for full size)[/i] [t]http://i.imgur.com/LMYCa.png[/t] Happy Holidays, Facepunch!
While planning out a secret project that probably won't go anywhere, I found out that the movie Primer has a gaping logic error.
Do tell, I loved that movie. I thought it was incredible given the budget.
[QUOTE=stinkfire;33887774]Mine supports any font your computer and java.awt can because it actually just puts whatever string with whatever font onto an image then converts that image into a texture.[/QUOTE] ah, I'm taking the other route, where fonts are rendered onto what are essentially tilesets of characters, and a rectangle is drawn for each character in the string. I recently finished kerning pair calculations, which required some GDI trickery (I'm coding this thing in C#), and now I'm going to get character ascent/the location of the baseline, and then I have to actually draw the strings. As much as I would love to just have GDI draw my strings out for me in a Bitmap, I feel like I'd run out of VRAM after a few minutes of spamming the console with debug output (which is inevitably going to happen)
[QUOTE=Tezzanator92;33888150]Do tell, I loved that movie. I thought it was incredible given the budget.[/QUOTE] The easiest explanation of the movie is via timelines, as paradoxes don't occur and it means characters can be cloned, etc. Another explanation is going back and simply 'writing over' time. But if two people go back in time like they did in the movie, why would they both end up on the same timeline? Wouldn't they each get their own timeline? If they would, why do they see eachother? If they wouldn't, we can assume that there's some kind of singular child timeline that each timeline has, that time machines from the current timeline go to. Now, that's just a premise, the real problem is what if you have something go back 60 minutes, and you go back 5 minutes? Assuming there's a child timeline, they'd both go to different points in the same timeline, and at some point the dude from 60 minutes ago will catch up to where 5 minutes guy got out, and 5 minutes guy would see a different timeline than the one he came from, as 60 minutes guy has already modified it. But the nature of time machines in the film imply that timelines are symmetrical, so how can this be? The fact that the two characters get out on the same timeline implies that this meta paradox exists.
[QUOTE=thisBrad;33886361]gunna shoot someone next time I see this: [IMG]http://img707.imageshack.us/img707/8789/screenshot2011122422184.png[/IMG][/QUOTE] At work: [img]http://dl.dropbox.com/u/764206/Decos/aspnetdevelopmentserver.png[/img] Note that all of those, except for one, have closed already. If you move the mouse over all of those they'd disappear. Also, a lot of times when opening .aspx markup, it would just freeze Visual Studio with "Microsoft Visual Studio is busy". I ended up checking it out in Visual Studio, then editing it in Notepad. :v:
[QUOTE=amcfaggot;33885789]Steamworks is C++, Voidy uses imports for C# because he really likes C#[/QUOTE] see sharp is best sharp [editline]25th December 2011[/editline] God forbid I turn this thread into another language debate. I apologize in advance if this occurs and may god have mercy on my soul. Amen.
[QUOTE=Jookia;33888328]The easiest explanation of the movie is via timelines, as paradoxes don't occur and it means characters can be cloned, etc. Another explanation is going back and simply 'writing over' time. But if two people go back in time like they did in the movie, why would they both end up on the same timeline? Wouldn't they each get their own timeline? If they would, why do they see eachother? If they wouldn't, we can assume that there's some kind of singular child timeline that each timeline has, that time machines from the current timeline go to. Now, that's just a premise, the real problem is what if you have something go back 60 minutes, and you go back 5 minutes? Assuming there's a child timeline, they'd both go to different points in the same timeline, and at some point the dude from 60 minutes ago will catch up to where 5 minutes guy got out, and 5 minutes guy would see a different timeline than the one he came from, as 60 minutes guy has already modified it. But the nature of time machines in the film imply that timelines are symmetrical, so how can this be? The fact that the two characters get out on the same timeline implies that this meta paradox exists.[/QUOTE] I think the idea is that each time machine acts on everything it's influencing uniformly, so it all gets sent back as one unit, which is why they can see each other. They explain in the movie that the only version that counts is the last one (The scene where [sp]the ex-boyfriend walks into a party with a shotgun[/sp]). So in this case, the guy going back 60 minutes would overwrite the timeline of the guy who only went back 5 minutes, but the 5 minutes guy wouldn't be aware because he would be 55 minutes ahead of the time when the two first interact. Although I suppose it depends on the order in which the two are sent back in time. If they are sent back simultaneously, this would be true, but if one were to go before the other, I think it would be fair to say that they'll end up on their own timeline but that only the person sent back second would be aware of the first, as the first one has already gone back in time in the relative present.
[QUOTE=jalb;33885896]I uploaded another youtube video showcasing the progress of our networking. Included is poor sportsmanship, terrible jokes, an island that doesn't really exist but actually does, low disk space, and of course, 7 seconds of UI so you guys can continue to rate me artistic. [media]http://www.youtube.com/watch?v=Ke2j2lj0Ug0[/media][/QUOTE] The muscle memory when you wrote goodbyte :D
[QUOTE=robmaister12;33888625]I think the idea is that each time machine acts on everything it's influencing uniformly, so it all gets sent back as one unit, which is why they can see each other. They explain in the movie that the only version that counts is the last one (The scene where [sp]the ex-boyfriend walks into a party with a shotgun[/sp]). So in this case, the guy going back 60 minutes would overwrite the timeline of the guy who only went back 5 minutes, but the 5 minutes guy wouldn't be aware because he would be 55 minutes ahead of the time when the two first interact. Although I suppose it depends on the order in which the two are sent back in time. If they are sent back simultaneously, this would be true, but if one were to go before the other, I think it would be fair to say that they'll end up on their own timeline but that only the person sent back second would be aware of the first, as the first one has already gone back in time in the relative present.[/QUOTE] See, I'm thinking of doing a certain genre ASCII game with a friend to get coding skills going, but I'm not sure if multiplayer would work that well. But it actually gave me another idea for a time travel model which I'm kind of developing.
[QUOTE=Darwin226;33888632]The muscle memory when you wrote goodbyte :D[/QUOTE] Sometimes at the end of the paragraphs I write, I press ; before I hit enter.
[QUOTE=robmaister12;33888680]Sometimes at the end of the paragraphs I write, I press ; before I hit enter.[/QUOTE] That reminds me. Anybody else think Garry is dyslexic? He's written 'rgb' as 'rbg' and constantly writes 'mkv' as 'mvk', even commiting source code that uses the mkv API in with documentation saying it's 'mvk'.
mabye, I'm not sure though.
I think too much don't I?
Nah, it just seems like you constantly always want a reply from him. Just saying.
[QUOTE=layla;33889540]Nah, it just seems like you constantly always want a reply from him. Just saying.[/QUOTE] I don't give a shit if Garry replies to my ramblings or if he doesn't. Really.
I'm not sure which causes the worst tabsplosion: TVTropes, Wikipedia or MSDN. Now I'm browsing them all simultaneously and getting zero programming done
As a mostly Windows Forms developer, I started looking into WPF a bit. And since I own a Windows Phone, I figured I might want to start doing some shit on that. I'm planning on making some sort of Steam Community app, since they have a nice XML thingy for profiles. So far I've got this (also working on my phone itself): [img]http://dl.dropbox.com/u/764206/WP7/SteamCommunity/selectprofile_1.png[/img]
[QUOTE=ThePuska;33889865]I'm not sure which causes the worst tabsplosion: TVTropes, Wikipedia or MSDN. Now I'm browsing them all simultaneously and getting zero programming done[/QUOTE] Wikipedia, I can read the summaries and examples. TVTropes, I have to read every last grain of detail.
I am currently working on a vertical shooter, and now I am at the point where I need to script stages. I have never done this before and didn't find any related info on the internet, so I'm trying to code my own stage system. I thought of making a timeline array with each element representing an enemy and containing info like enemy type, spawn coordinates, moving speed, direction, whatever, plus a tick value to define when the enemy is spawned; then start a timer which regularly ticks and regularly checks if there's an enemy that needs to be spawned at current tick. Is this a good way to handle stages, or is there a better way? How would you do it?
Doing 3D in XNA for the first time: [img]http://i.imgur.com/RNnP8.png[/img] Quite happy with it considering it's my first time doing anything 3D, and it only took me a day.
[QUOTE=Mr Kirill;33890299]I thought of making a timeline array with each element representing an enemy and containing info like enemy type, spawn coordinates, moving speed, direction, whatever, plus a tick value to define when the enemy is spawned; then start a timer which regularly ticks and regularly checks if there's an enemy that needs to be spawned at current tick. Is this a good way to handle stages, or is there a better way? How would you do it?[/QUOTE] That sounds fine.
Want to hear an idiot say that porting to another language is easy? [url=http://www.youtube.com/watch?v=P8oyHrDj3Xc&t=15m58s]Look no further.[/url]
[QUOTE=supersnail11;33891023]Want to hear an idiot say that porting to another language is easy? [url=http://www.youtube.com/watch?v=P8oyHrDj3Xc&t=15m58s]Look no further.[/url][/QUOTE] I am at a loss for words. 2 people ranting about stuff that they know nothing about acting like they know everything. Also their non-programming related ranting is fucking horrible too. Their bukkit/windows comparison was laughable.
I think the worst is that they're wrong about every single thing they say Heck, even the inverse square root thing can be done in Java, even though it is a bit hacky
[QUOTE=Tobba;33891504]the inverse square root thing[/QUOTE] The magic number trick that depended on some IEEE 754 defined property?
[QUOTE=supersnail11;33891023]Want to hear an idiot say that porting to another language is easy? [url=http://www.youtube.com/watch?v=P8oyHrDj3Xc&t=15m58s]Look no further.[/url][/QUOTE] I hate those people so much. I can't even keep listening to it, they are gonna ruin my Christmas spirit. Minecraft performs poorly, but not for those reasons. Lets be honest c++ Minecraft clones don't perform much better if at all.
[QUOTE=polkm;33891580]Lets be honest c++ Minecraft clones don't perform much better if at all.[/QUOTE] Minecraft's bottleneck isn't Java. I believe chunk rendering, could be more efficient if Notch actually split them into multiple chunks not only side-by-side but also on top of each other.
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