[QUOTE=Jallen;18652112]I can see seams on your planet also.
Cool though. What are you using?[/QUOTE]
Yeah, that's because I haven't really bothered getting a seamless heightmap and normalmap. So now it's 6 random heightmaps I found, one on each side of the "Exploding cube".
I'm using Ogre for the rendering and right now there's just the rendering part and some basic physics for the planetary movement that I wrote myself.
Gonna check later if I can find some library or something that I can use for the physics on each planet.
[img]http://i49.tinypic.com/9fr49t.jpg[/img]
Ported some dude's one file non-modular no comments bitmap renderer from C to C++.
Anybody know how to VSync properly?
I don't know if this counts as coding, but I've been working on a batch rpg that you randomly battle and get money and level up. It's pretty simple but it's not done.
[IMG]http://i281.photobucket.com/albums/kk218/Dechristian/1.png[/IMG]
[IMG]http://i281.photobucket.com/albums/kk218/Dechristian/2.png[/IMG]
wait, seriously? batch!?
[QUOTE=shill le 2nd;18654129]wait, seriously? batch!?[/QUOTE]
Uh yeah why.
[QUOTE=dechristian;18654256]Uh yeah why.[/QUOTE]
What's the point? Why not start making simple C++ console apps?
Does it really matter what he uses? Let him use what he wants to use.
I am, hence why I asked him why..
[QUOTE=databee;18655125]What's the point? Why not start making simple C++ console apps?[/QUOTE]
Could have fooled me but that looks like a question.
batch is horrible for making a game
it's only supposed to be used for file management tasks
[QUOTE=shill le 2nd;18656492]batch is horrible for making a game
it's only supposed to be used for file management tasks[/QUOTE]
This is a stupid post to be honest. While batch IS horrible for making games, it is good enough for text-based adventures.
[QUOTE=Blynx6;18657237]This is a stupid post to be honest. While batch IS horrible for making games, it is good enough for text-based adventures.[/QUOTE]
not big ones
I thought some of you who may be getting into C/C++ might want to take a look at this: [url]http://cslibrary.stanford.edu/[/url]
[QUOTE=Blynx6;18657237]This is a stupid post to be honest. While batch IS horrible for making games, it is good enough for text-based adventures.[/QUOTE]
It's just a horrible language that has no relevance to any real programming language. Even bash scripting is miles ahead.
[QUOTE=shill le 2nd;18657448]It's just a horrible language that has no relevance to any real programming language. Even bash scripting is miles ahead.[/QUOTE]
And then there's Powershell. sweet sweet powershell.
[QUOTE=shill le 2nd;18657448]It's just a horrible language that has no relevance to any real programming language. Even bash scripting is miles ahead.[/QUOTE]
define "real"
[QUOTE=shill le 2nd;18657448]It's just a horrible language that has no relevance to any real programming language. Even bash scripting is miles ahead.[/QUOTE]
Another stupid post.
While I agree with it being a horrible language, i disagree with the no relevance comment.
I learnt to program by learning batch first, it gave me the understanding of if statements etc.
Sure it's not as powerful as, say...C++, or C# but it gets the job done.
Whoever it was who posted the batch thing, I say keep going. Once you've learnt enough of batch, to understand the fundamentals of programming, move on to a higher level, I'd recommend C++ if you want to get into game development.
I think the majority of users in this thread are C++ coders, emphasis on I think. You'd probably be able to get more help in this thread / sub-forum if you learn C++.
If you would like to get into Source Mod coding, C++ is the way to go. Don't expect to be able to understand valve's code when you just start..I remember when I did, no idea what one line did. When I went back in a few years time, I realized it held the GUI.
-snip-nvm, whatever
yeah snip out of here buddy
Stripped Botch's entity and world system right back. But the entity system in one dll, and the world system in another. Seems neater that way, everything is less tangled because they chat using a couple of simple interfaces.
Gonna implement interpolation the same way Valve do it, by storing incoming server vars and rendering 100ms ago. Gonna try to make it so it's tick rate independant tho, so if you double the tickrate it will display 50ms infront.
[QUOTE=dechristian;18653458]I don't know if this counts as coding, but I've been working on a batch rpg that you randomly battle and get money and level up. It's pretty simple but it's not done.
[IMG]http://i281.photobucket.com/albums/kk218/Dechristian/1.png[/IMG]
[IMG]http://i281.photobucket.com/albums/kk218/Dechristian/2.png[/IMG][/QUOTE]
Wow, a game in batch. I didnt even think that was possible and if it was, i didnt know anyone could be bothered. Why dont ya start making games with a real programming language?
[QUOTE=leontodd;18662636]I didnt even think that was possible[/QUOTE]
Why are you in the programming forum.
[QUOTE=leontodd;18662636]Wow, a game in batch. I didnt even think that was possible and if it was, i didnt know anyone could be bothered. [/QUOTE]
Welcome to the programming world, now get out
Also ,
[img]http://i45.tinypic.com/2gv1uvc.gif[/img]
Lazy monday update
[editline]05:59PM[/editline]
Did Garry add shadows to the thread title thing on the top? Or was it already there =/
He added shadows to the text, and to the home page.
[QUOTE=ddrl46;18664330]He added shadows to the text, and to the home page.[/QUOTE]
I don't really like it. :P
[QUOTE=andersonmat;18664523]I don't really like it. :P[/QUOTE]
Me neither, especially the drop shadows on smaller text
I like the box shadows on the main page, he should put it on the other pages. But he should really remove the drop shadows on the text.
What is everyone talking about? I see no shadows.
What browser are you using though. As the shadow stuff is CSS3.
[quote=xera;18664634]what is everyone talking about? I see no shadows.[/quote]
ctrl+f5
[QUOTE=Xera;18664634]What is everyone talking about? I see no shadows.[/QUOTE]
You now are an blind idiot instead of an idiot, congrats.
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