• What are you working on? V5
    2,005 replies, posted
[quote=gngbng;18372481]how many queries required now? 156?[/quote] 65535 [editline]10:17AM[/editline] Any less means it's bad
[QUOTE=garry;18323374]Updated the GWEN unit test.. quite a lot of stuff done.. a number of new tests, some fixes etc [url]http://gwen.facepunchstudios.com/files[/url][/QUOTE] I forgot to make this post: The "Select all text on focus" textbox only works once.
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/isc.png[/IMG][/URL] Haven't implemented shooting or enemies yet but the movement and score system works. I like the score font a lot. Made a small simple class for the scoring thingy so I can just do [cpp]Sc.setscore(Sc.getscore() + 1);[/cpp] And the class handles the the rest
[QUOTE=Denzo;18373778]Haven't implemented shooting or enemies yet but the movement and score system works. I like the score font a lot. Made a small simple class for the scoring thingy so I can just do [cpp]Sc.setscore(Sc.getscore() + 1);[/cpp] And the class handles the the rest[/QUOTE] How about this: [cpp]SC.addscore(1);[/cpp] And the class handles the rest ;)
[QUOTE=FireSMILIE;18373827]How about this: [cpp]SC.addscore(1);[/cpp] And the class handles the rest ;)[/QUOTE] That's possible too but I haven't worked out the game mechanics yet so I might make it so you can lose points too.
[QUOTE=Denzo;18373976]That's possible too but I haven't worked out the game mechanics yet so I might make it so you can lose points too.[/QUOTE] (protip: you could call the function with a negative argument to decrease score)
[QUOTE=Robber;18355773]I made a shitty unoptimized falling sand clone: [url=http://5.latest.testbotrobert.appspot.com/jSand.html]Applet[/url] [IMG]http://i35.tinypic.com/nbejxl.png[/IMG] [B]Edit:[/B] Thanks for all your awesome bug reports like "rzfjiii" :v: And to whoever wrote that it doesn't work in Chrome, are you sure you have the latest JRE installed? Because it works in my Chrome 4[/QUOTE] This is awesomeeeee.
Just looked at the Befunge stuff on Wikipedia and wow is it mad. Seems very interesting and I'll definitely have a play around with it.
[media]http://www.youtube.com/watch?v=BKpxUd37_T8[/media] slightly inspired by zombuster's voxel noise thing. whipped it up in 15 minutes. ya who rated me dumb u wanna code battle????
[QUOTE=fngrbng;18375329][media]http://www.youtube.com/watch?v=BKpxUd37_T8[/media] slightly inspired by zombuster's voxel noise thing. whipped it up in 15 minutes. ya who rated me dumb u wanna code battle????[/QUOTE] Looks cool. Mind if I see the code for that? I'm just wondering what the processing code looks like for something like that. I've been meaning to learn processing for a long time but it's on the end of my very very big to-do list.
[QUOTE=gngbng;18372481] [highlight](User was permabanned for this post ("ass" - garry))[/highlight][/QUOTE] Finally ;P Cheers garry! Nice updates a2h
Working on getting dynamic lighting to work in a game engine my friend and I are working on.
[QUOTE=r4nk_;18375423]Looks cool. Mind if I see the code for that? I'm just wondering what the processing code looks like for something like that. I've been meaning to learn processing for a long time but it's on the end of my very very big to-do list.[/QUOTE] forgot to save the code used to render that but it was somewhere along this lines of this: [code]import processing.opengl.*; int texres = 128; PImage[] noisy = new PImage[16]; void setup() { size(848, 480, OPENGL); } void draw() { for(int i = 0; i < 16; i++) { noisy[i] = createImage(texres,texres,ARGB); for(int k = 0; k < noisy[i].height; k++) for(int j = 0; j < noisy[i].width; j++) noisy[i].set(j,k,color(i*16,j*2,k*2, noise((float)j*0.05, (float)k*0.05, (float)i*0.05+(float)frameCount*0.01)*128-64)); } background(0); translate(width / 2, height / 2, 128); rotateX(QUARTER_PI/2); for(int i = 0; i < 16; i++) { beginShape(); texture(noisy[i]); vertex(-128, -128, i*4, 0, 0); vertex(128, -128, i*4, texres, 0); vertex(128, 128, i*4, texres, texres); vertex(-128, 128, i*4, 0, texres); endShape(); } }[/code] note: it's fucking slow, like everything java-based
[img]http://img190.imageshack.us/img190/126/sshot13g.jpg[/img] I wrote a map editor though I don't know what I need maps like that for [editline]04:17AM[/editline] Works with my [url=http://www.youtube.com/watch?v=JeywRYzj-og]physics engine[/url] though, which I optimized to work 5-20 times faster on large maps. And support objects with radiuses. :p
[IMG]http://i37.tinypic.com/2qsw4ty.jpg[/IMG] I feel so accomplished. Oh, and this was just me starting to mess around on it. Something's wrong with the install, I can tell that much, but for now I can get it to connect by manually forcing adb kill-server in cmd. I plan on working on some sort of basic platformer engine first. Although this is the first attempt I've made at doing something that is actually object oriented, so I'm going to take small steps.
[IMG]http://i132.photobucket.com/albums/q17/Mattayu/Terraingenerator.jpg[/IMG] Procedural terrain, this is a pretty bad genbut whatever it's the one I got the pic of. I want to make it reject if there are any points that are abnormally higher than it's neighbors because as seen here you can get some pretty big spikes of single points and it looks bad. While the multiple point mountains look nice.
[QUOTE=garry;18370696]... The blurring on the sides of the buttons is an annoyance to me.. ... [/QUOTE] Isn't this due to the texture filter used when rendering textured quads? I came across this (Although in C# using XNA) when setting up the renderer for 2D it defaults to a linear filter for stretched/compressed quads. If it is and you can change it use a Point type filter and it will not do those blurred edges but it also might not work the way you want. Example: [img]http://i48.photobucket.com/albums/f202/b1g4/filter.png[/img]
[QUOTE=garry;18370696]The blurring on the sides of the buttons is an annoyance to me.. probably due to the size the of skin texture.. which is this: [img]http://filesmelt.com/downloader/DefaultSkin.png[/img] Maybe the source of the buttons should be more rectangular like a button will be..[/QUOTE] How about separating borders from control backgrounds? That way the skin would supply small chunks of various areas of the border, which then get tiled as necessary; I prefer tiling over stretching, it gives a consistent look no matter what the final resolution ends up to be; although it has its limitations. [editline]10:26AM[/editline] [QUOTE=Denzo;18373976]That's possible too but I haven't worked out the game mechanics yet so I might make it so you can lose points too.[/QUOTE] [cpp]SC.addscore(-1);[/cpp] [editline]10:45AM[/editline] [QUOTE=Jawalt;18379246]Procedural terrain, this is a pretty bad genbut whatever it's the one I got the pic of. I want to make it reject if there are any points that are abnormally higher than it's neighbors because as seen here you can get some pretty big spikes of single points and it looks bad. While the multiple point mountains look nice.[/QUOTE] You could introduce a limit to control this; if the threshold is met, you can apply your algorithm once more on the affected area, although it might start getting fractal/recursive at this point. Also, FBIde? I hope you're not using 0.15b with this :ohdear:
I wish I could code :saddowns: [img]http://ff[/img]
[QUOTE=ilolled;18381690]I wish I could code :saddowns: [img]http://ff[/img][/QUOTE] Well, you can't - so don't post.
[QUOTE=Jawalt;18379246][IMG]http://i132.photobucket.com/albums/q17/Mattayu/Terraingenerator.jpg[/IMG] Procedural terrain, this is a pretty bad genbut whatever it's the one I got the pic of. I want to make it reject if there are any points that are abnormally higher than it's neighbors because as seen here you can get some pretty big spikes of single points and it looks bad. While the multiple point mountains look nice.[/QUOTE] Looks very nice, hope you fix the pointyness. Working on adding rivers to my generation, but first a code merge :D [URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/landandrock.png[/IMG][/URL] Need to sort out that transition from ground to rock. Also maps are like 13 mb's, need to look into binary formats. Every time I work on this it reminds me a little more of minecraft :(
[QUOTE=Jawalt;18379246]http://i132.photobucket.com/albums/q17/Mattayu/Terraingenerator.jpg Procedural terrain, this is a pretty bad genbut whatever it's the one I got the pic of. I want to make it reject if there are any points that are abnormally higher than it's neighbors because as seen here you can get some pretty big spikes of single points and it looks bad. While the multiple point mountains look nice.[/QUOTE] Do not reject maps with pointy points, because that's just useless calculation. Instead do not generate pointy points.
[QUOTE=ilolled;18381690]I wish I could code :saddowns: [img]http://ff[/img][/QUOTE] What's stopping you from learning? Any idiot can code if they are interested in it enough. [editline]02:54PM[/editline] It's not like it's something you're born with.
Finnaly back to programming after having family around, working on the transition from rock to ground. Also had this wierd thing where when browsing the internet random pages of google would come up searching "muffins". I scanned my computer and found the virus is called "Hijack". Quite fitting really. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/nearlydone.png[/IMG][/URL] If your very eagle eyed you will notice that the bottom of the ground very nearly matches the top, thats beacuse it draws a line downwards and the y of the end is one third of the y at the top. I might even make that random. [b]Edit:[/b] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/grass.png[/IMG][/URL] Holy shit balls! Buy the Map Generator 3000! Now with grass that doesn't grow underwater.
Made a simple volumetric raytracer [IMG]http://www.cubeupload.com/files/683a00sphere.png[/IMG] Hard to shade it this way since I'm generating it on the fly.
[QUOTE=ZomBuster;18385057]Made a simple volumetric raytracer [url]http://www.cubeupload.com/files/683a00sphere.png[/url] Hard to shade it this way since I'm generating it on the fly.[/QUOTE] Damn that's awesome.
[QUOTE=ZomBuster;18385057]Made a simple volumetric raytracer [url]http://www.cubeupload.com/files/683a00sphere.png[/url] Hard to shade it this way since I'm generating it on the fly.[/QUOTE] Will you be posting the code? I'd be interested to see how this is done.
[QUOTE=voodooattack;18381324] You could introduce a limit to control this; if the threshold is met, you can apply your algorithm once more on the affected area, although it might start getting fractal/recursive at this point. Also, FBIde? I hope you're not using 0.15b with this :ohdear:[/QUOTE] No, FBIDE is just an IDE, why would you assume I was using it with the version with a bundled compiler that's sooo old.
[QUOTE=ZomBuster;18385057]Made a simple volumetric raytracer[/QUOTE] I shan't pretend to have a clue how it works, but damn is it cool.
[QUOTE=iPope;18384744]Finnaly back to programming after having family around, working on the transition from rock to ground. Also had this wierd thing where when browsing the internet random pages of google would come up searching "muffins". I scanned my computer and found the virus is called "Hijack". Quite fitting really. If your very eagle eyed you will notice that the bottom of the ground very nearly matches the top, thats beacuse it draws a line downwards and the y of the end is one third of the y at the top. I might even make that random. [b]Edit:[/b] Holy shit balls! Buy the Map Generator 3000! Now with grass that doesn't grow underwater.[/QUOTE] Mind helping me out with the cave/water algorithms? I'm not trying to be competition to you, I'm just bored. :P
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