• What are you working on? January 2012
    3,401 replies, posted
f=(r - 0.5*r*sin((r/(double)radius)*3.1415926535)); where r is the radius of a point in polar coordinates, and f is the new radius No fisheye: [IMG]http://dl.dropbox.com/u/33076954/none3.PNG[/IMG] Fisheye: [IMG]http://dl.dropbox.com/u/33076954/LIKE.PNG[/IMG] Well, i finally got that the third time round i've done this project. Hooray!
[QUOTE=ZenX2;34118906]I'm on 0.8 :saddowns:[/QUOTE] 0.8.0's box2d API has no world size. If you're looking at the documentation on the LÖVE website, it's for 0.7.2 by default because 0.8.0 has not been released yet.
Spoilers!
[QUOTE=Shotgunz;34119365] [img]http://i.imgur.com/WNoXr.png[/img][/QUOTE] All I can see now is [img]http://i.imgur.com/A7BLa.png[/img]
made me think of the heinz automato, myself [media]http://www.youtube.com/watch?v=JcniyQYFU6M[/media] shit's fucking hilarious i also expected the hawaiian, from the zooming in
[QUOTE=amcfaggot;34119842]made me think of the heinz automato, myself [media]http://www.youtube.com/watch?v=JcniyQYFU6M[/media] shit's fucking hilarious i also expected the hawaiian, from the zooming in[/QUOTE] That's awesome
[QUOTE=Yogurt;34117173][img]http://puu.sh/cOWd[/img] Gentlemen, I give you... DAIRYSCRIPT! [editline]8th January 2012[/editline] I'm going to call variables "Dairyables"[/QUOTE] Shouldn't "Compile" say Tokenize?
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[QUOTE=Icedshot;34119098]f=(r - 0.5*r*sin((r/(double)radius)*3.1415926535)); where r is the radius of a point in polar coordinates, and f is the new radius No fisheye: [IMG]http://dl.dropbox.com/u/33076954/none3.PNG[/IMG] Fisheye: [IMG]http://dl.dropbox.com/u/33076954/LIKE.PNG[/IMG] Well, i finally got that the third time round i've done this project. Hooray![/QUOTE] I just tried out that equation, and I feel like it's a little too strong. Here's the one I use: f = r / (sqrt(1.0 - r*r) + K); You may recognize the circle equation in there. K is a constant which 'flattens' the planet so that the edges aren't as distorted. .75 is a good value for K.
[vid]http://j.mp/xqxNz5[/vid] "..and on the 7th day Naelstrof said, 'LET THERE BE LIGHT.'" It was harder than it should have been because I've never played with Frame Buffer Objects before. I forgot a call to glEnable(GL_TEXTURE_2D); which made me think I did something wrong with the FBO's. So I spent lots of time (read: hours) tinkering with the FBO code to frustratingly find out I had simply forgot that SINGLE SIMPLE CALL. It was a NIGHTMARE, but it still felt good finding out what was wrong though.
[QUOTE=Map in a box;34120088]Shouldn't "Compile" say Tokenize?[/QUOTE] Does it matter?
This is what I've been working on [IMG]http://i.imgur.com/wIJ0l.png[/IMG] Can't tell the difference? That's because it worked! [IMG]http://i.imgur.com/H2Tg5.gif[/IMG] Previously, everything was being loaded by a mixture of boost::filesystem and glfw's dodgy TGA loader. Now everything's being loaded from wolf.pak by [url=http://icculus.org/physfs/]PhysFS[/url] and turned into bitmaps by [url=http://nothings.org/stb_image.c]stb_image.c[/url] (which is a spectacular library). The code's cleaner too. [IMG]http://i.imgur.com/RetB1.gif[/IMG]
Lexic, stop one-upping my shitty 2d rendering. :(
[QUOTE=Lexic;34121376]This is what I've been working on [IMG]http://i.imgur.com/wIJ0l.png[/IMG] Can't tell the difference? That's because it worked! [IMG]http://i.imgur.com/H2Tg5.gif[/IMG] Previously, everything was being loaded by a mixture of boost::filesystem and glfw's dodgy TGA loader. Now everything's being loaded from wolf.pak by [url=http://icculus.org/physfs/]PhysFS[/url] and turned into bitmaps by [url=http://nothings.org/stb_image.c]stb_image.c[/url] (which is a spectacular library). The code's cleaner too. [IMG]http://i.imgur.com/RetB1.gif[/IMG][/QUOTE] That looks great! [editline]8th January 2012[/editline] It's starting to become apparent that the best documentation for Love 0.8.0 is the source code :v:
[QUOTE=Shotgunz;34121599]Lexic, stop one-upping my shitty 2d rendering. :([/QUOTE] Pretty sure that's not 2d.
[QUOTE=Perl;34121844]Pretty sure that's not 2d.[/QUOTE] It's 2.5d
Anyone has a working code to get GWEN to render over a 3D OpenGL scene using the SFML renderer?
[QUOTE=Lexic;34121376]This is what I've been working on [IMG]http://i.imgur.com/wIJ0l.png[/IMG] Can't tell the difference? That's because it worked! [IMG]http://i.imgur.com/H2Tg5.gif[/IMG] Previously, everything was being loaded by a mixture of boost::filesystem and glfw's dodgy TGA loader. Now everything's being loaded from wolf.pak by [url=http://icculus.org/physfs/]PhysFS[/url] and turned into bitmaps by [url=http://nothings.org/stb_image.c]stb_image.c[/url] (which is a spectacular library). The code's cleaner too. [IMG]http://i.imgur.com/RetB1.gif[/IMG][/QUOTE] Damn that looks nice. I've always wanted to work on a ray-caster (that's what you're doing, right?) but I haven't found the time to work on one. I think i'll just stick to iPhone apps. Speaking of which, I am trying to bring Dig It to the Mac App store (for free, of course), but I don't have the money to pay [I]another[/I] $99 for a Mac Developer account. Damn Apple and them charging so fucking much for developer accounts.
it's an actual 3D environment with sprite graphics and stuff
robotsquid, I was doing daft things (don't ask) and noticed that y=sin(cos(tan(x))) shows some averaging issues in the result. (also the Grapher works perfectly fine in Linux via Wine, on an Intel 945GME Express Integrated graphics chip. Rapidshare link, no lighting issues in 3D.)
[img]http://i.imgur.com/ESM4s.png[/img] Finally made it back to where I was in mid October of last year :D Engine and compiler have both been rewritten, the rest should be easy.
Who the hell dissed LuaBind? This is nothing short of fucking amazing. [cpp]class CCommandCallback : public ICommandCallback { public: CCommandCallback(luabind::object const &fun) { functhing = fun; } virtual void CommandCallback( const CCommand &command ) { functhing(command); } private: luabind::object functhing; }; class CCommandCompletionCallback : public ICommandCompletionCallback { public: CCommandCompletionCallback(luabind::object const &fun) { functhing = fun; } virtual int CommandCompletionCallback(char const *partial, CUtlVector< CUtlString > &commands) { functhing(partial); return 0; } private: luabind::object functhing; }; void lib::open_convar(lua_State *L) { using namespace luabind; module(L) [ namespace_("console") [ class_<ConCommandBase>("ConCommandBase") .def("IsFlagSet", &ConCommandBase::IsFlagSet) .def("AddFlag", &ConCommandBase::AddFlags) .def_readwrite("Next", &ConCommandBase::m_pNext) .def_readwrite("Help", &ConCommandBase::m_pszHelpString) .def_readwrite("Name", &ConCommandBase::m_pszName), class_<CCommand>("CCommand") .def("Arg", &CCommand::Arg) .property("ArgC", &CCommand::ArgC) .property("ArgV", &CCommand::ArgV) .property("ArgS", &CCommand::ArgS), class_<ICommandCallback>("ICommandCallback"), class_<CCommandCallback, ICommandCallback>("CCommandCallback") .def(constructor<luabind::object const&>()), class_<ICommandCompletionCallback>("ICommandCompletionCallback"), class_<CCommandCompletionCallback, ICommandCompletionCallback>("CCommandCompletionCallback") .def(constructor<luabind::object const&>()) ], class_<ConCommand, ConCommandBase>("ConCommand") .def(constructor<char const*, CCommandCallback*, char const*, int, CCommandCompletionCallback*>()) ]; }[/cpp] [lua]local ccc = console.CCommandCallback( function( cmd ) print "cmd called" end ) local cccc = console.CCommandCompletionCallback( function( partial ) print( "P", partial ) end ) local cc = ConCommand( "ir_test", ccc, "HALP", 0, cccc )[/lua] [img]http://puu.sh/cQIC[/img]
To all you regex experts - what would (.-) match?
[QUOTE=supersnail11;34123057]To all you regex experts - what would (.-) match?[/QUOTE] Anything followed by a -
[QUOTE=raBBish;34122620]Who the hell dissed LuaBind? This is nothing short of fucking amazing. [IMG]http://puu.sh/cQIC[/IMG][/QUOTE] My problem is that it's good for small projects, but not much more. But then in that context you're working with Boost. So, if you're working with Boost on a small project, chances are - Boost is going to be multiple times larger than your project. So why use Boost? Because you want to use LuaBind. If your logic is that you want to use LuaBind for LuaBind, and you don't care what the expense is to do that, then okay that's fine. Otherwise, you sacrifice some flexibility using it that would be important to have on larger projects, such as extending types in Lua and using them across multiple modules. [editline]8th January 2012[/editline] I used it way, way back. About 2 years ago. The entire HL2:SB codebase was going to rely on it. I remember somewhere saying Garry would have used it or something had he the chance to redo things. I'm not sure if he has since changed his position on that, but I definitely did. After seeing what the C API is capable of on its own, I'm not sure I'd want to use anything else. That and it uses Boost, which I'm not the biggest fan of due to the work you have to go through to use it, but otherwise I won't complain about it since I haven't really utilized it.
Okay. I know that the physics world is being updated, and my entities have the necessary bodies, shapes, and fixtures, yet they still refuse to do anything. I think this might have something to do with how when I try using Body:setMassData, it doesn't change anything.
[QUOTE=ZenX2;34123993]Okay. I know that the physics world is being updated, and my entities have the necessary bodies, shapes, and fixtures, yet they still refuse to do anything. I think this might have something to do with how when I try using Body:setMassData, it doesn't change anything.[/QUOTE] Throw us a bit of your code, TheLinx or I can help you out.
[IMG]http://f.anyhub.net/4OEn[/IMG]
[QUOTE=amcfaggot;34123821]My problem is that it's good for small projects, but not much more. But then in that context you're working with Boost. So, if you're working with Boost on a small project, chances are - Boost is going to be multiple times larger than your project. So why use Boost? Because you want to use LuaBind. If your logic is that you want to use LuaBind for LuaBind, and you don't care what the expense is to do that, then okay that's fine. Otherwise, you sacrifice some flexibility using it that would be important to have on larger projects, such as extending types in Lua and using them across multiple modules. [editline]8th January 2012[/editline] I used it way, way back. About 2 years ago. The entire HL2:SB codebase was going to rely on it. I remember somewhere saying Garry would have used it or something had he the chance to redo things. I'm not sure if he has since changed his position on that, but I definitely did. After seeing what the C API is capable of on its own, I'm not sure I'd want to use anything else. That and it uses Boost, which I'm not the biggest fan of due to the work you have to go through to use it, but otherwise I won't complain about it since I haven't really utilized it.[/QUOTE] The flexibility of LuaBind is directly related to how good you implement it. Also isn't boost a modular library?
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