[QUOTE=Ortzinator;34281941]I think the red light district would be quite large in mine.[/QUOTE]
Download Porn... You're dead to me.
I'm eventually going to have each sub directory connected by a train leading from it's root.
[QUOTE=Loli;34282130]Download Porn... You're dead to me.
I'm eventually going to have each sub directory connected by a train leading from it's root.[/QUOTE]
That's fucking cool. (You'll have thousands of trains though)
[QUOTE=Octave;34282325]That's fucking cool. (You'll have thousands of trains though)[/QUOTE]
Yeah, I'll have to limit the amount of trains.
[QUOTE=Loli;34282352]Yeah, I'll have to limit the amount of trains.[/QUOTE]
Imagine having it then generate a map to play in, for source for example. Then instead of navigating to a file via explorer you could physically travel there (in-game) and view it, that'd be fun.
[QUOTE=Ploo;34282421]Imagine having it then generate a map to play in, for source for example. Then instead of navigating to a file via explorer you could physically travel there (in-game) and view it, that'd be fun.[/QUOTE]
And if you combined this with a web browser, you could make a really neat effect mimicing what all those sci-fi movies use for the internet when they decide a guy sitting at a screen is too boring.
[QUOTE=Ploo;34282421]Imagine having it then generate a map to play in, for source for example. Then instead of navigating to a file via explorer you could physically travel there (in-game) and view it, that'd be fun.[/QUOTE]
Oh god, oh god, bullets and grenades corrupting your stuff with ascii explosions and decals in plaintext inside of the affected files.
[QUOTE=Naelstrom;34250732]Issac, your air is running low. MuhAHaha
[vid]http://j.mp/z1746a[/vid]
Got animations working properly; it's really easy for users to mod too. Textures are loaded from text files like this one (I didn't use json or xml don't hurt me please):
textures/human/human:
[code]anim idle 1fps {
textures/human/human_idle000.png
textures/human/human_idle001.png
}
anim walk 5fps {
textures/human/human_walk000.png
textures/human/human_walk001.png
}
anim idle_choking 2fps {
textures/human/human_choking_idle000.png
textures/human/human_choking_idle001.png
}
anim walk_choking 5fps {
textures/human/human_choking_walk000.png
textures/human/human_choking_walk001.png
}[/code]
Now to expand on the player class until it can die from blood loss, suffocation, concussions, dehydration, and hunger. With appropriate death animations for each![/QUOTE]
What's this made in?
[QUOTE=voodooattack;34275516][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][/QUOTE]
real men roll their own configure scripts
[editline]19th January 2012[/editline]
[QUOTE=esalaka;34280747]I usually do lowerCamelCase or whatever it's called for methods and global functions, ThisStyle for static methods. In relevant languages.
[editline]19th January 2012[/editline]
Also, onWhatEver is the only proper way to do events[/QUOTE]
pshaw, pascal case for classes and underscores for method names is the only way to go.
SomeClass.do_some_stuff
[img]http://img687.imageshack.us/img687/6128/tempim.png[/img]
This is actually quite a handy tool, just made 1.5Gb of space on my pendrive that I didn't know was being used.
[IMG]http://s16.postimage.org/mybaumqmd/pic2.png[/IMG]
It's Mario World meets CNC Generals.
Fuck autotools.. god, I hate this "language"..
[code]AC_MSG_CHECKING([whether or not to enable ssl])
AS_CASE(["$WITH_SSL"],
["yes"|"on"|"auto"], [
AC_MSG_RESULT([$WITH_SSL])
AC_MSG_NOTICE([encryption support enabled, now detecting ssl library...])
# CANNONBALL!!
AX_CHECK_OPENSSL(
[AC_DEFINE([USE_OPENSSL],[1],[Define to use OpenSSL support.])]
AC_DEFINE([CRYPTO], [1], [Enable crypto Support]),
[AC_CHECK_LIB([gnutls], [gnutls_global_init],
[AC_DEFINE([USE_GNUTLS],[1],[Use GNU TLS])
AC_DEFINE([CRYPTO], [1], [Enable crypto Support])],
[AC_CHECK_LIB([polarssl], [havege_init],
[AC_DEFINE([USE_POLARSSL],[1],[Use PolarSSL])]
AC_DEFINE([CRYPTO], [1], [Enable crypto Support]),
[AC_MSG_WARN([could not detect ssl library, ssl support disabled.])
AC_CHECK_LIB([nettle], [nettle_hmac_sha256_set_key],
[AC_DEFINE([NO_SSL],[1],[Define to disable any ssl support.])
AC_DEFINE([NO_CRYPTO],[1],[Define to disable cryptography support.])],
[AC_MSG_FAILURE([SSL disabled and libnettle not found.])])
])]]))
],
["openssl"], [
AC_MSG_RESULT([$WITH_SSL])
#.....
[/code]
[editline]19th January 2012[/editline]
[QUOTE=swift and shift;34282698]real men roll their own configure scripts[/QUOTE]
fuck you
Just don't use autotools, they're irredeemably atrocious.
I use hand-written makefiles. They've served me well thus far.
[QUOTE=ROBO_DONUT;34283395]Just don't use autotools, they're irredeemably atrocious.
I use hand-written makefiles. They've served me well thus far.[/QUOTE]
It depends on how many dependencies you have to deal with, that would be fine for one or two dependencies.
I'd write a hand-written makefile if I wasn't porting a GNU-ish library with a buttload of dependencies that comes with a terrible hand-written makefile into a portable form.
[QUOTE=ROBO_DONUT;34283395]Just don't use autotools, they're irredeemably atrocious.
I use hand-written makefiles. They've served me well thus far.[/QUOTE]
I just wish Visual Studio could take the same makefiles as well. Would really save me a lot of trouble.
Looking at some old genetic algorithm code I wrote years ago, I was incredibly dumb back then.
I had stuff such as this gem.
Car* child = new Car;
int parent;
if(Random(0, 1) == 0)
{child = parent1; parent = 0;}
else
{child = parent2; parent = 1;}
parent1 and parent2 are both pointers, so I kept modifying the same cars over and over again.
Have people here seen the achievements for visual studio plugin?
[url]http://channel9.msdn.com/Blogs/C9team/Announcing-Visual-Studio-Achievements[/url]
[QUOTE=ROBO_DONUT;34283395]Just don't use autotools, they're irredeemably atrocious.
I use hand-written makefiles. They've served me well thus far.[/QUOTE]
and where that fails, configure.pl comes to the rescue
[QUOTE=C:\;34282671]What's this made in?[/QUOTE]
C++, OpenGL, and Xlib.
[editline]asdf[/editline]
Oh and libpng.
[QUOTE=simie;34283838]Have people here seen the achievements for visual studio plugin?
[url]http://channel9.msdn.com/Blogs/C9team/Announcing-Visual-Studio-Achievements[/url][/QUOTE]
Jesus Christ, at least one of those achievements should be replaced with Bad Coder.
[QUOTE=Xerios3;34277242]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]
I was doing something similar, though I waited until the end and then built the index and vertex buffer using all of the triangles, instead of as I went.
That might work better, though I'm still working on parsing SMD's to handle multiple objects/sub-meshes. Hopefully my new plan will work. Then I can do optimizations.
[QUOTE=Topgamer7;34279002][URL="http://lwjgl.org/"]LWJGL[/URL][/QUOTE]
Thank you for your suggestion, I stress tested it against Slick in rendering 80x80 images at 32x32 pixels each and LWJGL is the clear winner.
Got shaders working in my game. (Well, pixel effects because Love but it's actually converted into GLSL)
I added the option to my options menu to enable/disable them in-game, and it works perfectly :v:
This is pretty awesome
AFAIK Slick uses LWJGL anyways.
[QUOTE=supersnail11;34285838]AFAIK Slick uses LWJGL anyways.[/QUOTE]
It does, it's a wrapper.
Made this as a joke for my friend, I figure some of you might enjoy it.
[img]http://i.imgur.com/VhlQK.gif[/img]
A torus, generated implicitly out of voxels, and then rendered using marching cubes:
[img]http://img560.imageshack.us/img560/3601/marchingcubes.png[/img]
God I feel smart today.
[editline]18th January 2012[/editline]
For those of you who don't know what marching cubes does, it turns something like this:
[img]http://img190.imageshack.us/img190/1020/cubesb.png[/img]
Into this:
[img]http://img402.imageshack.us/img402/2893/notcubes.png[/img]
Think Minecraft, except 1000% cooler.
[QUOTE=supersnail11;34285838]AFAIK Slick uses LWJGL anyways.[/QUOTE]
It does, and it's extremely slow at doing so.
[img]http://img839.imageshack.us/img839/2263/noisec.png[/img]
What have I done.
[QUOTE=Smashmaster;34286597][img]http://img839.imageshack.us/img839/2263/noisec.png[/img]
What have I done.[/QUOTE]
minecraft
[QUOTE=Smashmaster;34286142]A torus, generated implicitly out of voxels, and then rendered using marching cubes:
[IMG]http://img560.imageshack.us/img560/3601/marchingcubes.png[/IMG]
God I feel smart today.
[editline]18th January 2012[/editline]
For those of you who don't know what marching cubes does, it turns something like this:
[IMG]http://img190.imageshack.us/img190/1020/cubesb.png[/IMG]
Into this:
[IMG]http://img402.imageshack.us/img402/2893/notcubes.png[/IMG]
Think Minecraft, except 1000% cooler.[/QUOTE]
What documentation did you use to learn how to use voxels and marching cubes? I've tried for weeks to even begin approaching that.
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