Progress with marching cubes has been pretty outstanding. Here's a few pictures of the same terrain, for comparison.
Cubes:
[img]http://img585.imageshack.us/img585/9874/stage0.png[/img]
Marching cubes (surface normals):
[img]http://img62.imageshack.us/img62/2415/stage1e.png[/img]
Field normals:
[img]http://img585.imageshack.us/img585/1391/stage2g.png[/img]
Interpolated field normals:
[img]http://img692.imageshack.us/img692/3238/stage3.png[/img]
Memory and CPU usage only ever rise.
[QUOTE=garry;34296802]No[/QUOTE]
Any reason?
Would you release what you had so far so others can continue developing it?
So I'm thinking about evolving my little pathfinding project and releasing it as an actual library.
Only problem is getting it to mesh with an end users types, so it can be plug and play(code?)
What solutions do you think there are for this?
You could just have an interface like Obstacle or PathNode or something, and have the user implement it.
[QUOTE=Smashmaster;34297085]Progress with marching cubes has been pretty outstanding. Here's a few pictures of the same terrain, for comparison.
Cubes:
Marching cubes (surface normals):
Field normals:
Interpolated field normals:
Memory and CPU usage only ever rise.[/QUOTE]
I wanna see what happens when you delete a block.
[QUOTE=Ritave;34297220]I wanna see what happens when you delete a block.[/QUOTE]
Blocks won't just pop out of existence when you mine them. The terrain will gradually recede. However, I have to rewrite the whole engine now, because the code is so horrible. Fun stuff will have to come later.
The whole engine or just the rendering part?
A good reason to support modular design is in my opinion the possibility to rewrite things without breaking others too badly.
Alright, here's how I think I'm going to do my path finding library.
Since a lot of these games aren't grid based anymore and you actually have to hand node your maps (although I will make a version specifically for grid maps) you will have to define a method to get the neighbors of that node. So the solve function looks like this:
AstarSolve(Node* start, Node* end, boost::any& world)
Which then calls the GetNeighbor method of the node with world, which you override into your class.
Thoughts?
[QUOTE=Smashmaster;34297085]
Field normals:
[img]http://img585.imageshack.us/img585/1391/stage2g.png[/img]
[/QUOTE]
Looks like old Runescape terrain.
[QUOTE=esalaka;34297511]The whole engine or just the rendering part?
A good reason to support modular design is in my opinion the possibility to rewrite things without breaking others too badly.[/QUOTE]
The rendering part is the whole engine.
[QUOTE=COBRAa;34297145]Any reason?
Would you release what you had so far so others can continue developing it?[/QUOTE]
It was an engine and not a game. It was good experience coding it and I learned a lot of stuff. But with the engines available now it seems stupid to code our own.
It's too early for this, but I didn't have anything else to do that I knew was going to get done today anyway.
I've updated test/highlights.lua to show who posted what due to the new post.[i]userinfo[/i] member in the post object that was indirectly requested by i300 a while back.
[img]http://img443.imageshack.us/img443/136/administratorcwindowssyyu.png[/img]
When WAYWO February 2012 comes around, in order to help more devs get attention, I'll try and persuade the thread starter to include 1 highlight per member (their highest rated post) in each rating category.
There's obviously nothing I can do if the thread starter doesn't want to do this, but hopefully whoever starts the next thread will like this idea and give a little limelight to some more people out there as a nice community gesture.
Currently, posts are highlighted by the Programming King, Artistic, and Winner ratings only due to the density of typical ratings for posts in WAYWO.
[QUOTE=Armandur;34296910]Is anyone here interested in making some graphics for the game I'm working on?
It's a version of an old viking game called [URL="http://en.wikipedia.org/wiki/Hnefatafl"]Hnefatafl[/URL].
Something like this, but from a top-down perspective:
[B](Not my game)[/B]
[IMG]http://img.squakenet.com/snapshot/4923/8588-KingsTableTheLegendofRagnarok.jpg[/IMG]
Resources
A blank stone tile
One tile called the throne. The kings starting position.
A corner tile which the "King" is trying to get to.
A tile to mark the starting positions of whites pieces.
A tile to mark blacks starting position
A black piece
A white piece
Whites king piece
Currently I just use some simple grey tiles and Fleur-de-li's in different colors for the pieces :([/QUOTE]
I bet that's what Leonidas used to play with the 300. [IMG]http://i.imgur.com/lrLOJ.png[/IMG]
I learnt something new today, thank you.
I got a sort of LoD system working.
[img]http://img32.imageshack.us/img32/8886/lodta.png[/img]
The right side has a third of the resolution than the left. I avoid seams between the two by overlapping them. I could have tried a really complicated octree system that would stitch the boundaries together, but I think that's overkill when this works perfectly well.
Wow, this shader stuff is hard
I'm trying to blur an image I'm drawing, I'm doing sampling and all that in two passes, except I'm not really sure how to render in two passes. Right now I'm drawing to a Canvas with X part of the blur, then drawing the canvas with the Y part of the blur. It's blurring the image alright, but it makes transparent and draw at the wrong place :v:
This probably won't solve your issue entirely, but make sure the blend mode is set to 'premultiplied' when drawing canvases.
So I know I'm like the most difficult user to keep up with around here, but I've got some more stuff for you guys (all of my projects except the hamsters game is for school, so I don't have much choice).
[media]http://www.youtube.com/watch?v=ukZjVXa_2ow[/media]
The human model in there is really tiny because our graphics team hasn't put in a proper shader system yet and apparently no one can work the fixed function pipeline... so our animation guy was like "No problem guys, I got this! I'll just scale up the model and everything will go great..."
[media]http://www.youtube.com/watch?v=QWvO4jB4UC0[/media]
NOPENOPENOPE
Holy shit this thing is useful: [url]http://graphicscodex.com/[/url]
i've been playing with phun/algoodoo's water physics ... they seem to use a very basic SPH system that doesn't account for cohesion between water particles, the particles never form droplets ... and the object-interaction seems to have some inaccurate buoyancy, once an object sinks, it won't float back up to the top, even if the density is minuscule ... feels rather odd considering they're marketing it as an educational product :v:
[b]edit:[/b]
look:
[img]http://i.imgur.com/I3J3g.png[/img]
it just settled like that :v:
WAYWO content:
[img]http://i.imgur.com/jDKwE.gif[/img]
Small update for today so far, giving the grunts a new destination mid path now works, as well as auto-repathing when obstacles are thrown in its way mid path:
[IMG]http://i.imgur.com/Lh2BM.gif[/IMG]
Also a slew of delicious new programmer art!
[IMG]http://i5.photobucket.com/albums/y192/BobMa/2012-01-19_2118.png[/IMG]
I tried to blur but I accidentally and then bloom happened
[img]http://dl.dropbox.com/u/45554193/images/bloooooom.png[/img]
[IMG]http://yourimg.in/m/1f68ye9.PNG[/IMG]
C++, Here I come.
[QUOTE=garry;34298983]It was an engine and not a game. It was good experience coding it and I learned a lot of stuff. But with the engines available now it seems stupid to code our own.[/QUOTE]
Every time I want to make a game, I make a fully working engine and all, marvel at it and not work on the game I originally planned on making. But I always have fun making simple game engines-- it helps me learn more to help others more(or atleast try too)
Before:
[img]http://dl.dropbox.com/u/11093974/Junk/dssbefore.png[/img]
After:
[img]http://dl.dropbox.com/u/11093974/Junk/dssafter.png[/img]
They can't work the fixed function pipeline, but who needs it when you have shaders?
Apparently I get more inspiration from criticism than from compliments. Everybody I've shown my physics game to says it looks awesome so far which I was "ok" with. Consequently, I didn't update it much, but now that my old physics teacher thinks that it could "use work" I feel like I NEED to prove him wrong. Challenge Accepted.
Now I've been working on new features like crazy, even adding some calculus-based physics stuff now. I'll post a video soon - I totally forgot that I was going to keep a devlog.
[QUOTE=garry;34295344]Tried to switch to VS2010 but the source engine doesn't compile under it. So back to 2005. Blargh.[/QUOTE]
what kind of fucked up code does the source engine have in it that means it doesn't compile under 2010
[QUOTE=swift and shift;34302502]what kind of fucked up code does the source engine have in it that means it doesn't compile under 2010[/QUOTE]
I can't remember right now, but I believe it was stuff that was rather quirky in its own, such as windows includes clashing with the source code and debugging issues.
So this is a question that's been plaguing me for some time. I've been wanting to implement Lua, and I know how to [i]use[/i] it. What I just can't seem to figure out is how to [i]implement[/i] it into a game. What should Lua scripting do?
I was using it completely wrong before by just storing data in tables, and returning that into programs. That was a bit overkill and completely under-implementing Lua scripting, but now I've replaced that with simple .ini files.
[QUOTE=KillerJaguar;34302604]So this is a question that's been plaguing me for some time. I've been wanting to implement Lua, and I know how to [i]use[/i] it. What I just can't seem to figure out is how to [i]implement[/i] it into a game. What should Lua scripting do?
I was using it completely wrong before by just storing data in tables, and returning that into programs. That was a bit overkill and completely under-implementing Lua scripting, but now I've replaced that with simple .ini files.[/QUOTE]
I don't think Lua should be a replacement for settings files. You'd use it to implement something like an event handler ("mission" events or UI events, etc).
You can also use classes or functions written in Lua in your own game, you could design AI/Weapons with it.
I think garrysmod is a good point of reference, you can do plenty in it and it all depends on what you want to be moddable or what would need more rapid development (Lua is easy to reload, it's pretty good for designing UIs or game modes).
That aside, LuaBind seems like the easiest to implement from my experience, but its bulky.
On the Source Engine compiling under VS2010: my SDK mod compiles perfectly fine under VS2010. There's actually an article on the VDC on how to make it compile... there are the odd issues, like amc mentioned, where there are conflicts with windows (only warnings, not errors), but it works fine otherwise.
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