I got some threaded loading working. I expected to have to deal with a ton of stuff with accessing resources from a different thread, but it seems to work fine without any changes.
[video=youtube;76M3CbCfh7c]http://www.youtube.com/watch?v=76M3CbCfh7c[/video]
Getting back into C++ for SFML 2, took a bit but it all came back to me. Sorry C# :(
[QUOTE=ief014;34363910][vid]http://www.iefhost.com/dl/PseudoWire/img/pw.webm[/vid]
- Added Menu toolbar at the top (Load/Save not implemented yet)
- Edit Mode allows access to tools to create/edit/wire components
- Game Mode allows complete interaction with your components without building tools[/QUOTE]
Any chance we can get a beta download soon? :v:
This looks neat, reminds me of Wiremod in Gmod without the complications and griefers.
[QUOTE=q3k;34364070](Is this going to be the first time ever that Lua will run in kernel mode? :v:)[/QUOTE]
[url=http://netbsd-soc.sourceforge.net/projects/luakern/]NetBSD did this back in 2010[/url], so it probably wouldn't hurt to look at how they did it :v:
[QUOTE=calzoneman;34365689]Any chance we can get a beta download soon? :v:
This looks neat, reminds me of Wiremod in Gmod without the complications and griefers.[/QUOTE]
I plan to have some sort of alpha by the weekend (or a little after). Though there's quite a bit of things I want to finish first before I do release it.
Adding more Lua API things such as graphics will probably take a couple days, then a couple more days to script the rest of the default "standard" lua package. And a few little bugs here and there to fix (mainly with UI).
Trying to think of a focus for my independent study next semester at school. My major is Software Engineering so I have pretty much free-reign over what I can focus on and in the past I've done more computer science-y stuff such as volume marching, orbital simulations etc. Drawing a serious blank on ideas at the moment tho.
Any thoughts? I'm open to literally just about any realistic suggestion. My school's on the quarter schedule so I'd have approximately 10 weeks to work on it, but that shouldn't limit my options too much.
Playing around with this photorealistic ray tracer. Its extremely simple yet so complex at the same time :v:
[IMG]http://img402.imageshack.us/img402/7156/screenshot2012012320122.png[/IMG]
[QUOTE=q3k;34364070](Is this going to be the first time ever that Lua will run in kernel mode? :v:)[/QUOTE]
I've had this idea a few times before with Lua, Javascript and Ruby.
Nothing ever came of it though.
Hey guys, I tried to get my blur shader going faster, but I think I accidentally my canvas, is this dangerous
[img]http://dl.dropbox.com/u/45554193/images/darn%20canvases.png[/img]
Seriously I need to figure out how to clear this
[editline]23rd January 2012[/editline]
Canvas:clear(r, g, b, a)
Huh, didn't think of that
[editline]23rd January 2012[/editline]
I took a video of my fixed super-sexy blur, I can convert it to webm easily enough, but I don't know where I should host it
Edit: Nevermind, I'll just make .gif
[QUOTE=ZenX2;34369234]I took a video of my fixed super-sexy blur, I can convert it to webm easily enough, but I don't know where I should host it[/QUOTE]
A lot of people here just upload their webm videos to their dropbox account. That seems to work pretty well.
.gif size: 5Mb
Webm it is.
[editline]23rd January 2012[/editline]
What should I use to convert between .avi and webm?
[QUOTE=ZenX2;34369411].gif size: 5Mb
Webm it is.
[editline]23rd January 2012[/editline]
What should I use to convert between .avi and webm?[/QUOTE]
I've been using VLC
ffmpeg
[vid]http://dl.dropbox.com/u/45554193/videos/glowy.webm[/vid]
There you go, I get ~100 fps without record, and 11 when I am :v:
[editline]23rd January 2012[/editline]
Jesus that's highly adulterated
It looks so much better in-game
[editline]23rd January 2012[/editline]
[img]http://dl.dropbox.com/u/45554193/images/getting%20better.png[/img]
Ahahahahah it's hard to get below 30fps with shaders turned on and ~100 physics objects, on my craptop
Hell yes
Added a lot to FPAndroid.
-Fixed some crashes
-It's now easier to tell when you've hit one of the blue buttons
-Cannot attempt to quote a post while it's loading a quote already.
-Can no longer hit reply more than once.
-Long pressing a thread brings you to the first unread post (or the last post in the thread if no unread posts.)
All are live on the link in the thread.
[QUOTE=ZenX2;34369411]What should I use to convert between .avi and webm?[/QUOTE]
ffmpeg
Thank's to some inspiration I found on [url]http://leekspin.com/[/url] I was able to get passed my memory heap errors and fix my network code. I can send anything from a single function, be it just a single variable to an entire structure. It still requires a little bit of user input, though but I am fine with this.
[QUOTE=WalkDinosaur;34370153]Added a lot to FPAndroid.
-Fixed some crashes
-It's now easier to tell when you've hit one of the blue buttons
-Cannot attempt to quote a post while it's loading a quote already.
-Can no longer hit reply more than once.
-Long pressing a thread brings you to the first unread post (or the last post in the thread if no unread posts.)
All are live on the link in the thread.[/QUOTE]
I think that long pressing should be changeable.
I personally prefer going to the last page so I won't be updating.
Made a prototype of a game! You're a knight, and you need to defend your castle.
Check that shit out! (Unity webplayer)
[url]http://reallyhandsomepeople.com/knightgame/knightgame.html[/url]
I'm working on this Barnes-Hut n-body simulator.
[img]http://img513.imageshack.us/img513/1545/barneshut.png[/img]
There's some weird crap going on, though. Weird crap that looks cool, but shouldn't be happening.
[QUOTE=ief014;34363910][vid]http://www.iefhost.com/dl/PseudoWire/img/pw.webm[/vid]
- Added Menu toolbar at the top (Load/Save not implemented yet)
- Edit Mode allows access to tools to create/edit/wire components
- Game Mode allows complete interaction with your components without building tools[/QUOTE]
Looks good, but I think that it should automatically select the first output when there's just one of them.
I have had 75 users in the beta so far.
Nice.
[QUOTE=Neo Kabuto;34363448]Do they actually track your mouse movements that in depth? It seems like a bit of lag or an old computer would get someone seen as a bot.[/QUOTE]
Probably better to be on the safe site and imitate a human as closely as possible. They've been fighting this battle for over a decade, I'm pretty sure they're doing all they can.
[QUOTE=layla;34358686]I wonder what security they have in place to stop people just making their own Runescape client and respond to incoming packets, surely this would be the best way to make a bot?
It would probably be more work to update but it's going to be way more reliable than a colour bot.[/QUOTE]
The first two people who did this well and monetized it, about 6 years ago made a lot of money. Then they fought jagex in court for two years and lost. According to the court documents they had to paid a large settlement and then there's another one they're due to pay by december next year, as a result of which their house million dollar home is now belong to Jagex ([url]http://visulate.com/property/209978[/url]). On top of that no reflection bot has returned ever since their 'bot nuke'
So you guys remember that weird "I'm not using the C preprocessor, because I'm too cool for school" C++ template trick I was using? And then I ran into a weird thing where the use of a scope resolution operator (::) resulted in SFINAE rules apparently being ignored, and I wasn't sure if it was correct behavior or not?
Turns out that the use of the scope resolution operator results in ADL (argument dependent lookup) being cancelled, so it was correct behavior. I was then told that absolutely none of my code is technically correct, and that a truly C++11 standard compliant compiler should error out.
WELP :suicide:
SO MUCH FOR THAT!
First experience in C# and I'm already loving it. I need to learn C# to a near-expert level in 2.5 months for a contest where I could win 1000€.
[img]http://www.gabrielecirulli.com/p/20120124-190335.png[/img]
:v:
Oh, [URL="https://gist.github.com/abff151eab9746cecc8b"]here's the code[/URL] (ugly, I know).
Added editing and rating posts to FPAndroid.
[QUOTE=Chandler;34373975]So you guys remember that weird "I'm not using the C preprocessor, because I'm too cool for school" C++ template trick I was using? And then I ran into a weird thing where the use of a scope resolution operator (::) resulted in SFINAE rules apparently being ignored, and I wasn't sure if it was correct behavior or not?
Turns out that the use of the scope resolution operator results in ADL (argument dependent lookup) being cancelled, so it was correct behavior. I was then told that absolutely none of my code is technically correct, and that a truly C++11 standard compliant compiler should error out.
WELP :suicide:
SO MUCH FOR THAT![/QUOTE]
OK, I asked around a bit, and as long as I use a dependent type as an argument to the platform specific intrinsics, or platform specific code, I'll be fine, and I'll only ever really have problems if the functions placed inside don't take any arguments.
So basically I'm breaking the standard, but it's OK because I'm technically following the standard. Oh C++ you so crazy :v:
[QUOTE=WalkDinosaur;34375323]Added editing and rating posts to FPAndroid.[/QUOTE]
Can you please redirect this stuff to a different thread, Its getting really annoying now.
[QUOTE=benjojo;34375564]Can you please redirect this stuff to a different thread, Its getting really annoying now.[/QUOTE]
How is What I Am Working On not fitting to post in WAYWO?
[QUOTE=WalkDinosaur;34375587]How is What I Am Working On not fitting to post in WAYWO?[/QUOTE]
It's more the "Posting here because testing" is more annoying. I can understand doing it once.
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