• What are you working on? January 2012
    3,401 replies, posted
I don't even care if they're justified, it irritates me anyway wow way to break my automerge, man
[QUOTE=icantread49;34231452]opening VS and dragging the controls into a form takes at least several minutes, so, yeah, you didn't do it in "a few minutes"[/QUOTE] The only thing the drag n' drop is useful for is easily positioning controls...
Make raytracers, not war
Been there, done that (sort of)
regarding ray tracers [media]http://www.youtube.com/watch?v=j6-lR5cBYuY[/media] good old memories of using a physics engine for ray tracing :v:
[QUOTE=BlkDucky;34232103]I can't be the only one who finds the constant attacks on synthiac more annoying than synthiac himself. Please tell me I'm not alone.[/QUOTE] This one was funny though :D Anyways, I wanted to make something that required me to have a Dictionary with a byte[,] as the key. The array only holds 4x4 bytes but I still had to make my own hash and compare functions for the dictionary for work properly. The bytes are only numbers 0-15. So here's my approach. 0-15 is 4 bits. Times 16 is 64 bits. That fits in a long but the hash must be an int. So what's my solution? Just square the long and cast it to int. I don't really know how well that works but it should be enough right? I mean, a small difference in the array will make a big difference in the hash, right?
holy shit, here's an even older one from 2008 [media]http://www.youtube.com/watch?v=-2ubVE1B2xc[/media] ah, memories
[img]http://i56.tinypic.com/20at09l.jpg[/img] Software-based lighting. A bit slow, but oh well.
[QUOTE=Natrox;34232374][img]http://i56.tinypic.com/20at09l.jpg[/img] Software-based lighting. A bit slow, but oh well.[/QUOTE] Thought it was an actual 3D scene for a second and now I'm sad...
That's a 3D scene?
I didn't understand integrals. So typical programmer fashion, I decided to program them: [img]http://dl.dropbox.com/u/11093974/Junk/integrals1.png[/img] [img]http://dl.dropbox.com/u/11093974/Junk/integrals2.png[/img]
[QUOTE=Yogurt;34232095]We don't always get what we wait for. For instance, if somebody were to wait for "synthiac to get the fuck out," it's unlikely they'd get that.[/QUOTE] god you constantly bitching about synthiac is INFINITELY worse than synthiac himself seriously stop with these lame zingers hoping to get funny and agree ratings, at this point you're just the annoying guy that is trying to please everyone by attacking someone for nothing
[QUOTE=Lexic;34232433]That's a 3D scene?[/QUOTE] I don't think so. That's why I'm sad.
[QUOTE=raBBish;34227236]I looked into alternative methods, and found C_BaseAnimating::SetupBones, which would output an array of bone matrices. I considered using it, but that would mean I'd have to deal with the mess C_BaseEntity is with multiple inheritance.[/QUOTE] just grab IClientRenderable (which should be entity + 0x8) and then call SetupBones once you determined its position in that vtable, its much more reliable to use. you can make your own typedef for a 3x4 matrix if you don't feel like using valve's crap. [cpp] vector_t entity::GetBonePosition( int index ) { assert( this ); matrix_t matrix[128]; vector_t bone( 0.0f, 0.0f, 0.0f ); if( this->SetupBones( matrix, 128, 0x100, Global()->Utils()->GetCurtime( 1 ) ) ) { bone.x = matrix[index][0][3]; bone.y = matrix[index][1][3]; bone.z = matrix[index][2][3]; } return bone; } [/cpp] idea applies for all source engine games.
[QUOTE=jalb;34232448]I didn't understand integrals. So typical programmer fashion, I decided to program them: [img]http://dl.dropbox.com/u/11093974/Junk/integrals1.png[/img] [img]http://dl.dropbox.com/u/11093974/Junk/integrals2.png[/img][/QUOTE] So I'm not in Calc yet, but guessing from this picture and what I understand of Wikipedia an integral is an estimation of the area of a shape/curve through constructing rectangles where one of their vertices meets the line at sampled points?
Hey guys. Remember when Overv made that thing where he added some pixels to a paint document and opened the .bmp in notepad, and it had the Hello World code in it? [img]http://i51.tinypic.com/1owsn6.png[/img]
Nevermind, got it.
[QUOTE=Jawalt;34232766]So I'm not in Calc yet, but guessing from this picture and what I understand of Wikipedia an integral is an estimation of the area of a shape/curve through constructing rectangles where one of their vertices meets the line at sampled points.[/QUOTE] Those would be reimann sums, an integral is essentially the same thing but with infinitely small rectangles. An integral will give you the exact area under a curve.
[QUOTE=robmaister12;34232843]Those would be reimann sums, an integral is essentially the same thing but with infinitely small rectangles. An integral will give you the exact area under a curve.[/QUOTE] Ahh I think I get it, so those 'reimann sums' are actually estimations of integrals. [editline]15th January 2012[/editline] Kk, I'm reading the wikipedia article and then reading about all the shit I don't understand in it until I understand it all. I hate not knowing things.
[QUOTE=Jawalt;34232961]Ahh I think I get it, so those 'reimann sums' are actually estimations of integrals. [editline]15th January 2012[/editline] Kk, I'm reading the wikipedia article and then reading about all the shit I don't understand in it until I understand it all. I hate not knowing things.[/QUOTE]That doesn't tend to be a good method, it's information all the way down.
I decided to make a splash in the relatively fresh ComputerCraft. So I made Minecraft [quote][img]http://dl.dropbox.com/u/45554193/images/I%20win%20minecraft.png[/img][/quote]
[QUOTE=Jawalt;34231924]So how would I structure an abstract syntax tree? Something like this?: [code] Program Main stuff in this function Hash stuff here While too kay [/code] Am I understanding the whole idea of it correctly?[/QUOTE] So the idea is you take something like this: [img]http://i.imgur.com/2Xszc.png[/img] And represent it like this: [img]http://i.imgur.com/P8kNP.png[/img] Once you have it in a tree, it's easy to then go and apply transformations to that tree and whatever else you want. Then you just recurse over your tree and compile it. [code] compile(node) { for(child in node) { compile(child); } // do shit } [/code] [editline]16th January 2012[/editline] [QUOTE=i300;34232799]Hey guys. Remember when Overv made that thing where he added some pixels to a paint document and opened the .bmp in notepad, and it had the Hello World code in it? [img]http://i51.tinypic.com/1owsn6.png[/img][/QUOTE] [url]http://stackoverflow.com/questions/5508110/why-is-this-program-erroneously-rejected-by-three-c-compilers[/url]
[QUOTE=Jawalt;34232961]Kk, I'm reading the wikipedia article and then reading about all the shit I don't understand in it until I understand it all. I hate not knowing things.[/QUOTE] That's exactly what I did. :v: If you notice the examples I posted are the same ones they have on Wikipedia.
My crappy level editor written in Objective C for my game: [IMG]http://i.imgur.com/ChGvu.png[/IMG]
[QUOTE=ZenX2;34233225]I decided to make a splash in the relatively fresh ComputerCraft. So I made Minecraft[/QUOTE] Oh shit this is cool. Thank you for showing me this.
[QUOTE=mlbfan560;34233637]Objective C[/QUOTE] why
Because he's on a mac?
[QUOTE=Lexic;34233992]Because he's on a mac?[/QUOTE] they have better languages on a mac
Couple small updates before I go to sleep. I added name force controls. You probably all know how Source games for your in-game name to be the same as your Steam name. Well, a member on another forum told about this method of toggling that "feature" off. He said that the "name" cvar's change callback has a global boolean that can be used to turn the name forcing off. I dug this up from engine.dll: [cpp]int __cdecl CL_NameCvarChanged(int a1) { int result; // eax@3 int v2; // ST10_4@3 int v3; // ST10_4@4 int v4; // ST10_4@5 if ( !byte_103CE310 ) // This is the boolean { byte_103CE310 = 1; sub_100B6C50(a1); byte_103CE310 = 0; } sub_10229D60(a1); result = sub_10223FC0(*(char **)(v2 + 36), *(char **)(v2 + 32)); if ( result ) { result = sub_10223FC0(*(char **)(v3 + 36), "player"); if ( result ) result = sub_1009F710("Software\\Valve\\Steam", "LastGameNameUsed", *(_DWORD *)(v4 + 36)); } return result; }[/cpp] So, how do we change it? Well, we sigscan and find the function, then add 0x5 to the pointer (offset to the byte pointer), and we have a pointer to the bool pointer. [cpp]void set_name_change(bool blah) { *source::g_interfaces->AllowNameChange = blah; } bool get_name_change() { return *source::g_interfaces->AllowNameChange; }[/cpp] Turn it on and you can change the 'name' cvar however you want, without being forced back to your Steam name. [del]This way it also doesn't output the name change messages in the chat.[/del] I was wrong, it still prints the name change message. In other news, I've added text rendering to the surface library and added more features to my ESP. It supports custom fonts, so you can do something like this: [lua]surface:add_custom_font( "visitor2.ttf" ) local hp_font = surface:create_font( "hp_font", "Visitor TT2 (BRK)", 10, 600, false, false, FONT.Outline )[/lua] Other than that, it was pretty uneventful. I didn't encounter any annoying bugs or crashes, nor did I make any huge progress. So have some new images of the ESP. [thumb]http://puu.sh/dwVZ[/thumb] [thumb]http://puu.sh/dwVM[/thumb]
[QUOTE=supersnail11;34234006]they have better languages on a mac[/QUOTE] And maybe he just happened to want to use the one the OS was designed around, for and in. What does it matter anyway?
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