• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=Nigey Nige;34070904]I hate/love/hate you guys[/QUOTE] Hey, maybe you should get together with an artist (We can't all be the best at everything) if you don't like how something is looking. If your pixel art isn't working out, you can try something like this instead: [img]http://i.imgur.com/XX2Dx.png[/img] But what it comes down to in the end is whether or not you like what you're making. Don't mind what others say, as long as you like it.
[QUOTE=amcfaggot;34072118]The idea of using pull requests to maintain a community site when MediaWiki is just fine for the purpose is really bizarre to me. [editline]5th January 2012[/editline] Updates to the fpapi, post objects now contain a value called userinfo, which is a member object. Seems like something that should have been obvious from the start, but I didn't get around to adding this until i300 needed some work done that specifically required this essential information. [img]http://img805.imageshack.us/img805/3858/administratorcwindowssy.png[/img][/QUOTE] That is because you don't understand the purpose of this site. There is no point in copying the OpenGL.org wiki. It is a guide to OpenGL, it is not intended to be edited much. It will be edited even less than the original wiki, so there is no point in making it a wiki at all. In fact, it greatly limits the ways in which content can be presented.
Oh, okay. Best of luck to you on that, then. I'd like to try OpenGL out one day, maybe I'll use your site once it's up.
[QUOTE=Overv;34071972]Y'all won't believe me, but I'm really intending on actually rebooting open.gl. It will also be editable from the beginning, since it'll be based on a GitHub repository using [url=http://daringfireball.net/projects/markdown/]Markdown[/url] files. Why not a wiki? Pull requests on GitHub are much easier to manage and add an extra barrier that ensures only people who know what they're doing submit updates. [/QUOTE] Why not just use the github wiki system, since it's done all via git anyhow, and uses markdown and does pull requests? Then you place the actual code/examples inside the repo. Yeah sure, you won't have a fancy website that probably uses the twitter bootstrap stuff, but whatevs.
[QUOTE=amcfaggot;34072247]Oh, okay. Best of luck to you on that, then. I'd like to try OpenGL out one day, maybe I'll use your site once it's up.[/QUOTE] To give an example, if I wanted to include WebGL previews on the page to showcase the expected end result, I'd have to write a plugin to do that. With MD, I can just include HTML to do that. With something like this, quality control is also absolutely essential. I'm not perfect and all by far either, but you don't want to see penises when you browse to the site to learn OpenGL. The people who really care will not see pull requests as a barrier. About the wiki system on GitHub, I feel like that would make the site redundant. I don't think it`s nice to just have it function as redirect.
Good argument for it. I can understand that.
[img]http://puu.sh/cyPh[/img] (those gridlike cuts between blocks are not intentional)
These WebM videos are crashing my Android browser, I'll come back to elaborate any further later if needed. By the way, fancy approach to single blocks on a flat surface, benji.
More updates to the fpapi, I'm including another test script which is actually just primarily being used to help i300 with a task at the moment, but this is what it does: [img]http://img707.imageshack.us/img707/3858/administratorcwindowssy.png[/img] Per-user highlights, essentially.
[QUOTE=amcfaggot;34072442]More updates to the fpapi, I'm including another test script which is actually just primarily being used to help i300 with a task at the moment, but this is what it does: Per-user highlights, essentially.[/QUOTE] Ooh, I like that feature.
There's some voodoo shit going on with this problem. Every time I get close to the solution, it runs away. This is the HackOnAHack'sHack solution I have so far to play music from Chrome to a Skype conversation. One Skype instance in the call that's listening to microphone and outputing to speakers. This is for talking. Another skype instance logged in to my other Radio Bot account. This one listens to Line 1 and doesn't output. The Line 1 is an additional audio device that Virtual Audio Cables program made for me. Next step is to get Chrome to play audio to Line 1 (which is the output component of the Line 1 Skype is listening to). Naturally, this can't be easy, otherwise I would actually win. After a ton of Googling, I read somewhere that Chrome outputs to whatever the default audio device is at the time of it's start up. Could it be that I'm almost therNOPE! It just doesn't work like that. The device it outputs to changes as I change the default device realtime. And I've already created a AutoHotkey script to open the sound control panel, switch the default, run chrome and switch the default back. There need's to be a simpler way to do this.
Why don't you just get the music on a DS or whatever device you prefer and connect it to the computer through the mic port? Unless you don't have any mic port available? If so you'd need to get a USB microphone.
YES! The White Whale is mine! VLC can play Youtube and has configurable output device. So it works like Youtube -> VLC -> Line 1(out) = Line 1(in) -> Skype(Radio Bot) -> Conversation [editline]6th January 2012[/editline] [QUOTE=GranPC;34074544]Why don't you just get the music on a DS or whatever device you prefer and connect it to the computer through the mic port? Unless you don't have any mic port available? If so you'd need to get a USB microphone.[/QUOTE] I have a mic port but my microphone is in it :D [editline]6th January 2012[/editline] [QUOTE=icantread49;34072165]haven't really posted any content lately so he's a little test from a week or two ago to stir up some discussion [img]http://filesmelt.com/dl/fluid_test.gif[/img][/QUOTE] Have you played Where's my water? on the iPhone?
[QUOTE=icantread49;34065865]certainly a nice mix of state-based undo and action-based undo let's say the user moves two objects, then deletes the first one. this would quickly turn into a big mess unless you either serialize/deserialize objects with a unique ID or you keep deleted objects in memory. oh, and here's another benefit of my (and any) state-based undo: persistent undo. the user can continue working on a scene and undo/redo from wherever they left off, which would be particularly useful for mobile devices where the app could be terminated at any moment[/QUOTE] IIRC in my system when you deleted an entity it just hid it - and removed it completely when it was no longer on the undo stack. When you think about something like Photoshop - when you're drawing. Surely that's saving off a new texture for every time you draw on a layer. But it's not saving all the layers, just one. So maybe if you're doing it in your game you could save states - but optionally restrict it to a subset of entities. That'd speed it up and would be generic enough to cover everything.
I know I'm late, but [QUOTE=salmonmarine;34058878]Sometimes I come onto this thread just to aid with art assets... take it, my friend won't use it in anything so here you all go. [img]http://i.imgur.com/whwe4.gif[/img] [img]http://i.imgur.com/IXOLp.png[/img] Each frame is 128x64[/QUOTE] Holy poop, it looks like something from Metal Slug.
How many of you guys would like an interview with Valve programmer, Dave Kircher. He's one of the original Portal Digipen guys. I'm not talking of a general Valve game interview, I mean an interview on the more programming aspects in Valve.
[QUOTE=garry;34074780]When you think about something like Photoshop - when you're drawing. Surely that's saving off a new texture for every time you draw on a layer. But it's not saving all the layers, just one.[/QUOTE] While not exactly sure how Photoshop handles it internally, I do know that it allows you to use another drive for storing "scratch disks" that include undo/redo information; this implies the use of some sort of cache that stores information by unique ID.
[QUOTE=Darwin226;34074705] Have you played Where's my water? on the iPhone?[/QUOTE] of course. as well as Feed me Oil, GFlow, Liquid, AquaForest 1/2, Phyzios, iBeer, Liquid dynamics, Sprinkle, and others. what i posted was just a little test; what i'm working on is nothing like the apps i mentioned ;) [editline]6th January 2012[/editline] [QUOTE=garry;34074780]IIRC in my system when you deleted an entity it just hid it - and removed it completely when it was no longer on the undo stack.[/quote] my argument against that is that it leads to spaghetti code when you're trying to hide an entity that is connected to other entities in one way or another i.e. if you have a light switch connected to a light bulb, and you (temporary) delete the light switch, now you've got a connection (regardless of whether it's just a pointer to the light switch or something more involved) that needs to keep track of whether the objects are active or "hidden" [quote] When you think about something like Photoshop - when you're drawing. Surely that's saving off a new texture for every time you draw on a layer. But it's not saving all the layers, just one. So maybe if you're doing it in your game you could save states - but optionally restrict it to a subset of entities. That'd speed it up and would be generic enough to cover everything.[/QUOTE] that's a really good idea - "incremental save files" - i'm trying to figure out if it has any drawbacks but i can't really think of any at the moment. i could do something like: [code] /* modify some object "obj" */ GameModdable* mod = obj->Get<GameModdable>(); mod->MarkForIncrementalSave(); undoRedo->Push(); // only saves objects marked for incremental saves [/code] [editline]6th January 2012[/editline] actually, i suppose the main issue with that would be the deletion of objects. you'd have to either store all non-deleted objects or store some kind of "XYZ was deleted" message, which leads to the same issues as the Action-based undo/redo
[QUOTE=COBRAa;34064153]Can you explain what the "available seeds" are? I assumed that there was only one and it can't be changed by the client.[/QUOTE] If you had one seed your weapon would fire in a straight line every time, think about it. [QUOTE=COBRAa;34064153]They do scan IBaseClientDLL::CreateMove IIRC so you need to use VMT hooks (or other alternatives) to hook them.[/QUOTE] VMT hooks = vtable hooks You just have to use the right method of hooking, doing it wrong gets you VAC'd. [QUOTE=mrdogg;34068702]I've been trying to work on this kind of crithack/nospread externally, guessing you are modifying the usercmd, but all I've managed to do by modifying it is fake crits/spread. Oh well.[/QUOTE] I highly doubt that it's possible externally.
[QUOTE=wingless;34075010]How many of you guys would like an interview with Valve programmer, Dave Kircher. He's one of the original Portal Digipen guys. I'm not talking of a general Valve game interview, I mean an interview on the more programming aspects in Valve.[/QUOTE] Hm. Positive response, I'll ask about him next time he's online.
[QUOTE=Cow Muffins;34072232]Hey, maybe you should get together with an artist (We can't all be the best at everything) if you don't like how something is looking. If your pixel art isn't working out, you can try something like this instead: [img]http://i.imgur.com/XX2Dx.png[/img] But what it comes down to in the end is whether or not you like what you're making. Don't mind what others say, as long as you like it.[/QUOTE] Wow, I love the style you've given it! I'll keep going with the pixel art, but once that's done I think I'll try something like that. Wait a minute, what about a button to switch between visual styles? It could have pixel, photographic, cartoony, ascii, glowing geometry oh god [quote][img]http://i.imgur.com/4RZnw.png[/img][/quote]
[QUOTE=Nigey Nige;34075780]Wow, I love the style you've given it! I'll keep going with the pixel art, but once that's done I think I'll try something like that. Wait a minute, what about a button to switch between visual styles? It could have pixel, photographic, cartoony, ascii, glowing geometry oh god[/QUOTE] Not really a good idea. Pick a style and stick with it if you want your game to be memorable.
Porting Andy's FP monitor to Lua with Lua.NET instead of C#. [img]http://www.peniscorp.com/stuff/ZScreen-2012-01-06_14.39.00.png[/img]
[QUOTE=Darwin226;34075846]Not really a good idea. Pick a style and stick with it if you want your game to be memorable.[/QUOTE] Good point, thanks.
[QUOTE=LuaStoned;34075169]If you had one seed your weapon would fire in a straight line every time, think about it.[/QUOTE] Yes, I understand this perfectly, I just wasn't aware the client set his own seed, I thought it was assigned by the server and the server uses the same one it sent to the client to do the spread.
jumping on this grapher mini-wagon: [img]http://i.imgur.com/9hGW7.png[/img]
[QUOTE=Overv;34071972]Y'all won't believe me, but I'm really intending on actually rebooting open.gl. I have some changes in mind that will make it more beginner friendly and easier to follow than that what I previously had in mind. I've managed to push myself over the dislike I had for using libraries instead of 'pure' OpenGL. That means I can finally focus on the actual OpenGL and not the fucking degenerate APIs that need to be used to initialise it. It will also be editable from the beginning, since it'll be based on a GitHub repository using [url=http://daringfireball.net/projects/markdown/]Markdown[/url] files. Why not a wiki? Pull requests on GitHub are much easier to manage and add an extra barrier that ensures only people who know what they're doing submit updates. Here are the libraries I tend to use in the guide: Creating the context: GLFW / SDL / SFML [i](There will be info for each one, for user preferences.)[/i] Extensions loading: GLEW / GLEE [i](Info for each one again, after all, we know how picky programmers can be!)[/i] Math: GLM Rest: OpenGL C API Please post if you have any better ideas, since this is aimed at the community and should be adjusted for it.[/QUOTE] Sounds good, though from what I've heard, GLEE is discontinued. I assume you'll be doing it in C++ - since GLM is a C++ library - but what version are you going to target?
So today I had a discussion with a fellow programmer who happened to talk about massive servers and how Winsock cannot handle a thousand people connecting, disconnecting and sending data. What truths are in this?
[QUOTE=Nigey Nige;34075780]Wait a minute, what about a button to switch between visual styles? It could have pixel, photographic, cartoony, ascii, glowing geometry oh god[/QUOTE] World of Goo pulled off a change of visual style pretty well and it was story influenced. Only for a single world, but still. But unless you're planning on including something like that, don't bother. For mobile games, too many choices is bad, as dumb as it sounds. Look at angry birds and that kongregate castle breaking game. Which one has metric shittons more features and which one is more popular? Granted not the same platform, but it should illustrate well what I mean.
Working on a remake of one of my first games, will add some features like upgrading your weapon, adding shield and soon. [video=youtube;fLe1DU29ZbU]http://www.youtube.com/watch?v=fLe1DU29ZbU[/video] To compare this was the predecessor: [url]http://www.imgbox.de/show/img/tyeH77bXH5.PNG[/url]
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