• What are you working on? January 2012
    3,401 replies, posted
[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] I think you should just make it so there is no checkbox for 3D, and it just checks if Z is in the equation.
[QUOTE=C:\;34080877]I think you should just make it so there is no checkbox for 3D, and it just checks if Z is in the equation.[/QUOTE] That's not enough.
[QUOTE=danharibo;34080901]That's not enough.[/QUOTE] Oh, my geometry isn't up to scratch I guess.
Trying to write a BMP loader/parser/whatever in C#. [IMG]http://www.1337upload.net/files/s_2012-01-06_22.33.25.png[/IMG] Ummm... [IMG]http://www.1337upload.net/files/s_2012-01-06_22.43.57.png[/IMG] It still needs some work.
It could be a placeholder tab for more view options. [editline]6th January 2012[/editline] [QUOTE=Simspelaaja;34081425]Trying to write a BMP loader/parser/whatever in C#. [IMG]http://www.1337upload.net/files/s_2012-01-06_22.33.25.png[/IMG] Ummm... [IMG]http://www.1337upload.net/files/s_2012-01-06_22.43.57.png[/IMG] It still needs some work.[/QUOTE] I like the patterns it makes even though it's clearly a bug.
As a little project for myself, I created a rudimentary version of 'Hangman' complete with a wordbank system. [URL="http://i.imgur.com/j4ZOX.png"][IMG]http://i.imgur.com/j4ZOXl.png[/IMG][/URL] Nothing too special from what I've seen on this thread, but I'm kinda proud of it!
[QUOTE=icantread49;34080224]Pointers. 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 :)[/QUOTE] I like the name based method. Because really how often does it have to look up the entity? Only really on some kind of event, like a switch being hit. Plus you can name entities the same thing and have them get triggered at the same time. In my experience storing entities as pointers in anything just leads to problems further down the line.
[QUOTE=garry;34081626] In my experience storing entities as pointers in anything just leads to problems further down the line.[/QUOTE] Sounds to me like a mess waiting to happen with saving/loading. You'd have to fixup all the pointers, which means you'd have to look up/store the original entity by some other way anyways.
blurgh never mind
Working on making an app for my word defining site, took me 3 hours to realize i forgot to add network permissions :l [img_thumb]http://dl.dropbox.com/u/30452137/shot_000010.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/30452137/shot_000011.png[/img_thumb]
[QUOTE=jmazouri;34081998]Working on making an app for my word defining site, took me 3 hours to realize i forgot to add network permissions :l [img_thumb]http://dl.dropbox.com/u/30452137/shot_000010.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/30452137/shot_000011.png[/img_thumb][/QUOTE] Simple concept but very well executed! I'm not too keen on the colours though. I guess it's up to the user's preference.
I agree. I can't say that I like how it looks, but otherwise it seems like a good idea.
[QUOTE=windwakr;34081464]Why not some radio buttons for 2D/3D? That way you don't need to open the tab up to switch. [img]http://i.imgur.com/mJP2n.png[/img] [sub][sub][sub]Err, maybe not "no view tab". I guess there could be some useful options in there. But I think that 2D/3D switching should be accessible from outside the tab. [/sub][/sub][/sub][/QUOTE] I've tried that :/ the problem is that the tab control actually occupies a bounding box - that empty space there isn't actually empty space, but rather space that belongs to the tab control that it hasn't used yet. I could put the radios on top of the tab control, but wxSizers always lay out their children sequentially, so if I did that I would have to forgo the ability to resize the form, which is an issue :v: I was thinking of mapping a hotkey to the checkbox (or radios, they'd be better I agree :) so that it's accessible while the tab is closed, but that wouldn't be ideal. The other option would be tabbed canvases, but I really don't like how cluttered that looks :/ [editline]6th January 2012[/editline] 3D plots working in terms of each coordinate axis: [img]http://i.imgur.com/Qx3Qh.png[/img] Cone being intersected by a plane: [img]http://i.imgur.com/J5qYw.png[/img] [img]http://i.imgur.com/EIhgz.png[/img] :D
[QUOTE=amcfaggot;34080741][url]http://steamcommunity.com/groups/FP_Programmers[/url] Join the Steam chat[/QUOTE] :suicide:
[QUOTE=DarKSunrise;34082241]I agree. I can't say that I like how it looks, but otherwise it seems like a good idea.[/QUOTE] The theme is meant to be the same as the site ( [url]http://wordiken.jmazouri.com/[/url] ), but I can see why someone might not like the colors.
Sorry if that post was a bit rushed, my brother was standing over my shoulder waiting to go on WoW or something :/ Anyway, I'm on the crappy laptop now and it all works :) I'm not at home tomorrow morning, but I think the next thing to do is add a grid in 3D (so that zooming out actually feels like zooming out - there's no sense of scale atm) and then time, because it's simple to add and looks pretty cool :v: Last thing before I go, 3D Mandelbrot set: [img]http://i.imgur.com/YVG1E.png[/img] :v:
[QUOTE=garry;34081626]I like the name based method. Because really how often does it have to look up the entity? Only really on some kind of event, like a switch being hit. Plus you can name entities the same thing and have them get triggered at the same time. In my experience storing entities as pointers in anything just leads to problems further down the line.[/QUOTE] Storing by name works very well for events but, I had this problem when writing monster AI. I needed a way to get the target's position pretty much every frame, but looking up the entity by name would be too expensive. I think the best solution would be a shared_ptr but I'm not exactly sure.
[QUOTE=polkm;34082993]Storing by name works very well for events but, I had this problem when writing monster AI. I needed a way to get the target's position pretty much every frame, but looking up the entity by name would be too expensive. I think the best solution would be a shared_ptr but I'm not exactly sure.[/QUOTE] There are also hash maps, the lookup remains fast and yet you get what you want. shared_ptrs are helpful if prefer to go over reference counting to ensure the object is only cleaned up when nothing uses it anymore.
Squid, [img]http://i.imgur.com/J5qYw.png[/img] That green line looks like x + 2, not x + 1...
[QUOTE=Yogurt;34084353]Squid, [img]http://i.imgur.com/J5qYw.png[/img] That green line looks like x + 2, not x + 1...[/QUOTE] And doesn't the top function equate to this? [code]y = sqrt(x^2 + y^2) y^2 = x^2 + y^2 0 = x^2 0 = x[/code] Yet you made it look like: y = abs(x)
[QUOTE=HeroicPillow;34084501]And doesn't the top function equate to this? [code]y = sqrt(x^2 + y^2) y^2 = x^2 + y^2 0 = x^2 0 = x[/code] Yet you made it look like: y = abs(x)[/QUOTE] the squaring removes the sign?
[url]https://github.com/Vbitz/Random-Stuff[/url] Just a whole load of code I've done, quite a lot of this never made it into waywo. All of this code is under GPL unless otherwise stated. If you can see any errors then feel free to say.
[QUOTE=HeroicPillow;34084501]And doesn't the top function equate to this? [code]y = sqrt(x^2 + y^2) y^2 = x^2 + y^2 0 = x^2 0 = x[/code] Yet you made it look like: y = abs(x)[/QUOTE] Yes, it does equate to x = 0. Both functions are drawn really strangely! :v: But I guess it's some old screenshot and it's fixed now... Isn't it?
So I realized I sucked at making video commentaries so I tried to come back to programming. [IMG]http://i.cubeupload.com/vCDxmB.png[/IMG] Then I realized I suck at programming and can't get emitters, a menu, bullet deletion and collision detection working properly [IMG]http://img.photobucket.com/albums/v427/Irob/emot-saddowns.gif[/IMG]
[QUOTE=Samuka97;34085066]So I realized I sucked at making video commentaries so I tried to come back to programming. [IMG]http://i.cubeupload.com/vCDxmB.png[/IMG] Then I realized I suck at programming and can't get emitters, a menu, bullet deletion and collision detection working properly [IMG]http://img.photobucket.com/albums/v427/Irob/emot-saddowns.gif[/IMG][/QUOTE] [media]http://www.youtube.com/watch?v=OXlZ6edCHqI[/media]
[QUOTE=Overv;34077523]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] Nope. [url]http://glee.svn.sourceforge.net/[/url] [url]http://glee.svn.sourceforge.net/viewvc/glee/DATA/output/[/url]
[QUOTE=garry;34081626]I like the name based method. Because really how often does it have to look up the entity? Only really on some kind of event, like a switch being hit. Plus you can name entities the same thing and have them get triggered at the same time.[/QUOTE] if you have something that needs to run every frame (like a spring), you'll be doing lookups quite often [QUOTE=Lord Ned;34081665]Sounds to me like a mess waiting to happen with saving/loading. You'd have to fixup all the pointers, which means you'd have to look up/store the original entity by some other way anyways.[/QUOTE] not really, in my experience it's quite clean. i suppose it really depends on the type of connections between your entities - in my case, ID's are pointless because objects connect through physical interactions you guys do bring up valid points, a solid ID system could be useful, but i just don't find it necessary in my current project. and it's certainly not worth the effort considering my current undo/redo system is perfectly fine in practice
[QUOTE=Samuka97;34085066]So I realized I sucked at making video commentaries so I tried to come back to programming. [IMG]http://i.cubeupload.com/vCDxmB.png[/IMG] Then I realized I suck at programming and can't get emitters, a menu, bullet deletion and collision detection working properly [IMG]http://img.photobucket.com/albums/v427/Irob/emot-saddowns.gif[/IMG][/QUOTE] Hah! Even just getting particles to work is a problem for me. Well making them work efficiently anyway...
Comments? Anything look out-of-place (besides the cockpit, still a placeholder)? [IMG]http://i.imgur.com/Fr0Z8.png[/IMG]
[IMG]http://www.1337upload.net/files/s_2012-01-07_03.13.43.png[/IMG] My BMP library is mostly done. It supports loading and saving uncompressed BMP files and you can convert BMP files to XNA's Texture2Ds and System.Drawing's Bitmaps easily. [code] var file = new BMP("flashy_demonstration.bmp"); Texture = file.ToTexture2D(graphics.GraphicsDevice); file.Save("something_cool.bmp"); file.ToBitmap().Save("something_even_more_cool.png", ImageFormat.Png); [/code] This is first time ever I'm doing something with binary files.
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