[QUOTE=benjojo;34375610]It's more the "Posting here because testing" is more annoying. I can understand doing it once.[/QUOTE]
The last "testing" post in WAYWO was over a day ago.
[QUOTE=WalkDinosaur;34373748]I have had 75 users in the beta so far.
Nice.[/QUOTE]
Is hardly "What you are working on", but I'm sure you can already see that from the dumb's you received.
At this point in my opinion, enough people in this thread have an interest in the app to warrant it's own thread. Between the bug reporting that's been going on in here and the debates over the interface I agree it's starting to clog up the place. If given it it's own thread, people can bug report there and debate the numbers of borders it should have to their heart's content. All while keeping the people in WAYWO who aren't as interested happy.
[QUOTE=WalkDinosaur;34375323]Added editing and rating posts to FPAndroid.[/QUOTE]
Maybe posting more pictures than actually posting just to say "Done x; done y" would help.
[QUOTE=Smashmaster;34372909]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]
Do you reconstruct the quad/octree every timestep or do you have some way to update the structure efficiently when the particles move?
Also are you using integer or floating point arithmetic?
Next up: a slightly less half-assed login script complete with world selection!
[img]http://puu.sh/esrl[/img]
RESULT:
[img]http://puu.sh/esQp[/img]
[QUOTE=Ploo;34376388]Next up: a slightly less half-assed login script complete with world selection!
[img]http://puu.sh/esrl[/img][/QUOTE]
Your work is amazing. I've always been interested in bot development, it's just an interesting field.
I saw the sine wave made with sliders a few pages back and I thought it was really cool. I'm in AP Computer Science in school and we are learning Java. Unfortunately most of our projects are text based and boring and not what I want to do for a living. Anyway, I took the idea and expanded it for a learning experience for something interesting. Here's what I came up with.
[img]http://img545.imageshack.us/img545/8899/sliderso.jpg[/img]
Download: [url]http://filesmelt.com/downloader/Sliders.jar[/url]
So I was trying to use Gwen in my game, but the textured rectangles did not want to obey my sf::View's, so I attempted to put the whole thing in a rendertexture, which screwed everything up.
Then I tried to put all my stuff in a render texture but that didn't work either.
Does anyone know and GUI libraries that work with SFML 2? (besides GWEN obviously)
Context sensitive options to choose from, and an improvement on menu functionality
[IMG]http://i.imgur.com/jfQni.gif[/IMG]
[QUOTE=Lord Ned;34293255]If you're willing to put a little more work into it, I think a basic frame browser (show how many frames, which frame you're on, step right/left, play), as well as onion skinning would really flesh out the multiple-frame feature.[/QUOTE]
Working on this now, it's turning out pretty neat!
[img]http://puu.sh/et8v[/img]
Ignore the buttons at the bottom right, they haven't been changed and updated yet to suit the viewer.
Still quite a few things to do though, so back to it.
Testing my LodeRunner AI
[vid]http://dl.dropbox.com/u/14515180/glc.webm[/vid]
Seems to work !
[QUOTE=ThePuska;34376150]Do you reconstruct the quad/octree every timestep or do you have some way to update the structure efficiently when the particles move?
Also are you using integer or floating point arithmetic?[/QUOTE]
I'm reconstructing the quadtree every timestep, but constructing it is extremely fast compared to actually calculating the forces. I profiled how much CPU time is being spent on each part of the algorithm. About 1% goes to constructing the tree, and about 95% goes to calculating the forces.
And I'm using floating point.
[QUOTE=DuCT;34376605]Your work is amazing. I've always been interested in bot development, it's just an interesting field.[/QUOTE]
This might interest you and some others if you are into that kind of thing: [url]http://www.youtube.com/watch?v=AUjuefLqphY[/url]
[img]http://img833.imageshack.us/img833/6200/screenshot2012012417500.png[/img]
It may not look like much, but it forms the basis of a GUI system.
Micro Machines clone with my own software-based 2D lighting system;
[img]http://i55.tinypic.com/70guav.png[/img]
It's a school assignment.
[QUOTE=Natrox;34378751]software-based 2D lighting system;[/QUOTE]
Eh.. What's the performance like?
[QUOTE=@@;34379028]Eh.. What's the performance like?[/QUOTE]
Fluid enough to be playable. Right now, the light updates each 4 ticks, but this isn't really visible to the eye.
[QUOTE=PieClock;34377895]Working on this now, it's turning out pretty neat!
[img]http://puu.sh/et8v[/img]
Ignore the buttons at the bottom right, they haven't been changed and updated yet to suit the viewer.
Still quite a few things to do though, so back to it.[/QUOTE]
The sprites I use are in a layout like Minecraft textures. Can you make it easier to select specific sprites from that and make it so we can put a texture into any square? And possibly a custom transparency color?
[editline]24th January 2012[/editline]
[QUOTE=DuCT;34376605]Your work is amazing. I've always been interested in bot development, it's just an interesting field.[/QUOTE]
Then you'll love this:
[code]
Bot[] bots=new Bot[10];
[/code]
Cars can even change colors;
[img]http://i54.tinypic.com/6hs2ld.png[/img]
[QUOTE=Map in a box;34379190]The sprites I use are in a layout like Minecraft textures. Can you make it easier to select specific sprites from that and make it so we can put a texture into any square? And possibly a custom transparency color?[/QUOTE]
I'm not 100% sure what you mean. Are you talking about importing a sprite sheet, then being able to grab a single sprite from it and load it into the editor at a chosen frame?
If so I'm pretty sure I could do that, if I could find a good way to import an image into the program. But the problem with this is I'm using Love2D, and to my knowledge there's no easy way to do that unless it's hard-coded in, because you only have access to the files inside the .love file.
I've made a double helix generator for my second ever C# program!
[img]http://gabrielecirulli.com/p/20120125-011702.png[/img]
[url=https://gist.github.com/1673722]Code[/url]
I'm learing C but I don't know if I can make apps with C.
Loading Quake 3 BSP files:
[IMG]http://i.imgur.com/Q7nQI.png[/IMG]
Now on to texturing...
Finally getting into the voxel stuff, now onto finding out how to ray trace a 3d array of voxels...
[img]http://dl.dropbox.com/u/44918480/OpenGL/voxels.png[/img]
[QUOTE=Sc00by22;34378305]This might interest you and some others if you are into that kind of thing: [url]http://www.youtube.com/watch?v=AUjuefLqphY[/url][/QUOTE]
oh my god the part where they rickroll that guy through an encrypted string and GetProcAddress call was legendary
Just about finished a graphing program, where I do linear and translational transformations using an affine matrix (school project).
I need to come up with some goals for my programming independent study (in C#). Any ideas? Ultimately I wanted to code a simple Roguelike, but I'm unsure whether that's too large a goal.
[QUOTE=DoctorSalt;34380963]Just about finished a graphing program, where I do linear and translational transformations using an affine matrix (school project).
I need to come up with some goals for my programming independent study (in C#). Any ideas? Ultimately I wanted to code a simple Roguelike, but I'm unsure whether that's too large a goal.[/QUOTE]
Really depends on how complex you want it to be, try to plan for something you think you can do on time and go for it, everything else can be added later on if you feel like expanding on it.
[img]http://filesmelt.com/dl/graphix1.png[/img]
Graphics API! Pretty much wrapped a good portion of SFML graphics in Lua. (Shapes, Images, Sprites, RenderImages, Text, etc)
monitor.lua (the screen)
[lua]
local txt = Text()
function Component:onSpawn()
self:SetImage("graphics_screen.png")
self:SetInputs({
{"A", TYPE_NUMBER, 4, self:GetHeight()/2}
})
txt:SetSize(12)
txt:SetText("0")
txt:SetOrigin(Vector(0, math.floor(txt:GetHeight()/2)))
txt:SetPos(Vector(8, math.floor(self:GetHeight()/2)-2))
end
function Component:onInputsTriggered()
txt:SetText(tostring(self:GetInputValue(1)))
end
function Component:onDraw()
self:Draw(txt)
end
[/lua]
Why do you have to manually enter the position of the "pins"?
Anyway-
Progress on re-implementing multiplayer in my game using a friends networking library:
[img]http://i.imgur.com/jDzKZ.png[/img]
Believe it or not, that's 2 hours of works. I have entity networking just about done, but its untested and hasn't been implemented yet(obviously)
[QUOTE=PieClock;34379545]I'm not 100% sure what you mean. Are you talking about importing a sprite sheet, then being able to grab a single sprite from it and load it into the editor at a chosen frame?
If so I'm pretty sure I could do that, if I could find a good way to import an image into the program. But the problem with this is I'm using Love2D, and to my knowledge there's no easy way to do that unless it's hard-coded in, because you only have access to the files inside the .love file.[/QUOTE]
LÖVE's filesystem module can also read from and write to the save directory. See [url]https://love2d.org/wiki/love.filesystem[/url] and [url]https://love2d.org/wiki/love.filesystem.setIdentity[/url]
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