• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=amcfaggot;34197875]can i add lua to it[/QUOTE] Lua makes everything better.
[QUOTE=Ziks;34197805][img]http://f.anyhub.net/4PZY[/img] Threaded world generation works, and I have a simple LOD system working (the central chunks are most detailed in this picture). I will actually make the thread tomorrow so everyone else can join in if they want. The repository is still [url]https://github.com/Metapyziks/MarsMiner[/url][/QUOTE] Revision 25 (ab9876d0e3f4b23cc6184a3738622757f4069a8f) doesn't work for me (GTX 580, latest drivers): [quote]MarsMiner.Client.Graphics.OctreeTestShader 0(14) : error C7565: assignment to varying in var_shade 0(18) : error C7565: assignment to varying in var_shade 0(19) : error C7565: assignment to varying in var_shade Fragment info ------------- 0(14) : error C7565: assignment to varying in var_shade 0(18) : error C7565: assignment to varying in var_shade 0(19) : error C7565: assignment to varying in var_shade[/quote] Revision 24 works fine, frametime is around 4,6 ms with all chunks loaded. If you want to measure more precisely, you should use a Stopwatch. DateTime.Now runs backwards occasionally.
[QUOTE=Tamschi;34198140]Revision 25 (ab9876d0e3f4b23cc6184a3738622757f4069a8f) doesn't work for me (GTX 580, latest drivers): Revision 24 works fine, frametime is around 4,6 ms with all chunks loaded. If you want to measure more precisely, you should use a Stopwatch. DateTime.Now runs backwards occasionally.[/QUOTE] Should be fixed now. I'm off to sleep now, but feel free to fix the frametime measuring and I'll pull it when I get on tomorrow.
The lighting now uses the inverse distance algorithm thingy. [img]http://i.imgur.com/kvpeL.png[/img]
Did you add the little specks of light on purpose or are they artifacts?
[QUOTE=Robber;34198568]Did you add the little specks of light on purpose or are they artifacts?[/QUOTE] The light follows the mouse, but it keeps accumulating the buffer so you can still see the light positions (and resulting shadows) from previous frames. (until they slowly fade away)
[QUOTE=Ziks;34198308]Should be fixed now. I'm off to sleep now, but feel free to fix the frametime measuring and I'll pull it when I get on tomorrow.[/QUOTE] If you want more precision than 1 ms, take the elapsed ticks out of a stopwatch and then divide it with Stopwatch.Frequency. I'm not 100% sure if it is more precise or not.
[QUOTE=Darwin226;34198779]If you want more precision than 1 ms, take the elapsed ticks out of a stopwatch and then divide it with Stopwatch.Frequency. I'm not 100% sure if it is more precise or not.[/QUOTE] The HPET has a resolution of 100ns or better (10MHz), but there should be a lot of jitter from the system and framework. The other advantage of Stopwatch is that it doesn't react to the system time, so you can't send a program into turbo mode by changing the date. (Minecraft had that bug.)
[QUOTE=dvondrake;34199343] I've noticed some people using Git, but I just find Mercurial a bit more intuitive--at least, using the EasyMercurial client.[/QUOTE] The point with git is that if you can't stand using command-line tools, don't even try. No GUI client for Git works properly and gives you all the features. TortoiseGit apparently works every once in a while but most of the time I'd say the best idea is to use Git from the command line. And that's probably something that causes people to not like it. I personally like using the terminal for pretty much everything that doesn't necessarily need a GUI (except for email, most of the time, since mutt isn't all that compatible with Gmail apart from the inbox) which means I'm just fine with git. Plus, if you're an elitist of some sort, git is faster than hg in practically everything. The joke is, of course, that hg operations are on the scale of hundreds of milliseconds, which means chances are if you notice the difference you're doing something wrong anyway. But the best parts about git are that you can branch as much as you want because merges are so fucking easy and simple multiple remote conf and all that. I hear hg has some issue with removing branches but I suppose you won't be doing that most of the time.
Could someone with a bit of OpenGL experience check through my code in MarsMiner? I'm still pretty new to it and I've been doing quite a bit of guessing so there's probably a load of needless gl calls. Whenever I write something I don't 100% understand I feel sort of uncomfortable with the whole project.
Fake reflections! [img]http://i.imgur.com/RoRLI.png[/img]
[QUOTE=dvondrake;34199343]Switched my deferred renderer over from using light volumes to full-screen quads. Nearly doubled my FPS. Also started using Mercirual the other day and I'm loving it. It's become a natural part of how I code now, where I'll commit, make some changes, not be happy with how it turned out and just revert back. Branches are nice too, I left my renderer using light volumes as it was and branched off a recode using full-screen quads, while still patching bugs here and there in the light volumes version. Really useful stuff. Anyone else using Mercurial? I've noticed some people using Git, but I just find Mercurial a bit more intuitive--at least, using the EasyMercurial client.[/QUOTE] If i use a versioning system, i use mercurial. However, most of the time i just C+P after i make a big change :v:
[QUOTE=dvondrake;34199343]Anyone else using Mercurial? I've noticed some people using Git, but I just find Mercurial a bit more intuitive--at least, using the EasyMercurial client.[/QUOTE] I use TortoiseHg, the workbench feature is really useful. I installed hg-git to clone MarsMiner, no problems so far. Hg branches can be removed with the strip command, but that also renumbers revisions.
[QUOTE=Tamschi;34200148]Hg branches can be removed with the strip command, but that also renumbers revisions.[/QUOTE] Makes no fucking sense
[QUOTE=Dlaor-guy;34199824]Fake reflections! [img]http://i.imgur.com/RoRLI.png[/img][/QUOTE] Is that 2D or 3D?
Added player movement, health, mana, stamina, and stats. [img]http://i.imgur.com/PNezv.png[/img]
[QUOTE=ZenX2;34200300]Is that 2D or 3D?[/QUOTE] 2D
[QUOTE=marcin1337;34195522]I call it like this [code] Check( &file, "[" ); Check( &file, "//]" ); Check( &file, "]" ); [/code] file is a string with a url of a site, the other parameter is the thing we want to throw away from the end of the link.[/QUOTE] try and use references rather than pointers [editline]14th January 2012[/editline] [QUOTE=garry;34192945]Do you reckon asp.net is worth a look then? Do you know much PHP too?[/QUOTE] I know PHP well enough to dislike it. ASP.NET MVC is worth checking out if you're after performance and you don't mind being tied down to Windows. There's a little more bullshit you have to write when compared to PHP, etc because .NET is statically typed though
[QUOTE=Overv;34191160]ROBO_DONUT, how do you think quantum computing will influence the future of CPUs and GPUs? Would it suit the current architecture of GPUs because of its highly efficient parallel computing capabilities or would we have to conceive entire new architectures? And how can it be used for CPUs, if at all?[/QUOTE] I think the 2^Number of qubits speed would be useful for anything. Compared to how modern processors have millions of transistors, that's crazy [editline]13th January 2012[/editline] Ziks, I tried out Mars Miner on my Craptop and its integrated intel card, it runs pretty well with no errors. The only problem is that the camera control sucks even with a good fps.
[img]http://i.imgur.com/WIqeP.png[/img] Working on a small little co-op game as a side project. Picking other players up and throwing them works. :D
I like the part where I have most of the agree/funny ratings.
i'm honored to be in your wonderful screenshot
See, the only thing I gather from that video is that nobody likes deloc.
[QUOTE=esalaka;34200196]Makes no fucking sense[/QUOTE] The changesets have hashes, just like in Git, but there are also local revision numbers that can be used instead of the hex keys. The first few digits of the hash work too, as long as they're unique. (Hg only shows the first 12 digits in most cases.) Stripping remote branches may or may not work, I never tried it. [IMG]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/MarsMiner/Memstat.png[/IMG] I changed the stats to use Stopwatch and added a memory stat. The world uses 30-35 MB. Pushing changes to Git works well, but I hadn't set the mail address so the commits show as unknown user.
I have made some progress on my 2d game engine. I have added client and server system. It uses java's socket system and sends strings to eachother. Not very optimized but it works good at the moment. Here is the list of features so far. Starting to get a good list of features. Features 2d basic box Collisions Sprites and image loading Colour changing on sprites Easy inheritance implementation Camera system Mouse and keyboard event handling. Error handling Console System Properties system File system Timer System Event System(Needs neatening up) Entity system that handles drawing and collisions. Text Support Log system Server, Client basic networking support. [URL="http://img856.imageshack.us/img856/2691/gameyd.png"]http://img856.imageshack.us/img856/2691/gameyd.png[/URL] I have linked it because it is huge. It shows two clients connected to each other. You can draw on one and it draws on the other. You can also change the colour of what you draw.
[QUOTE=synthiac;34202408]i made this last night but i forgot to post it so whatever here you go [vid]http://synthiac.net/videos/neverending_stream_of_tears.webm[/vid][/QUOTE] Your server isn't set up to play WebM videos.
holy fuck it's 12:34 right now, I just refreshed the page, and got scared shitless by synthiac's video autoplaying.
[QUOTE=esalaka;34199477]The point with git is that if you can't stand using command-line tools, don't even try. No GUI client for Git works properly and gives you all the features.[/quote] If you're on mac, SourceTree is literally a million times better than the command line. I prefer git over mercurial because if you've ever worked with someone who made a bad commit, you can undo it (and also rewrite the whole history of the project if need be. With great power yadda yadda yadda). At work, we use mercurial, and if I had a nickel for every time someone accidentally made a commit (this is for stuff like content etc.), and then asked me how they could undo it/remove it from their history without committing it, I could probably fund development for STALKER 2 by myself. At least in two weeks time I get to make the argument for git over mercurial. It'd stop probably half the issues we have when it comes to workflow (most of which is left over from "our product used to be a bunch of VBA Macros" and "SourceSafe for Visual C++ 6.0 is pretty great you guys". It pays the bills :/ ) [QUOTE=Tamschi;34202586]Pushing changes to Git works well, but I hadn't set the mail address so the commits show as unknown user.[/QUOTE] Look into git filter-branch. Actual ways in which to fix this are [url=http://stackoverflow.com/questions/750172/how-do-i-change-the-author-of-a-commit-in-git]here[/url]
[QUOTE=Chandler;34204115]If you're on mac, SourceTree is literally a million times better than the command line. I prefer git over mercurial because if you've ever worked with someone who made a bad commit, you can undo it (and also rewrite the whole history of the project if need be.[/QUOTE] I don't use mercurial, but doesn't it have revert? This doesn't seem like a good reason to prefer X over Y to me.
[QUOTE=dvondrake;34199343][img]http://i.imgur.com/XWwjl.png[/img][/QUOTE] be careful with that branching... [img]http://i.imgur.com/81zHk.png[/img]
Sorry, you need to Log In to post a reply to this thread.