• What are you working on? January 2012
    3,401 replies, posted
I never understood this one thing about quad trees: If something is in the exact center, it would have to check collisions against everything else right? Well now that I think about it, that's a lot less calculations than if you checked everything against everything.
[QUOTE=lord0war;34485020]I have about half a school years worth of experience with java, where we learned the basics, and how to make simple programs. Well, the class is over now, and I would like to know how to make 2d games with java. Does anyone know a good tutorial for it? Any help would be appreciated.[/QUOTE] Well, I can recommend the Slick2D library. It's based on the LWJGL, and seems pretty easy to use (from no experience in it to a full pong clone only took a few hours for me, and I wasn't even constantly working).
[QUOTE=WTF Nuke;34486204]I never understood this one thing about quad trees: If something is in the exact center, it would have to check collisions against everything else right?[/QUOTE] No, as it descends through the tree, it'll only check the most-center leaves. You can look how I implemented quad tree's [url=http://67.177.47.177/blog/projects.php]here[/url] and [url=https://github.com/naelstrof/quadtrees]here[/url] if you want to browse some example code.
[QUOTE=Neo Kabuto;34486215]Well, I can recommend the Slick2D library. It's based on the LWJGL, and seems pretty easy to use (from no experience in it to a full pong clone only took a few hours for me, and I wasn't even constantly working).[/QUOTE] Ok, I installed it, but how do I use it? Is there any sort of tutorial that could help me?
No I meant in the very first quad, if an object is in the center of that would it check against everything in that tree?
Ah my mistake. I assumed tree referred to the entire quad tree. Not one of it's branches. You're correct in that terminology.
[QUOTE=WTF Nuke;34486869]No I meant in the very first quad, if an object is in the center of that would it check against everything in that tree?[/QUOTE] if you implemented the quad tree correctly then the object will be added to all 4 subtrees but even then the sub sub tress will sort everything out as in every tree leaf will have only the max amount you want them to have, even if some leafs have one object multiple times, that doesn't change anything at all [editline]1st February 2012[/editline] wait what? [IMG]http://dl.dropbox.com/u/22597917/wtf.png[/IMG]
Time for unnecessary dependently typed operator overloads! [cpp] inline auto operator ==(self const& that) const -> typename std::enable_if< type::operators::equals<key_type>::value and type::operators::equals<value_type>::value, bool>::type { return this->key_item == that.key_item and this->value_item == that.value_item; } inline auto operator !=(self const& that) const -> typename std::enable_if< type::operators::nequals<key_type>::value and type::operators::nequals<value_type>::value, bool>::type { return this->key_item != that.key_item or this->value_item != that.value_item; } [/cpp] Now if only premake supported everything I needed it to... What? What do you mean "You're still thinking about build systems"? Shut up. Go Away :tinfoil:
[QUOTE=supersnail11;34484113]Anyone doing [url=https://codequest.spotify.com/]this?[/url][/QUOTE] Think they'll hire a 17 year old if I win?
[QUOTE=lord0war;34486868]Ok, I installed it, but how do I use it? Is there any sort of tutorial that could help me?[/QUOTE] I started with [URL=http://slick.cokeandcode.com/wiki/doku.php?id=01_-_a_basic_slick_game]this tutorial[/URL]. It covers the basics of drawing to the screen, handling input, etc. There are some tutorials as a sequel to that one that go into some more topics, like making menus and handling different game states.
[QUOTE=Neo Kabuto;34487653]I started with [URL=http://slick.cokeandcode.com/wiki/doku.php?id=01_-_a_basic_slick_game]this tutorial[/URL]. It covers the basics of drawing to the screen, handling input, etc.[/QUOTE] Thank you again!
[QUOTE=TheCloak;34487455]Think they'll hire a 17 year old if I win?[/QUOTE] Doubt it. A 17 year old can't even work at a Home Depot.
[QUOTE=supersnail11;34487753]Doubt it. A 17 year old can't even work at a Home Depot.[/QUOTE] yeah well there's really no chance of me winning considering i dont know any of the 3 languages, and the contest starts before I get home from school ._. but my mom tells me it's good to have optimism
[QUOTE=supersnail11;34484113]Anyone doing [url=https://codequest.spotify.com/]this?[/url][/QUOTE] me
[QUOTE=TheCloak;34487957]yeah well there's really no chance of me winning considering i dont know any of the 3 languages, and the contest starts before I get home from school ._. but my mom tells me it's good to have optimism[/QUOTE] If it's any consolation, I can't try because I'm Canadian.
[QUOTE=Topgamer7;34489078]If it's any consolation, I can't try because I'm Canadian.[/QUOTE] Its ok, you aren't in the US. Be glad.
[QUOTE=amcfaggot;34483163]By any chance is there a way across various routers to keep them from rewriting the source address of packets...?[/QUOTE] this is how NAT works and even if you connect directly, most consumer grade ISPs do egress filtering also you run windows and windows has no raw packets
[QUOTE=lord0war;34485020]I have about half a school years worth of experience with java, where we learned the basics, and how to make simple programs. Well, the class is over now, and I would like to know how to make 2d games with java. Does anyone know a good tutorial for it? Any help would be appreciated.[/QUOTE] [url]http://zetcode.com/tutorials/javagamestutorial/[/url] That's what I used to learn Java game programming, a pretty good tutorial actually.
[QUOTE=swift and shift;34490507]this is how NAT works and even if you connect directly, most consumer grade ISPs do egress filtering also you run windows and windows has no raw packets[/QUOTE] [quote]UDP datagrams with an invalid source address cannot be sent over raw sockets. The IP source address for any outgoing UDP datagram must exist on a network interface or the datagram is dropped. This change was made to limit the ability of malicious code to create distributed denial-of-service attacks and limits the ability to send spoofed packets (TCP/IP packets with a forged source IP address). [/quote] I remember a discussion on this a bit back in WAYWO.
Got GWEN rendering like a normal desktop window. Feels good. [thumb]http://puu.sh/fkH7[/thumb] Only works on Windows right now
[QUOTE=garry;34493757]Got GWEN rendering like a normal desktop window. Feels good. [thumb]http://puu.sh/fkH7[/thumb] Only works on Windows right now[/QUOTE] Honestly, I'm far more interested in that popup.
With GMod's GWEN skin.. [img]http://puu.sh/fkLa[/img]
[QUOTE=garry;34493890]With GMod's GWEN skin.. [img]http://puu.sh/fkLa[/img][/QUOTE]Looks badass :smile:
I just started work on a new Flash game; the guy who does the art from a lot of my games came up to me with the idea and a bunch of the graphics ready. He was meant to be working with someone else on it by they didn't work out. Last night I started out by taking the animations he did for the player (running, jumping, landing and punch combos), making them work and trying to get the feel of the character right. Then today I started putting together the Tile Based Collision and level generation. Here's what i got so far: [url=http://www.newgrounds.com/dump/item/581f0cd2070a945c87efb789c34f267e]Play[/url] (WASD or Arrow Keys to move, J or SPACE to punch) [img]http://i.imgur.com/etOT9.png[/img] I'm really enjoying working on this, doing stuff I haven't done before is just much more fun and satisfying. First time doing progressive level generation and the last time I tried Tile Based Collision was when I hardly knew anything and I was reading a tutorial (and it was in AS2). At the moment the level generation is just completely random (plus leaving a gap every 2nd row) and you can abuse the not fully working wall jumping to just climb up.
[QUOTE=Torrunt;34493938]I just started work on a new Flash game; the guy who does the art from a lot of my games came up to me with the idea and a bunch of the graphics ready. He was meant to be working with someone else on it by they didn't work out. Last night I started out by taking the animations he did for the player (running, jumping, landing and punch combos), making them work and trying to get the feel of the character right. Then today I started putting together the Tile Based Collision and level generation. Here's what i got so far: [url=http://www.newgrounds.com/dump/item/581f0cd2070a945c87efb789c34f267e]Play[/url] (WASD or Arrow Keys to move, J or SPACE to punch) [img]http://i.imgur.com/etOT9.png[/img] I'm really enjoying working on this, doing stuff I haven't done before is just much more fun and satisfying. First time doing progressive level generation and the last time I tried Tile Based Collision was when I hardly knew anything and I was reading a tutorial (and it was in AS2). At the moment the level generation is just completely random (plus leaving a gap every 2nd row) and you can abuse the not fully working wall jumping to just climb up.[/QUOTE] Feels good so far. Very fluid.
Finally figured out how to do global shortcuts with Qt. I had to use an extension library called [URL="http://dev.libqxt.org/libqxt/wiki/Home"]qxt[/URL]. I also figured out how to use QSettings and made this preferences window: [IMG]http://i.imgur.com/GGEoI.png[/IMG] (I took the screenshot of my application using my application :v:)
[QUOTE=garry;34493757]Got GWEN rendering like a normal desktop window. Feels good. [thumb]http://puu.sh/fkH7[/thumb] Only works on Windows right now[/QUOTE] If you made a C# port I'd love you forever
[QUOTE=garry;34493757]Got GWEN rendering like a normal desktop window. Feels good. [thumb]http://puu.sh/fkH7[/thumb] Only works on Windows right now[/QUOTE] This needs to be the new wxWidgets.
Someone get highlights & post February thread.
[QUOTE=Torrunt;34493938]I just started work on a new Flash game; the guy who does the art from a lot of my games came up to me with the idea and a bunch of the graphics ready. He was meant to be working with someone else on it by they didn't work out. Last night I started out by taking the animations he did for the player (running, jumping, landing and punch combos), making them work and trying to get the feel of the character right. Then today I started putting together the Tile Based Collision and level generation. Here's what i got so far: [url=http://www.newgrounds.com/dump/item/581f0cd2070a945c87efb789c34f267e]Play[/url] (WASD or Arrow Keys to move, J or SPACE to punch) [img]http://i.imgur.com/etOT9.png[/img] I'm really enjoying working on this, doing stuff I haven't done before is just much more fun and satisfying. First time doing progressive level generation and the last time I tried Tile Based Collision was when I hardly knew anything and I was reading a tutorial (and it was in AS2). At the moment the level generation is just completely random (plus leaving a gap every 2nd row) and you can abuse the not fully working wall jumping to just climb up.[/QUOTE] I don't get a consistent FPS. It goes really, really fast, then really slow. And all the animations/physics change with the framerate.
Sorry, you need to Log In to post a reply to this thread.