• What are you working on? January 2012
    3,401 replies, posted
grrrrrr okay call them rigid bodies if you so desire, my point still stands: phyzios studio is entirely a particle-based simulation with no support for many of the features i mentioned (AKA the part you conveniently ignored)
[QUOTE=icantread49;34251945]grrrrrr okay call them rigid bodies if you so desire, my point still stands: phyzios studio is entirely a particle-based simulation with no support for many of the features i mentioned (AKA the part you conveniently ignored)[/QUOTE] i see springs and rods and there's elastic and dense materials
hey guys i just finished working on a hud-- oh its a null^2 page
programming a dungeon crawler with a friend as fast as possible. whipped up a quick animation for the character. [IMG]http://i.imgur.com/fZMel.gif[/IMG] hopefully more to show a bit later in the week.
Making (actually rewriting to c++) a lua scriptable logic sim. The Lua C api is much fun. [IMG]http://filesmelt.com/dl/mufugga.png[/IMG] [code] function onSpawn() -- self is a pointer to ourself self:SetInputs( { {"TestIn1", 0, 2, 2}, {"TestIn2", 0, 2, 2} } ) self:SetOutputs( { {"Out", 0, 62, 2} } ) end function onClicked(x, y, b) print("Clicked! (" .. x .. ", " .. y .. " : " .. game.mouse_x() .. ", " .. game.mouse_y() .. " : b=" .. b .. ")") end [/code] Once I get this "self" (ie; self:SomeMethod()) thing figured out for lua scripting, I'll be golden. It's got a lot of UI event handling such as mouse and keyboard events. Here's the old one I wrote in C# some years ago. It had some pretty bad lag and memory issues, and some programming issues wouldn't allow me to build it any further. That's why I'm rewriting it [IMG]http://www.iefhost.com/dl/PseudoWire/img/pseudo.png[/IMG] Easily the nicest looking program I ever came up with
The Lua C API is fun. It seems to me like you're wanting to do object oriented bindings?
I like null's work. It's different enough and I don't see a lot of stuff for Android and iOS. Apple's app market is ridiculously better than android's and we need all the apps we can get. Just about everyone on here starts something and never finishes it. It's also hilarious how everyone can knock his work for being unoriginal when I'm seeing at least 2 or 3 raytracer posts [I]per page[/I] in addition to the flurry of minecraft-like projects. I'd rather see a bunch of posts of null's actual content than have him snipping the content he's posted so people don't give him shit for not living up to his own arguably high hopes. I bought myself a transformer prime for christmas and have my own dreams of helping with the seriously lacking RTS front on the android market someday. Here's an early shot of a test discrete grid-world with debug objects and the quad-tree it renders from: [t]http://i.imgur.com/BiMWx.png[/t] Currently the only thing that indicates it's a grid is the shader I'm running to draw the fading gridlines around objects, which is adjustable. I'd like to find a better way to draw them tho because at the moment I'm compiling a VBO each time the number of gridlines to draw is adjusted and scaling it accordingly. One idea I've had is to try having the gridlines as a single texture that's scaled and applied on top, but I'm worried about aliasing as I zoom out. Any ideas?
[QUOTE=amcfaggot;34252904]The Lua C API is fun. It seems to me like you're wanting to do object oriented bindings?[/QUOTE] I got the class binding all figured out. What's I'm stuck on is pushing the "this" pointer of the component into the lua script as "self" and using it as the component binding. [editline]16th January 2012[/editline] I don't know if I said it right :v
[QUOTE=supersnail11;34251967]i see springs and rods and there's elastic and dense materials[/QUOTE] have fun creating any moderately complex and/or interesting contraption in phyzios studio [editline]17th January 2012[/editline] [QUOTE=Tyco RC;34252906]I like null's work. It's different enough and I don't see a lot of stuff for Android and iOS. Apple's app market is ridiculously better than android's and we need all the apps we can get. Just about everyone on here starts something and never finishes it. It's also hilarious how everyone can knock his work for being unoriginal when I'm seeing at least 2 or 3 raytracer posts [I]per page[/I] in addition to the flurry of minecraft-like projects. I'd rather see a bunch of posts of null's actual content than have him snipping the content he's posted so people don't give him shit for not living up to his own arguably high hopes.[/QUOTE] i'm not sure what's so unoriginal about what i'm working on right now. iOS doesn't have anything like this. the closest ones are ToyBox and Physify, both of which are $1.99 and severely lacking in user-friendliness and functionality. phyzios studio is nice for a particle-based material simulator but that's as far as it goes. did OE-cake make Phun obsolete? no, they're two different things [editline]17th January 2012[/editline] [QUOTE=synthiac;34252127][IMG]http://i.imgur.com/9J5KP.gif[/IMG] [IMG]http://i.imgur.com/A10Pw.gif[/IMG] no snip for you [/quote] thanks i wanted to repost them in a single post but i couldn't find the links [quote] is this really null's "better" project? ocr cas sounded cool but obviously null gave up on that since he's incapable of finishing anything. [/quote] yeah this is my better project. i'm so incapable of finishing anything that i've released 3 commercial products to date. not very successful ones, but far more finished than a webm clip of a maze.
[QUOTE=Tyco RC;34252906]Currently the only thing that indicates it's a grid is the shader I'm running to draw the fading gridlines around objects, which is adjustable.[/QUOTE] Looks like a cool effect.
[QUOTE=icantread49;34253042]i'm so incapable of finishing anything that i've released 3 commercial products to date.[/QUOTE] part of being a serious commerical software vendor is providing long term support [img]http://i.imgur.com/yTLBA.png[/img]
[QUOTE=ief014;34252845]wonderful wonderful words[/QUOTE] You're using Lua, and you you like the API straight off; you're making something I've always wanted to make, [u]with Lua[/u]; you use the same coding style as me (both syntactic and logical); oh, and you're a MLP fan. If you tell me you're female, I'll move to Canada.
[QUOTE=amcfaggot;34247321][img]http://img46.imageshack.us/img46/3858/administratorcwindowssy.png[/img] IT BEGINS.[/QUOTE]Pfft, 192.168.[b]1[/b].64
Really guys? Yes null has his faults, just like all of us. But at least he finishes his projects. Yes he had a "failed" business venture, but at least he had one. He's trying, that's what counts. I'm so sick of WAYWO drama drowning content and good discussions. Stop comparing dicks sizes and post some content.
[QUOTE=Deco Da Man;34253896]You're using Lua, and you you like the API straight off; you're making something I've always wanted to make, [u]with Lua[/u]; you use the same coding style as me (both syntactic and logical); oh, and you're a MLP fan. If you tell me you're female, I'll move to Canada.[/QUOTE] back off scrub i have a bigger codebase, ief014~ [editline]16th January 2012[/editline] in before it's not about size, it's about how you link your code hurr hurr, etc
It's p. bad? [url]http://pastebin.com/gy51sKTc[/url]
oh baby, fight for my love~~~~
I'm kinda loathe to crosspost from WDYNHW given it defeats the purpose of the thread but I've been struggling with this problem for a while now and WDYNHW gets nowhere near as many viewers as WAYWO. [QUOTE=mechanarchy;34254421] This error is pissing me right the fuck off. [code] main.cpp:307: error: no matching function for call to ‘layer::debug::Library::findFunction(const char [19])’ [/code] main.cpp [cpp] layer::debug::Library sqlite("/usr/lib/libsqlite3.so"); const char* (*whatwhat)() = sqlite.findFunction<const char*, void>("sqlite3_libversion"); // line 307 const char* ver3 = whatwhat(); ::layer::info("blah says \"%s\"\n", ver3); // printf-equiv [/cpp] Library is defined as [cpp] class Library { public: Library(const GString& path); // GString is typedef'd std::string ~Library(); void* findFunction(const GString& functionName) const; template<typename R, typename... T> R (*findFunction(const GString& funcName))(T... Ts) const { return (R (*)(...))findFunction(funcName); } private: void* _libraryHandle; }; [/cpp] Compiling with -std=c++0x -pedantic -Wall [editline]17th January 2012[/editline] if I use the non-templated function and some bullshit casting, it works fine. [cpp] void* simple = sqlite.findFunction("sqlite3_libversion"); const char* (*simpleimpl)(void) = (const char* (*)(void))(simple); ::layer::info("blah says \"%s\"\n", simpleimpl()); [/cpp] [/quote]
I just built gstr&#3626;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;amer.
[QUOTE=mechanarchy;34254573]I'm kinda loathe to crosspost from WDYNHW given it defeats the purpose of the thread but I've been struggling with this problem for a while now and WDYNHW gets nowhere near as many viewers as WAYWO.[/QUOTE] you can't convert from a char* to a std::string&
[QUOTE=voodooattack;34254663]I just built gstr&#3626;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;&#3655;amer.[/QUOTE] I'm going to assume you wrote something that adds unicode things Or y&#866;o&#832;u &#824;t&#866;r&#795;i&#795;e&#822;d&#856; to&#824; use r&#801;e&#847;g&#833;e&#856;x&#802; &#866;t&#833;o&#807; p&#795;a&#847;r&#801;se &#866;H&#802;T&#801;M&#820;L&#860;
[QUOTE=ZenX2;34254818]I'm going to assume you wrote something that adds unicode things Or y&#866;o&#832;u &#824;t&#866;r&#795;i&#795;e&#822;d&#856; to&#824; use r&#801;e&#847;g&#833;e&#856;x&#802; &#866;t&#833;o&#807; p&#795;a&#847;r&#801;se &#866;H&#802;T&#801;M&#820;L&#860;[/QUOTE] Oh, that silly thing? No, that's how long it took.
[QUOTE=swift and shift;34254751]you can't convert from a char* to a std::string&[/QUOTE] It works everywhere else. I know you couldn't convert from a string literal to an std::string&, but given it's a const std::string& so I'm not going to be changing it it should just call the std::string constructor that takes a char* as an arg and use that as a temporary variable.
[QUOTE=mechanarchy;34255023]It works everywhere else. I know you couldn't convert from a string literal to an std::string&, but given it's a const std::string& so I'm not going to be changing it it should just call the std::string constructor that takes a char* as an arg and use that as a temporary variable.[/QUOTE] you can convert from a char* to a std::string, but not a std::string&
[QUOTE=swift and shift;34255047]you can convert from a char* to a std::string, but not a std::string&[/QUOTE] Ignoring that for the moment, even when I change the function signature to take a const char* [cpp] template<typename R, typename... T> R (*findFunction(const char* funcName))(T... Ts) const [/cpp] it gives me the same error when I try and pass it a string literal.
[img]http://i.imgur.com/uSVlt.png[/img] Fuck yes, I got "self" working. Now I can go pretty much go head on creating the API for the game :D [editline]17th January 2012[/editline] I'm surprised I even got this far, this being the first time using Lua C for an actual program
[QUOTE=mechanarchy;34255070]Ignoring that for the moment, even when I change the function signature to take a const char* [cpp] template<typename R, typename... T> R (*findFunction(const char* funcName))(T... Ts) const [/cpp] it gives me the same error when I try and pass it a string literal.[/QUOTE] peculiar [editline]17th January 2012[/editline] maybe you're using a shitty compiler because it works for me
[QUOTE=swift and shift;34255280]peculiar [editline]17th January 2012[/editline] maybe you're using a shitty compiler because it works for me[/QUOTE] What are you using? I'm g++ (Ubuntu/Linaro 4.4.4-14ubuntu5) 4.4.5 [editline]herpa derpistan[/editline] and i just tried it with g++-4.5 (Ubuntu/Linaro 4.5.1-7ubuntu2) 4.5.1 but no dice there either
So I decided to split off my C# FreeType bindings as a separate project. It's still missing most of the methods and structs and I haven't got around to creating the .dll.config that will get the code to work cross-platform, but I laid out how the basic API will look. I'm making all the PInvoke calls private and writing wrapper methods that conform to C# style rules and handle the FreeType error system for you. All the methods that return ints (internally FT_Errors) have the return type set as an Error enumeration. The wrapper methods then check the error and if the value isn't "Ok" (no error), then an exception is thrown. prevents this type of clutter: [csharp] Error err = FT.InitFreeType(library); if (err != Error.Ok) { //handle error here } err = FT.NewFace(...); if (err != Error.Ok) { //handle next error here } [/csharp] and replaces it with the ability to wrap a whole bunch of FT calls in a single try/catch. (yes, you can ignore the errors, but then you lose the ability to figure out when you've done something wrong) [csharp] try { FT.InitFreeType(library); FT.NewFace(...); } catch (FreeTypeException e) { Error err = e.Error; //handle a bunch of errors here. } [/csharp] Over the next week or so I'm going to be messing around with the API and code organization a lot until I find the best solutions, so I would avoid major contributions until I get something halfway stable. Adding FT calls to FT.private.cs or documenting the enums that already exist would be appreciated though. [url]https://github.com/Robmaister/SharpFont[/url]
[QUOTE=mechanarchy;34255348]What are you using? I'm g++ (Ubuntu/Linaro 4.4.4-14ubuntu5) 4.4.5 [editline]herpa derpistan[/editline] and i just tried it with g++-4.5 (Ubuntu/Linaro 4.5.1-7ubuntu2) 4.5.1 but no dice there either[/QUOTE] gcc 4.6.2 [editline]17th January 2012[/editline] FWIW, it works on 4.2.1 as well if I remove the variadic template
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