[QUOTE=Mr. Smartass;34272072]Oh, so pretty much what I've been doing
Neat[/QUOTE]
Plus, most of the complicated stuff only looks intimidating when it's actally much easier. You still need to be experianced though.
[QUOTE=i300;34270446]Hahahaha. That's hilarious. Good job, Wikipedia. Good job. I would expect their devs to know better.[/QUOTE]
[img]http://i.imgur.com/4E4so.png[/img]
"Well, it looks like the internet is closed today. I guess I can't do much work without the manuals and docs I need."
Time to make that my excuse to play games all day.
[QUOTE=voodooattack;34272636]"Well, it looks like the internet is closed today. I guess I can't do much work without the manuals and docs I need."
Time to make that my excuse to play games all day.[/QUOTE]
I wish i could stay home all day. :C
I apparently can't function without Wikipedia. I should probably download an offline copy in preparation for the zombie apocalypse.
[editline]18th January 2012[/editline]
Or, rather, so I'm prepared the next time Congress decides to do something stupid.
[QUOTE=ROBO_DONUT;34273265]I apparently can't function without Wikipedia. I should probably download an offline copy in preparation for the zombie apocalypse.
[editline]18th January 2012[/editline]
Or, rather, so I'm prepared the next time Congress decides to do something stupid.[/QUOTE]
There's an April 8th, 2010 dump of Wikipedia on the archive.org site here: [url]http://www.archive.org/details/enwiki_20100408[/url] (if you need it)
Or just disable javascript.
[QUOTE=i300;34270446]Hahahaha. That's hilarious. Good job, Wikipedia. Good job. I would expect their devs to know better.[/QUOTE]
Tech savy people already know about SOPA.
you know those stupid type racer games online? I played it once and thought, hm why not use a Java Robot? I had a little bit of time so this looks ugly and is ugly but still it works (except for numbers and other random stuff)
[url]http://pastebin.com/8CeAyG4j[/url]
enjoy
just got a 723 WPM in one of those games, phew, even javascript couldn't handle my typing speed *cough*
[QUOTE=Helix Alioth;34269129]Just messing around with RSA and Steamworks, nothing special compared to what you guys are doing. It's still a bit unstable, but I'm working on that.
[video=youtube;Y6y_drj0kXM]http://www.youtube.com/watch?v=Y6y_drj0kXM[/video]
(timestamp colour idea shamelessly stolen from [url=http://www.facepunch.com/showthread.php?p=34227935#post34227935]here[/url])[/QUOTE]
Wow, that's amazing.
As a side note, how do you set persona state programatically? (if you're using SteamRE)
[QUOTE=Naarkie;34274258]Wow, that's amazing.
As a side note, how do you set persona state programatically? (if you're using SteamRE)[/QUOTE]
steamFriends.SetPersonaState(EPersonaState.???????);
Would it be a good idea to implement a component system so that each component can only have it's own components?
That would for example allow me to have a Visible component that would be in charge of drawing the object to the screen and the Visible component would have a MouseInteraction component that would allow the user to click on it.
[code]checking if libtool supports shared libraries... yes
checking whether to build shared libraries... yes
checking whether to build static libraries... yes
checking for windres... windres
checking for nm... /bin/nm -B
checking for ranlib... (cached) ranlib
checking for lib.exe... no
checking for inflate in -lz... yes
checking whether encryption support should be enabled... yes
configure: error: Unknown option "yes".
[/code]
God damn it, I fail at this shit.. Stupid autotools.
[sp]I lied, I couldn't bring myself to play any games today. :([/sp]
Or just append ?banner=none to the url.
[url=http://en.wikipedia.org/wiki/Geography_of_Kuala_Lumpur?banner=none]Done.[/url]
[img]http://www.1337upload.net/files/feather.png[/img]
Getting LuaJIT up and running in C++, which was much easier than I had thought. I was testing it with the code from [url=http://lua-users.org/wiki/SimpleLuaApiExample]here[/url]. The only thing that I had to change was to include lua.hpp instead.
Plotting random shit in my grapher
[IMG]http://img829.imageshack.us/img829/1985/mathevaluatorgrapher201.gif[/IMG]
sin(x)+cos(z+rnd())
[QUOTE=Lord Ned;34269222]I'm going the same way.
FBX is bloated and requires the proprietary win-only SDK to load.
There's a couple things that irk me about SMDs.
I'm currently reading the triangles and looking at the ParentBoneID - it indicates which object it comes from. I'm then looking at the material to see which sub-mesh it belongs to. It's not exactly perfect, but it seems to work for now, though I'm still in the early stages of loading meshes.
Have all the data loaded (with duplicates, that's the other thing that irks me is building index buffers). Now I need to make a class to wrap it up and present a way to get it to the GPU.
With models, should each model-instance build it's own index/vertex buffers on the GPU on load and store them within itself, or what. I haven't quite figured that part out. :v:[/QUOTE]
Getting rid of the duplicates is pretty easy, here's a snippet of what you should do after every creation of triangles ( C# )
[code]
SmdVertex vertex = new SmdVertex();
// Add shit to the vertex from the current .SMD line
// The following code finds duplicates and uses them instead of re-adding them
node = [the node that the vertex belongs to];
bool foundMatch = false;
foreach (SmdVertex vert in node.vertices) {
if ( vert.Position == vertex.Position && vert.Texture == vertex.Texture && Vector3.Dot(vert.Normal, vertex.Normal)>-1){
foundMatch=true;
node.indices.Add(vert.id);
break;
}
}
if (!foundMatch) {
vertex.id = node.verticesCount;
node.vertices.Add(vertex);
node.indices.Add(node.verticesCount);
node.verticesCount++;
}
[/code]
Hope it helps !
[QUOTE=DarKSunrise;34275849][img]http://www.1337upload.net/files/feather.png[/img]
Getting LuaJIT up and running in C++, which was much easier than I had thought. I was testing it with the code from [url=http://lua-users.org/wiki/SimpleLuaApiExample]here[/url]. The only thing that I had to change was to include lua.hpp instead.[/QUOTE]
What's that editor you're using in the background?
[QUOTE=Capsup;34277408]What's that editor you're using in the background?[/QUOTE]
Sublime Text 2
[QUOTE=Perl;34274828]steamFriends.SetPersonaState(EPersonaState.???????);[/QUOTE]
Oh, that's been fixed now. For a while it threw a NotImplemented exception. Sorry for the bother.
EDIT: Eh, wait, posted wrong. I meant, how do you set your PersonaName programatically?
EDITv2: Just checked, Friends.SetPersonaName still throws a NotImplemented exception.
I don't understand why XNA doesn't have built in 2d primitive drawing...
[QUOTE=Socram;34277586]I don't understand why XNA doesn't have built in 2d primitive drawing...[/QUOTE]spriteBatch.Draw(texture, new Rectangle(x_coord, _coord, width_of_texture, height_of_texture), Color.White);
[QUOTE=Socram;34277586]I don't understand why XNA doesn't have built in 2d primitive drawing...[/QUOTE]
Well it does, sort of. It's just not made very user friendly :P
[QUOTE=polkm;34270424]In chrome you can block wiki from using java script, thus bypassing their block. (I don't support SOPA or anything I just need to write a paper)[/QUOTE]
You don't even need to do that. Or atleast, if you are on a terrible machine. All I had to do was stop the webpage from loading.
[edit] fuck, im late
Has anyone here ever used Slick for Java game development? I'm looking for an alternative to straight JOGL and this looks like a decent library.
Inb4 flood of people hating on Java and to you I say: I'm aware of its limitations, I'm aware of alternative languages, and I have my reasons for needing to use Java.
[QUOTE=calzoneman;34277991]Has anyone here ever used Slick for Java game development? I'm looking for an alternative to straight JOGL and this looks like a decent library.
Inb4 flood of people hating on Java and to you I say: I'm aware of its limitations, I'm aware of alternative languages, and I have my reasons for needing to use Java.[/QUOTE]
slick is very nice, it looks more or less like the native Graphics2D library and thus you can adapt very quickly. but as every immediate render engine it is slow when drawing a lot of things every loop. but it's enough for simple 2D games
Marquee selection! And individual pathing! This is fun, gotta love when things actually work out quickly the way you imagine they will on the first try rather than the 15th.
[img]http://dl.dropbox.com/u/39952031/TileEngine%202012-01-18%2013-55-59-90.gif[/img]
[QUOTE=Socram;34277586]I don't understand why XNA doesn't have built in 2d primitive drawing...[/QUOTE]
GraphicsDevice.DrawUserPrimitives?
Unless microsoft took it out in XNA 4, which, well, wouldn't really surprise me. "It's useful? TAKE IT OUT"
[QUOTE=NovembrDobby;34278772]GraphicsDevice.DrawUserPrimitives?
Unless microsoft took it out in XNA 4, which, well, wouldn't really surprise me. "It's useful? TAKE IT OUT"[/QUOTE]
That's a 3d primitive.
[QUOTE=supersnail11;34278847]That's a 3d primitive.[/QUOTE]
Doesn't mean it can't be used in 2D as well. Just make the z of every vertex 0.
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