[QUOTE=Austech2;33928275]So after starting Nature 2, I've gotten a lot of positive feedback and cheers. So I held a party.
[img]http://img1.uploadscreenshot.com/images/orig/12/36012572337-orig.jpg[/img][/QUOTE]
From left to right: Staneh (top), NorthernGate (below), garry, dajoh, jallen, synthiac, austech, quark (top), me (below), rohan (top), DatZach (below), amcfaggot
[editline]28th December 2011[/editline]
>2011
>not annotating pictures
-snip-
Fuck Brian==NorthernGate
You guys look funny
[editline]27th December 2011[/editline]
Wow, this is going well
[img]http://dl.dropbox.com/u/45554193/images/htjrjwsfxvxnfb.png[/img]
I think white is going to lose
[quote]
Wow, really? I’ve seen a ton of games on here that are on other sites.
[/quote]
I'm done with this.
[img]http://i.imgur.com/Emt5Z.png[/img]
Also abit of progress on my so-original zombie-top-down-shooter.
Bullets can be fired.
[QUOTE=Staneh;33928483][img]http://i.imgur.com/Emt5Z.png[/img]
Also abit of progress on my so-original zombie-top-down-shooter.
Bullets can be fired.[/QUOTE]
How innovative.
I'm so tired of throwing bullets.
Can someone post a link to the fpp steam chat?
Also obligatory "use YogUI" comment.
[QUOTE=ZenX2;33928702]Can someone post a link to the fpp steam chat?[/QUOTE]
Click [url=steam://friends/joinchat/103582791430091926]here[/url] to join in on the weirdness!
[QUOTE=Jookia;33918796]I think you're overgeneralising here. POSIX's C API is brilliant and doesn't require any C++ wrapping.[/QUOTE]
[cpp]
void foo()
{
throw 123;
}
void bar()
{
void* ptr = mmap(NULL, 4096, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, -1, 0);
foo();
munmap(ptr, 4096);
}
[/cpp]
[editline]28th December 2011[/editline]
[QUOTE=r0b0tsquid;33926883]Squashed some bugs, added a few functions that I felt it was lacking - on the language-y side, there's now an input() function that gets user input from the user, and I've added two different random functions - one of which returns completely pseudorandom values, and another of which is deterministic based on its input.
I can feel my productivity declining as this gets more fun to play with - here's a simple 1d perlin noise / terrain function I knocked together in a few minutes:
[img]http://i.imgur.com/10mpe.png[/img]
This would be pretty easy to extend to 2d, but I think I've been diverted enough :v: at the minute I'm pondering how I might do arrays, I think I'll sleep on it.[/QUOTE]
the fact you've done this in VB[b][i]6[/i][/b] is blowing my mind
[IMG]http://dl.dropbox.com/u/33076954/Jesus_christ.PNG[/IMG]
Having miserably failed to fix the last method for shading triangles i was using:
I looked up a new method for checking to see if a pixel is inside a triangle, i implemented it and it worked first fucking time
I am jesus. Or something.
Sexy cloth. Now to generate surface normals then re-enable lighting
I'm thinking of writing a 3d prototyping platform.
The problem with most engines out there that you could prototype with is that you need to learn complicated industry tools and shit to get content into game. It's usually something like:
Blender/3dsmax/Maya -> Some converter plugin -> Setting a bunch of attributes in the engine.
I am thinking about just making a simple set of tools for modeling and rendering scenes/objects made of simple primitive shapes. It'd let you test that cool 3d game idea without spending days on boiler plate code or learning some complicated toolset. You'd just drop an drag grid-aligned cubes/pyramids/spheres, set their properties like shininess etc.
You'd be able to concentrate on coding.
[QUOTE=Chris220;33928349]From left to right: Staneh (top), NorthernGate (below), garry, dajoh, jallen, synthiac, austech, quark (top), me (below), rohan (top), DatZach (below), amcfaggot
[editline]28th December 2011[/editline]
>2011
>not annotating pictures[/QUOTE]
you look like Black Phoenix
[IMG]http://dl.dropbox.com/u/27714141/CleverOmegle_gui.png[/IMG]
Fixed the threading issues.
Now it is time to flesh it out some more.
[editline]28th December 2011[/editline]
Oh, and here's the Captcha window, which is working as of now:
[IMG]http://dl.dropbox.com/u/27714141/CleverOmegle_captcha.png[/IMG]
I've decided I really like local-scope classes. One was posted a while back, here's what I'm talking about:
[cpp]
void Class::MyFunction()
{
PROFILE("MyFunction");
//Do rest of class
}
[/cpp]
And then you give it's constructor/deconstructor some functions and you have a neat little profiler that is easy to create (1 line of code), cleans itself up automatically and doesn't have a complicated system to manage (though it does need to register the time it took in a system).
[QUOTE=Jawalt;33929002]I'm thinking of writing a 3d prototyping platform.
The problem with most engines out there that you could prototype with is that you need to learn complicated industry tools and shit to get content into game. It's usually something like:
Blender/3dsmax/Maya -> Some converter plugin -> Setting a bunch of attributes in the engine.
I am thinking about just making a simple set of tools for modeling and rendering scenes/objects made of simple primitive shapes. It'd let you test that cool 3d game idea without spending days on boiler plate code or learning some complicated toolset. You'd just drop an drag grid-aligned cubes/pyramids/spheres, set their properties like shininess etc.
You'd be able to concentrate on coding.[/QUOTE]
I've never played it but I think "Second Life" is/has essentially what you are describing.
So, I don't know about you guys, but I [i]really[/i] hate the C preprocessor. It's finnicky, it's ugly, and it's a big pain in the ass. I hate it so much that I spent 2+ hours writing these template specializations just so I wouldn't have to do an #ifdef x \n macros~ #endif block.
Yes. I'm a horrible, terrible person, and I feel bad. But whatever. C++ TEMPLATES.
[cpp]
#include <type_traits>
#include <iostream>
#include <cstdint>
#define macro_compiler_clang 1
#define macro_compiler_msvc 0
#define macro_compiler_gcc 0
#define inline __attribute__((always_inline))
struct compiler {
enum { clang = macro_compiler_clang };
enum { msvc = macro_compiler_msvc };
enum { gcc = macro_compiler_gcc };
};
namespace bitwise {
namespace detail {
template <typename T>
struct data {
typedef typename std::conditional<
std::is_same<T, uint64_t>::value or
std::is_same<T, int64_t>::value,
T,
void
>::type qword;
typedef typename std::conditional<
std::is_same<T, qword>::value,
T,
uint64_t*
>::type qparam;
typedef typename std::conditional<
std::is_same<T, uint32_t>::value or
std::is_same<T, int32_t>::value,
T,
void
>::type dword;
typedef typename std::conditional<
std::is_same<T, dword>::value,
T,
uint32_t*
>::type dparam;
typedef typename std::conditional<
std::is_same<T, uint16_t>::value or
std::is_same<T, int16_t>::value,
T,
void
>::type word;
typedef typename std::conditional<
std::is_same<T, word>::value,
T,
uint16_t*
>::type wparam;
};
template <typename T, bool is_msvc=compiler::msvc> struct swap;
template <typename T>
struct swap<T, false> {
typedef typename data<T>::qword qword;
typedef typename data<T>::dword dword;
typedef typename data<T>::word word;
typedef typename data<T>::qparam qparam;
typedef typename data<T>::dparam dparam;
typedef typename data<T>::wparam wparam;
static inline qword call(qparam val) { return __builtin_bswap64(val); }
static inline dword call(dparam val) { return __builtin_bswap32(val); }
static inline word call(wparam val) { return (val >> 8) | (val << 8); }
};
template <typename T>
struct swap<T, true> {
typedef typename data<T>::qword qword;
typedef typename data<T>::dword dword;
typedef typename data<T>::word word;
typedef typename data<T>::qparam qparam;
typedef typename data<T>::dparam dparam;
typedef typename data<T>::wparam wparam;
static inline qword call(qparam val) { return _byteswap_uint64(val); }
static inline dword call(dparam val) { return _byteswap_ulong(val); }
static inline word call(wparam val) { return _byteswap_ushort(val); }
};
}
template <typename T> inline T swap(T v) { return detail::swap<T>::call(v); }
}
int main(void) {
std::cout << std::hex << bitwise::swap(0xFFAA)
<< std::endl
<< std::hex << bitwise::swap(static_cast<int16_t>(0xFFAA))
<< std::endl
<< std::hex << bitwise::swap(static_cast<uint64_t>(0xcafebabe))
<< std::endl;
}
[/cpp]
output:
[code]
aaff0000
ffff
bebafeca00000000
[/code]
On a side note, I ended up creating a bunch of compiler and platform specific 'type traits' that can be used in normal statements like
[cpp]
static_assert(!compiler:rtti, "RTTI must be disabled to work properly");
if (compiler::clang and platform::windows) { /* do stuff here */ }
[/cpp]
etc. etc.
As for the above code, it can definitely be cleaned up and cut down _just_ a tad. I was going for the explicit stuff just to make sure it would all work. And it did! woo :D (There's also a surprise bug in there! see if you can spot it! :D)
That's incredible.. You should clean it up, put it all in one bundle and submit it to boost.org if you can. I think boost needs something like this.
Wrote this in about 3 hours. Simple speed reading productivity app (see [url]http://www.spreeder.com/[/url] ). Will submit (free app) as soon as itunes app store re-opens again.
[img]http://i.imgur.com/GB8zI.png[/img]
[img]http://i.imgur.com/Yzy2H.png[/img]
Main reason I wrote this was to try out the new ARC feature. I absolutely love it. Much less code to worry about.
[QUOTE=Chandler;33930321]C++ stuff[/QUOTE]
Forgive the ignorance, but... what does it do?
Man, I'm on fire tonight.
[IMG]http://dl.dropbox.com/u/27714141/CleverOmegle_webui.png[/IMG]
Now to the stylesheet.
[QUOTE=kankurou;33930544]Wrote this in about 3 hours. Simple speed reading productivity app (see [url]http://www.spreeder.com/[/url] ). Will submit (free app) as soon as itunes app store re-opens again.
[img]http://i.imgur.com/GB8zI.png[/img]
[img]http://i.imgur.com/Yzy2H.png[/img]
Main reason I wrote this was to try out the new ARC feature. I absolutely love it. Much less code to worry about.[/QUOTE]
The UI is a [B]lot[/B] better on this one. Nice and simple, though the slider could use a bit of styling.
Now you art sort of pushing the limit. Supporting [I]3[/I] apps at once is a really big challenge. What I have found is that the more network services you use, the more updates and test you will need to run and produce. My first app, Anyhub Mobile, had at least 15 version updates within the first year of availability. Adding features and making sure any API changes didn't break something was a challenge.
Your last two apps probably depend heavily on web APIs, though I am just taking a wild guess here, but it seems really obvious that they do. Take some time to support them and add new features before slinging out another app. I've made 2 (and soon to be 3) quality apps in ~2 years of developing for iOS. I take time to fix bugs and support them for as long as I can.
Other than that, It's nice to see an emerging iOS dev here on facepunch. How are your other apps doing in terms of sales / downloads.
I have no idea what I'm doing
[url]http://stabyourself.net/stuff/what.gif[/url]
(The answer is: Ripping off yet another game)
just my opinion if you're actually implementing that in your release, you should really just stick to mario + portal
[editline]28th December 2011[/editline]
experimenting?
[QUOTE=ief014;33930714]experimenting?[/QUOTE]
Really bored.
[QUOTE=ief;33930714]just my opinion if you're actually implementing that in your release, you should really just stick to mario + portal[/QUOTE]
Isn't that, like, a contradiction?
[QUOTE=Maurice;33930690]I have no idea what I'm doing
[url]http://stabyourself.net/stuff/what.gif[/url]
(The answer is: Ripping off yet another game)[/QUOTE]
Minecrafti0
Well, I was going dump the best posters from LMAO Pics v99 after a vote on when I should do it as an fpapi test, possibly listing all of them on New Year's Day or something, something cool for those people who got mentioned, and a little fun for me to carry out the parsing.
However, that got derailed into basically a "who gives a shit" feedback response after one Xx~s0 3dg3y~xX kid blanket-rated my posts dumb, regardless of my last post which displayed the top rated posts (nearly the exact same thing) and received multitudes of winner ratings? I'd even go as far as saying it at least got 100+ winner ratings, to put it in perspective, though I honestly can't remember, nor is it in my immediate post history.
Okay then, Facepunch. Well, that's the Internet I guess.
I suppose I can still use the fpapi for dumping actual highlights in this thread come new years eve. At least here I can post [i](somewhat)[/i] without fear of being flamed with a "Wow, who gives a shit?" mentality. :/
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