• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=ruarai;34075247]This isn't a sarcastic post: But why haven't you tried that GTA:SA clone/remake you were talking about a month ago? It's actually a good idea. All the content in the game has basically been reverse engineered to the point that such a think could work.[/QUOTE] WebCraft was the first time I ever wrote an FPS camera, so I think that is a little over my head. It also wouldn't benefit anyone in the short run, which is currently the direction I'm heading into with my projects. [QUOTE=Lexic;34076594]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?[/QUOTE] You're right, GLEE doesn't seem to support anything above OpenGL 3.0. I always had a slight preference for GLEE because I couldn't link GLEW on Linux, but that limitation makes it unusable for my guide.
[QUOTE=Overv;34077523]WebCraft was the first time I ever wrote an FPS camera, so I think that is a little over my head. It also wouldn't benefit anyone in the short run, which is currently the direction I'm heading into with my projects. You're right, GLEE doesn't seem to support anything above OpenGL 3.0. I always had a slight preference for GLEE because I couldn't link GLEW on Linux, but that limitation makes it unusable for my guide.[/QUOTE] What about support for other languages? I know the code is practically interchangable between different languages but it would be nice to have something similar to MSDN's code snippets.
[QUOTE=Darwin226;34077965]What about support for other languages? I know the code is practically interchangable between different languages but it would be nice to have something similar to MSDN's code snippets.[/QUOTE] That is certainly worth looking into, but the trick is making it not get messy. For example, C++ requires GLM to do matrix math, while OpenTK comes with a math library built-in. If you could specify which languages you'd like to see, I can structure the guide in such a way as to allow different code for different languages with the same explanation around it. I will only be doing C++ initially, but I have these other languages in mind: - C# - Java - Android (OpenGL ES 2.0) - Javascript with WebGL
[img]http://i.imgur.com/FIQP4.png[/img] Am I artistic yet?
[QUOTE=Overv;34078081]That is certainly worth looking into, but the trick is making it not get messy. For example, C++ requires GLM to do matrix math, while OpenTK comes with a math library built-in. If you could specify which languages you'd like to see, I can structure the guide in such a way as to allow different code for different languages with the same explanation around it. I will only be doing C++ initially, but I have these other languages in mind: - C# - Java - Android (OpenGL ES 2.0) - Javascript with WebGL[/QUOTE] Sounds good.
[QUOTE=GranPC;34076024]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] Sweet jhesus
[QUOTE=icantread49;34075036]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] 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" 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] Seems like deletion is your biggest issue. But I don't know why. Are you storing pointers in the other entities, or handles/names? In Botch I connected entities by name. In this way if an entity is deleted it doesn't matter (the entity's output just dies because the entity name isn't found). And if it comes back it doesn't matter (because the entity's output is found, so it works again). Nothing has to change on the other entities.
[QUOTE=Nigey Nige;34078277][img]http://i.imgur.com/FIQP4.png[/img] Am I artistic yet?[/QUOTE] Albeit slow progress, I do think every time you keep pushing yourself to create more graphics, you do get better. Keep working on it! Nice job with the sprites so far, I like that blue nebula-looking sprite the most.
[QUOTE=GranPC;34076024]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] This looks pretty useful. Will you be releasing your port/source of it?
It may become a part of the Facepunch Lua SDK as an example application, that is, if I can coerce Gran to commit it to the project, or if I finish my C# version first, that will be pushed.
[QUOTE=amcfaggot;34078494]It may become a part of the Facepunch Lua SDK as an example application, that is, if I can coerce Gran to commit it to the project, or if I finish my C# version first, that will be pushed.[/QUOTE] Why do you need to coerce me? I was going to ask you if I could commit it :v:
[QUOTE=amcfaggot;34078446]Albeit slow progress, I do think every time you keep pushing yourself to create more graphics, you do get better. Keep working on it! Nice job with the sprites so far, I like that blue nebula-looking sprite the most.[/QUOTE] Thanks! Here's what I'm thinking of replacing the ship sprite with (just grabbed it off google images as a placeholder). [img]http://i.imgur.com/nOruo.png[/img] Thoughts?
Never use anything besides nearest neighbor sampling when using pixel graphics. Otherwise you create a twisted mess of more modern-day texture filtering approaches that clash with the old retro gaming feel. [editline]6th January 2012[/editline] It looks neat, though.
[QUOTE=amcfaggot;34078689]Never use anything besides nearest neighbor sampling when using pixel graphics. Otherwise you create a twisted mess of more modern-day texture filtering approaches that clash with the old retro gaming feel. [editline]6th January 2012[/editline] It looks neat, though.[/QUOTE] Agreed, this was just hastily resized as a proof-of-concept. I've got a much better one now: [img]http://i.imgur.com/TiMWS.png[/img] :v:
It's the weekend! :D So I'm finally starting on this: [img]http://i.imgur.com/xCTyI.png[/img] It's still pretty much 2D at the minute, I was just getting lighting working. Next is getting that working on an actual 2D(+1) field, with per-vertex normals, and then I can stick the grid and things back in.
At which point did that grapher stop being VB anyway, I sort of missed that
[QUOTE=Nigey Nige;34078819]Agreed, this was just hastily resized as a proof-of-concept. I've got a much better one now: [img]http://i.imgur.com/TiMWS.png[/img] :v:[/QUOTE] Can't tell if Nige or sarcasm.
[QUOTE=esalaka;34078853]At which point did that grapher stop being VB anyway, I sort of missed that[/QUOTE] Last Saturday I think? I was getting kind of sick of VB to be honest :v:
[QUOTE=amcfaggot;34078874]Can't tell if Nige or sarcasm.[/QUOTE] I thought that might be a problem [editline]9th[/editline] :(
[QUOTE=Nigey Nige;34078819][img]http://i.imgur.com/TiMWS.png[/img][/QUOTE] That looks actually pretty cool. You might want to pixelate it a bit though.
I wrote my first rule based AI 20 minutes ago. It's extremely simple but I squealed like a little girl when it worked flawlessly.
[QUOTE=wingless;34075224]Hm. Positive response, I'll ask about him next time he's online.[/QUOTE] Well, he said yes. Guess I'll go create a thread and ask for questions. [editline]7th January 2012[/editline] [url=http://www.facepunch.com/threads/1153311?p=34079394#post34079394]Stick your questions for Dave in this thread[/url]
[QUOTE=garry;34078424]Seems like deletion is your biggest issue. But I don't know why. Are you storing pointers in the other entities, or handles/names? [/quote] Pointers. [quote] In Botch I connected entities by name. In this way if an entity is deleted it doesn't matter (the entity's output just dies because the entity name isn't found). And if it comes back it doesn't matter (because the entity's output is found, so it works again). Nothing has to change on the other entities.[/QUOTE] I thought about using numerical IDs (no use for string-based names) but that would create a whole new mess because now every time an entity needs to do something to another entity, it needs to look it up based on this ID, and make sure that the ID is active at the moment. Implementing libraries like Box2D opens even more cans of worms because "inactive" objects need to make sure their physical representation is also "inactive" - but then what about the physical representations of joints connecting "inactive" objects? And so on. I moved on with a concrete "either an entity exists, or it doesn't exist" system and it has served the game extremely well so far, and entity communication has become very simple. The only drawback is this whole spaghetti mess of Action-based undo/redo, which I've completely overcome with state-based undo/redo. Plus I love the added benefit of persistent undo/redo, so I'm happy :)
Gran pushed the code to the SDK. Not gonna lie, I thought this was really cool when he got this to work. [t]http://i.imgur.com/NsiPN.jpg[/t]
Normal calculations were a bit fun. I'm so glad I got them right first time, they'd be a nightmare to debug :v: [img]http://i.imgur.com/ZIglx.png[/img] [editline]6th January 2012[/editline] Scaled because zooming's a bit dodgy atm
[QUOTE=amcfaggot;34080251]Gran pushed the code to the SDK. Not gonna lie, I thought this was really cool when he got this to work. [t]http://i.imgur.com/NsiPN.jpg[/t][/QUOTE] Good luck on the driving test, the job hunting and the clients
[QUOTE=r0b0tsquid;34080371]Normal calculations were a bit fun. I'm so glad I got them right first time, they'd be a nightmare to debug :v: [img]http://i.imgur.com/ZIglx.png[/img] [editline]6th January 2012[/editline] Scaled because zooming's a bit dodgy atm[/QUOTE] Can you get the Steam overlay to run in there? :v:
[QUOTE=amcfaggot;34080416]Can you get the Steam overlay to run in there? :v:[/QUOTE] If I see "In non-Steam game: Procedural Grapher" in FPP chat, I'm gunna cum.
[QUOTE=DeadKiller987;34080602]If I see "In non-Steam game: Procedural Grapher" in FPP chat, I'm gunna cum.[/QUOTE] Talking about that, where [B]is[/B] the FPP chat actually?
[url]http://steamcommunity.com/groups/FP_Programmers[/url] Join the Steam chat
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