• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=Darwin226;34322479]Well I wouldn't quite put it like that. You still need an efficient way to pick which objects possibly collide with the ray because if you test all of them, you might as well just render them[/QUOTE] You don't need any fancy culling when ray tracing an octree though.
Fixing stupid errors is much fun -_- [IMG]http://dl.dropbox.com/u/44710267/yay.png[/IMG] Yay 3d implicit plotting :D
Okay, so images work in FPAndroid now. On to adding quotes! [editline]21st January 2012[/editline] Okay, so images work in FPAndroid now. On to adding quotes!,
I've got an idea for an architecture of a game engine that I'd really like to flesh out more. Is there some kind of program where it is easy to actually 'draw' a piece of software? Or what do you guys use to describe in details a piece of software that you have in your mind but would like to get onto paper?
[QUOTE=Darwin226;34322479]Well I wouldn't quite put it like that. You still need an efficient way to pick which objects possibly collide with the ray because if you test all of them, you might as well just render them[/QUOTE] I'm assuming that you can pick the objects as efficiently with both techniques
[QUOTE=Capsup;34323770]I've got an idea for an architecture of a game engine that I'd really like to flesh out more. Is there some kind of program where it is easy to actually 'draw' a piece of software? Or what do you guys use to describe in details a piece of software that you have in your mind but would like to get onto paper?[/QUOTE] [URL="http://en.wikipedia.org/wiki/Unified_Modeling_Language"]UML[/URL]? If you're interested,you could try drawing some diagrams with [URL="http://live.gnome.org/Dia/"]Dia[/URL]
[QUOTE=Lord Ned;34295678]I've heard that the people who can get Source to compile (the mod-code) under VS2010 have had trouble with getting Edit and Continue to work. Dunno if that makes you feel any better or not. :v: [/QUOTE] I was making a multiplayer mod, and VS2010 works for me.
[QUOTE=Matte;34322375]Getting good amount of FPS with 13 chunks of draw distance (416 blocks radius): [IMG]http://i.imgur.com/oVQDp.png[/IMG] I'm really starting to see the benefits of ray tracing as the same draw distance was very laggy with polygon rendering.[/QUOTE] Are you guys using an octree? Or are you doing a wave-riding with RLE style one like Ken Silverman did? Ken Silverman's set up is probably MUCH faster for raytracing voxels, but to get all degrees of freedom he's doing some crazy shit, and all the code he released is in this godawful procedural mix of C and ASM. [editline]21st January 2012[/editline] MASM too. [editline]21st January 2012[/editline] It's actually not 'raytracing' either, it's like what Wolfenstein does, it only shoots a couple thousand rays for the entire screen and somehow maps these rays to the screen even when it's rotated.
Just want to say that all you guys make some pretty kick ass stuff. I got my hands deep into web programming but have never really ventured deep into C++ or C# (except some super basic desktop apps). Seeing some of the stuff you guys create just blows my mind. I don't know if I'll every get into it, but I'm sure there are some others that see your hard work and have made them interested in learning how to program. Keep up the good work!
Taking a bit of a break between papers - smoothed normals: [img]http://i.imgur.com/qdXOC.png[/img] A slightly more interesting surface: [img]http://i.imgur.com/ygCC1.png[/img] Parametrics work properly in 3D now, too: [img]http://i.imgur.com/pXaZm.png[/img] Back to work again now :/
[QUOTE=wutanggrenad;34324455]Just want to say that all you guys make some pretty kick ass stuff. I got my hands deep into web programming but have never really ventured deep into C++ or C# (except some super basic desktop apps). Seeing some of the stuff you guys create just blows my mind. I don't know if I'll every get into it, but I'm sure there is some others that see your hard work and have made them interested in learning how to program. Keep up the good work![/QUOTE] this thread has inspired me to learn a programming language, and as far as I know C++ is the most commonly used and in most respects the most powerful language, so I've just started following the tutorials on cplusplus.com and hopefully I'll come out if it with a bit more knowledge and a bit more motivation to learn
As far as I know C is the most commonly used, with Java just behind. C++ is a bit behind them.
To be honest, it doesn't really matter what you learn first.
Real men use C. And Lua when they don't need speed. 8| This was a joke, but I apparently didn't make it obvious enough.
Here is a request guys : No matter the language, there is always some that are more skilled than others. Some people have a language burned into their mind and can practically code with a pen and paper. I'm interested to know how many man hours you've put into your project. If you don't mind, with your next project update, could you also post how many hours you've put into it. Not trying to be nosey or say you're slow or anything. As I'm not a C/Java programmer, when I see your work, I have no idea if you have put in 8 hours or 80 hours into it. It just helps me understand how much work is involved in creating something like that
[img]http://i.imgur.com/pT3tp.gif[/img] Got an animation system working. [editline]21st January 2012[/editline] Fuck, VirtualDub somehow slowed the video down really badly.
[QUOTE=wutanggrenad;34324859]I'm interested to know how many man hours you've put into your project. If you don't mind, with your next project update, could you also post how many hours you've put into it. Not trying to be nosey or say you're slow or anything. As I'm not a C/Java programmer, when I see your work, I have no idea if you have put in 8 hours or 80 hours into it. It just helps me understand how much work is involved in creating something like that[/QUOTE] Well it depends on the size and scale of your project. My current project is a full-scale game, which has taken probably hundreds of man hours so far. The IniParser I wrote the other day took me like 5 hours of non-stop coding alone.
Win32 forms in C++ are a lot more work than doing Application.Run(new MainForm()); I'm proud of it nonetheless, although I have no idea where to go from now. :v: [img]http://www.horsedrowner.com/images/screenshots/NANO/TITS/201201211824240318-400x300.jpg[/img]
[QUOTE=wutanggrenad;34324859].. Some people have a language burned into their mind and can practically code with a pen and paper ..[/QUOTE] I actually used to do this at school, when I didn't have a computer with me. I was bored most of the time and didn't pay much attention at school (still graduated with more than average grades). But yeah, I used to code with pen and paper :v:
[QUOTE=T3hGamerDK;34326026]I actually used to do this at school, when I didn't have a computer with me. I was bored most of the time and didn't pay much attention at school (still graduated with more than average grades). But yeah, I used to code with pen and paper :v:[/QUOTE] Sometimes you have to, you figure out something while away from a computer. Even drawing diagrams on how it will all work.
Wrote a dedicated server respawner for Natural Selection 2 in Python 3. [url]https://github.com/TheLinx/bullgorge[/url] It not only respawns the server if it dies, it also automatically restarts it if NS2 has been updated (which is also handled automatically). It has both a tkinter GUI and command-line interface. If someone's feeling well-versed in Python, feel free to assist me with [url=https://github.com/TheLinx/bullgorge/issues]the issues[/url].
[QUOTE=wutanggrenad;34326165]Sometimes you have to, you figure out something while away from a computer. Even drawing diagrams on how it will all work.[/QUOTE] Since I didn't have 100s or 1000s of lines on a few pieces of paper, I usually wrote somewhat detailed pseudo-code. This REALLY helps development, because then you know what to do and only have to focus on your own implementation.
Working on improving my art style: [img]http://i.imgur.com/sUbEX.png[/img] Custom cursor, my own icons and a placeholder planet sprite.
[QUOTE=T3hGamerDK;34326365]This REALLY helps development, because then you know what to do and only have to focus on your own implementation.[/QUOTE] Agree fully, planning in ahead usually has helped me save time instead of just puking out code as I go
[QUOTE=horsedrowner;34325341]Win32 forms in C++ are a lot more work than doing Application.Run(new MainForm()); I'm proud of it nonetheless, although I have no idea where to go from now. :v: [img]http://www.horsedrowner.com/images/screenshots/NANO/TITS/201201211824240318-400x300.jpg[/img][/QUOTE] When I write applications which needs a windows UI, I write the backend in C++ and compile to a DLL, then p/invoke it from C#. It's not very efficient but it saves dealing with the win32 API, which is pretty dire..
New planet sprites! [IMG]http://i.imgur.com/nA8kP.jpg[/IMG]
[QUOTE=Staneh;34325120][img]http://i.imgur.com/pT3tp.gif[/img] Got an animation system working. [editline]21st January 2012[/editline] Fuck, VirtualDub somehow slowed the video down really badly.[/QUOTE] Stan, being the awesome person he is, has let me make a fork of Untitled Roguelike Game. So far: Mousewheel scrolling through the inventory.
[QUOTE=T3hGamerDK;34326365]Since I didn't have 100s or 1000s of lines on a few pieces of paper, I usually wrote somewhat detailed pseudo-code. This REALLY helps development, because then you know what to do and only have to focus on your own implementation.[/QUOTE] Yes, I keep a stack of index cards and a pen by my bed on my desk so if I can't code or I need to write down an idea to help me understand, or sometimes so I don't forget my line of thinking, I write it down on an index card and revisit it later. Helps so much
[QUOTE=wutanggrenad;34324859]Here is a request guys : No matter the language, there is always some that are more skilled than others. Some people have a language burned into their mind and can practically code with a pen and paper. I'm interested to know how many man hours you've put into your project. If you don't mind, with your next project update, could you also post how many hours you've put into it. Not trying to be nosey or say you're slow or anything. As I'm not a C/Java programmer, when I see your work, I have no idea if you have put in 8 hours or 80 hours into it. It just helps me understand how much work is involved in creating something like that[/QUOTE] I haven't been keeping tabs or anything, but I'd guess about 100 hours for this version of the grapher so far? That's a massively wild guess, it could be anywhere from 50 to ~200. This is the biggest project I've worked on though, and my first in C++. The first screenshot I have of the tokenizer that it uses is dated 11th of November, but I've done other stuff between now and then. Notably, the VB6 one, which is not so much burned into my mind as permanently scarred :v: [editline]21st January 2012[/editline] Sometimes I do code on paper, but usually not at home. I'm more of a visual thinker, but for me the clearest way to lay out the attributes /w/e of an individual object is in code. Plus anything in Lua, which I had to know pretty much off by heart because I used to program extensively using Micro Lua DS, and it gets annoying having to reboot your DS to read the documentation :v: [editline]21st January 2012[/editline] Getting built-in (C++) functions to accept multiple arguments, because it's been bugging me for a while.
Beginning on sword animations. [img]http://i.imgur.com/aL8xv.png[/img]
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