[QUOTE=Rowley;18328513]Are you using a framework for that?[/QUOTE]
Yeah, although it's more a framework I build for the site, although I'm using it elsewhere, it's pretty basic, but makes development a tonne faster, the basic functions I would write over and over are stored.
[QUOTE=iPope;18335752]
Modded the cave generator quickly to generate a cave in the veiwable area with lava :D In this cave your pretty fucked unless you have a way of getting rid of the lava, if you are following the coal then you will be blocked and if you fall through the top your proberbly going in the water.
[/QUOTE]
This looks great!
Are you doing this for your roguelike? Or is that long dead now?
[QUOTE=iPope;18335752]
Maploading done, first piece of coding I did all week :D Thats a coal vein visible right there.
[b]Edit:[/b]
Modded the cave generator quickly to generate a cave in the veiwable area with lava :D In this cave your pretty fucked unless you have a way of getting rid of the lava, if you are following the coal then you will be blocked and if you fall through the top your proberbly going in the water.
[/QUOTE]
I'm unsure if that's a top-down view or a side view...
[QUOTE=Sippeangelo;18337673]I'm unsure if that's a top-down view or a side view...[/QUOTE]
Judging from the lava, it's side view
[QUOTE=danharibo;18337705]Judging from the lava, it's side view[/QUOTE]
The light grey might be floor that is higher than the lava
Took the advice that was offered earlier in the other thread, and changed the event calling system in GWEN.. I like it a lot more.
[cpp]
// Old, using macro
pButton->GWEN_CALL( "OnPress", CGwenTest::OpenWindowButtonPressed );
// New, using public variable !
pButton->onPress.Add( this, &CGwenTest::OpenWindowButtonPressed );
// Can remove all callbacks from this handler too
pButton->onPress.RemoveHandler( this );
[/cpp]
[QUOTE='-[ Fizzadar ]-;18327298']Working away on [url][/url] (I've changed the design too, but I'll get raped for mentioning HTML), on the programming side I've changed a lot, fixed and lot, and added stuff like pricing per-country, averaged across all user entries. Still need to do a little more work on filtering numbers only better and limiting the price range :P[/QUOTE]
I know this is a design thing, but the text on the popup for UK prices cuts off at 'king'.
Small question garry. In your example "&CGwenTest::OpenWindowButtonPressed", this would be a callback?
[QUOTE=BMCHa;18341694]I know this is a design thing, but the text on the popup for UK prices cuts off at 'king'.[/QUOTE]
Eventually they're all gonna list the currency codes, I just haven't finished some of them. Done 200 now, 100 left T_T
There's probably better ways, but I just needed something simple for "x seconds ago" and so on:
[code]
//time a go thing
function timeAgo( $past ) {
//get the seconds past
$time = time() - $past;
//less than 60 seconds, go!
if( $time < 60 ):
return $time . ' seconds ago';
endif;
//less than an hour?
if( $time < 60 * 60 ):
return round( $time / 60 ) . ' minutes ago';
endif;
//less than... a day?
if( $time < 60 * 60 * 24 ):
return round( $time / 3600 ) . ' hours ago';
endif;
//less than... a week?
if( $time < 60 * 60 * 24 * 7 ):
return round( $time / ( 60 * 60 * 24 ) ) . ' days ago';
endif;
//less than a YEAR?!
if( $time < 60 * 60 * 24 * 365 ):
return round( $time / ( 60 * 60 * 24 * 7 ) ) . ' weeks ago';
endif;
//fine, years it is
return round( $time / ( 60 * 60 * 24 * 365 ) ) . ' years ago';
}
[/code]
[QUOTE=HTF;18333712]Have a separate table, that is the easiest way.[/QUOTE]
Ya I am gonna do that. I forgot to add something to store when someone has been reported so I am gonna add a table that holds if they have been reported and how many ips they have.
Finally started working with OpenCL, wanted to do so since I saw the first iteration of this thread.
I spent half day on getting a fade effect to work, ending up just googling and solving it 5 minutes later. :v:
[media]http://www.youtube.com/watch?v=aUt8-M0PuJU[/media]
The base is an example in the ATI Stream SDK beta, which I finally got working now. At first I wanted to start a simple raytracer, but now I'm thinking of just doing physics. Got a load of ideas already on what I could do: heat, pressure, fusion, etc. Doubt that it runs as good as this (50fps with 4096 particles) but I'm not really aiming for real-time black hole physics :v:
Times of lurking are over!
[QUOTE='-[ Fizzadar ]-;18345284']There's probably better ways, but I just needed something simple for "x seconds ago" and so on:
[code]
//time a go thing
function timeAgo( $past ) {
//get the seconds past
$time = time() - $past;
//less than 60 seconds, go!
if( $time < 60 ):
return $time . ' seconds ago';
endif;
//less than an hour?
if( $time < 60 * 60 ):
return round( $time / 60 ) . ' minutes ago';
endif;
//less than... a day?
if( $time < 60 * 60 * 24 ):
return round( $time / 3600 ) . ' hours ago';
endif;
//less than... a week?
if( $time < 60 * 60 * 24 * 7 ):
return round( $time / ( 60 * 60 * 24 ) ) . ' days ago';
endif;
//less than a YEAR?!
if( $time < 60 * 60 * 24 * 365 ):
return round( $time / ( 60 * 60 * 24 * 7 ) ) . ' weeks ago';
endif;
//fine, years it is
return round( $time / ( 60 * 60 * 24 * 365 ) ) . ' years ago';
}
[/code][/QUOTE]
I have a class that does this: [url]http://pb.luahelp.com/121[/url]
Can't remember where I got it.
[QUOTE=Baroth;18345538]Finally started working with OpenCL, wanted to do so since I saw the first iteration of this thread.
I spent half day on getting a fade effect to work, ending up just googling and solving it 5 minutes later. :v:
[media]http://www.youtube.com/watch?v=aUt8-M0PuJU[/media]
The base is an example in the ATI Stream SDK beta, which I finally got working now. At first I wanted to start a simple raytracer, but now I'm thinking of just doing physics. Got a load of ideas already on what I could do: heat, pressure, fusion, etc. Doubt that it runs as good as this (50fps with 4096 particles) but I'm not really aiming for real-time black hole physics :v:
Times of lurking are over![/QUOTE]
That looks fucking awesome!
[QUOTE='-[ Fizzadar ]-;18345284']There's probably better ways, but I just needed something simple for "x seconds ago" and so on:
[/QUOTE]
[php]
function nicetime($date)
{
if(empty($date)) {
return "No date provided";
}
$periods = array("second", "minute", "hour", "day", "week", "month", "year", "decade");
$lengths = array("60","60","24","7","4.35","12","10");
$now = time();
$unix_date = strtotime($date);
// check validity of date
if(empty($unix_date)) {
return "Bad date";
}
// is it future date or past date
if($now > $unix_date) {
$difference = $now - $unix_date;
$tense = "ago";
} else {
$difference = $unix_date - $now;
$tense = "from now";
}
for($j = 0; $difference >= $lengths[$j] && $j < count($lengths)-1; $j++) {
$difference /= $lengths[$j];
}
$difference = round($difference);
if($difference != 1) {
$periods[$j].= "s";
}
return "$difference $periods[$j] {$tense}";
}
[/php]
Just need to run a few more tests and then v 0.1 of my build system is released :D
Also for anyone dicking around in the UDK, trying to figure out how to get started, here's a little starter tutorial :)
[url]http://tutorial.toltecstudios.com/[/url]
-snip-
was off topic
I'm working on a game, that count?
[QUOTE=Lolerskins;18346733]I'm working on a game, that count?[/QUOTE]
No it does not count programming games obliviously has nothing today with programming. /sarcasm
Back from my trip to Cairo... and it looks like I caught the swine flu or some other fancy flu virus. :argh:
Rate me late for I really am, but I have to post this; I hate to leave a discussion unfinished.
[QUOTE=nullsquared;18310941]AKA parallel data processing, which is exactly what I said. If you don't believe me, go talk to a field-expert. I'm getting my information from such a person, xavier (check out my link to the thread he posted in).[/QUOTE]
I'm not arguing against the use of threading for parallel data processing, you missed my point.
Let's recall your original post:
[QUOTE=nullsquared;18302315]Threads are for parallelized computation, [b]not[/b] different engine subsystems (such as logic vs. rendering vs. etc.)[/QUOTE]
In your post you state that threading should not be used as a back-end for separate game engine subsystems (rendering/logic/scripting/networking/etc), now that is something I completely disagree with.
I've read that thread you linked, and it seems that Xavier is not shunning out threaded design, (s)he is talking in the the context of the Ogre library, discouraging the use of natively managed threads to perform functionality already available within Ogre, which is something I actually agree with.
It all depends on the way you design your system; any smart engine designer will have parallel tasks encapsulated in a data-driven manner, this includes a task scheduler, a job object, and data providers/consumers; this ensures that threads are not competing over CPU time, and are working together instead; the scalability of this model is a plus.
For instance, a rendering thread doesn't have to wait for a world update to kick-in; and same goes for input collection/event handling, this means less lag/better interactivity from the application; asynchronous networking is never affected by (and never affects) frame times; much like asynchronous I/O.
All in all, when done right; a threaded model gives you more control over your application, and in terms of performance, scales up to the hardware's capabilities nicely.
@the two time since functions
Found 'em both, but their too complicated and accurate for what I need :P
We're getting to the point where we're ready to let GWEN loose with other people - so will probably be releasing a preview over the weekend - maybe publicly, maybe to selected people.
I'm quite interested in getting some experienced devs to try to implement it in their engine and let us know any problems they have doing that - or problems with the implementation itself, suggestions etc etc.
I'm really keen to get renderers for publicly available open engines (Ogre etc)
Anyone down with that?
[QUOTE=garry;18349113][B]GWEN[/B][/QUOTE]
That would be pretty awesome. See how that goes and maybe improve and expand support. :D
[QUOTE=garry;18349113]
I'm really keen to get renderers for publicly available open engines (Ogre etc)
[/QUOTE]
I'll do it.
I think I can guess the answer to this but does OGRE have some kind of built in font renderering?
[QUOTE=garry;18349177]I think I can guess the answer to this but does OGRE have some kind of built in font renderering?[/QUOTE]
Yes. Used freetype by default with 1.6.
Irrlicht also uses its own font rendering, using bitmaps.
[QUOTE=garry;18349177]I think I can guess the answer to this but does OGRE have some kind of built in font renderering?[/QUOTE]
Yeah.
Edit: Actually no, you have font access but the actual act of rendering it properly (including proper spacing, etc.) is manual.
There's basically 2 functions on the renderer that need filling out for the font renderering to work..
[cpp] virtual void RenderText( Gwen::Font* pFont, Gwen::Rect rect, const Gwen::UnicodeString& text ) = 0;
virtual Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text ) = 0;[/cpp]
[QUOTE=garry;18349113]We're getting to the point where we're ready to let GWEN loose with other people - so will probably be releasing a preview over the weekend - maybe publicly, maybe to selected people.
I'm quite interested in getting some experienced devs to try to implement it in their engine and let us know any problems they have doing that - or problems with the implementation itself, suggestions etc etc.
I'm really keen to get renderers for publicly available open engines (Ogre etc)
Anyone down with that?[/QUOTE]
I'd love to write a SFML renderer, and maybe one for HGE (although I don't use it much anymore).
I would love to use GWEN instead of (In my opinion) shitty CEGUI in Ogre.
So i'm counting on you nullsquared :)
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