• What are you working on? V7
    2,001 replies, posted
Working on generating trees based on some basic info (trunk height, angles of freedom for new branch, length of branch, extent of branches, vertical spread and horizontal spread), for use in some evolution stuff. And I love how you guys love visuals so I made them really nice looking :v: [IMG]http://errur.com/New/Uploads/236.png[/IMG]
[QUOTE=Dr Magnusson;19921667]Working on generating trees based on some basic info (trunk height, angles of freedom for new branch, length of branch, extent of branches, vertical spread and horizontal spread), for use in some evolution stuff. And I love how you guys love visuals so I made them really nice looking :v: -snip-[/QUOTE] Okay, that is pretty cool. =)
[QUOTE=Shanethe13;19914886]Are you sending a ray out of every pixel on the screen, or out of every vertical band (As in Wolfenstein)? Since the second method is raycasting. It's just a personal pet peeve of mine when people confuse the names. Looks great though![/QUOTE] Sending it out to every vertical band. [QUOTE=s0ul0r;19918331]That won't be a raytracer, it's a ray [B]caster[/B].[/QUOTE] Also yeah, woops, wrong name :v:
[QUOTE=The Inzuki;19902708]I can't be arsed to learn vectors due to the fact I have to stop and take time to grasp the concept of them, but I take forever to learn something :v: Instead, the enemy goes to player's X and Y axis at 0.025 speed to make it fair. I plan on adding 2 player support so you can play with a friend, but I need to put everything into their own header files (which I don't know how to do :downs:). I'll take a quick glance at that at least. And does anyone know a free recording program besides Hypercam? Hypercam only records 49 seconds.[/QUOTE] wegame works
[QUOTE=s0ul0r;19918331]That won't be a raytracer, it's a ray [B]caster[/B].[/QUOTE] He's right, it is a raycaster.
[QUOTE=Mattz333;19921184]:D I can't wait to get my Pandora![/QUOTE] Goddamn I want to buy one. How much are they?
[QUOTE=Eleventeen;19927300]Goddamn I want to buy one. How much are they?[/QUOTE] $300-something What bug trackers do you guys use?
My current project is to [b]try[/b] and follow along with the Stanford CS193P iTunes U podcast thingy! :D I am just working on assignment 1B (The WhatATool) which is surprisingly hard. ._. Here are some screens! *SCREEN HERE* *SCREEN HERE* Then onto HelloPoly!! :D [b][i]Ill add the screenshots later...[/i][/b]
[QUOTE=s0ul0r;19920342]It just simplifies the formula for rotation into a matrix? regular: [IMG]http://upload.wikimedia.org/math/7/f/2/7f2e3789ae26c7a33a406a6fcbe08bbb.png[/IMG] [IMG]http://upload.wikimedia.org/math/8/e/4/8e4f579190d120c7e375cbf8c29d258b.png[/IMG] matrix: [IMG]http://upload.wikimedia.org/math/6/0/9/60953004f33e298667ab22dac7e7f653.png[/IMG][/QUOTE] You don't seem to understand that I don't have a problem understanding it... I just think it's awesome that you can put convenient and easily calculated values into elements in a matrix (and it's easy to remember where to put them too). It's obvious that there is a formula which works outside of using a matrix, because anyone could just derive it from writing out the matrix multiplication code in full, I [B]do not have trouble understanding it[/B] I just think it's amazingly convenient for the complexity of the result.
[QUOTE=Eleventeen;19927300]Goddamn I want to buy one. How much are they?[/QUOTE] Also they are not out yet, I paid for mine September 2007. Once the first batch ships (should be soon) orders for the second batch will become available but you will have to be quick.
Is it abnormal if I (in some ways) find debugging to be the most enjoyable part of programming? It just so straightforward and brainless compared to the actual planning and implementation, yet still involved enough that you don't feel bored. It's like doing a simple puzzle* *Except when it isn't.
[QUOTE=ryandaniels;19933869]It just so straightforward and brainless[/QUOTE] I don't enjoy anything that can be described thus
[QUOTE=ryandaniels;19933869]Is it abnormal if I (in some ways) find debugging to be the most enjoyable part of programming? It just so straightforward and brainless compared to the actual planning and implementation, yet still involved enough that you don't feel bored. It's like doing a simple puzzle* *Except when it isn't.[/QUOTE] In my experience, the number of bugs like this that you make falls drastically with your experience of the programming language, and the only ones that remain are really horrible head scratchers. [b]Edit[/b] My worst example (that I can think of offhand) has been using WPF Dependancy properties in C#: because I was giving it an integer default value that was automatically being cast to object, I didn't get any sort of exception, but the damn thing failed to run with a "XAML parsing" exception. Took me ages to realise I should have had "0f" instead of "0". Bloody thing.
[QUOTE=ThePuska;19934127]I don't enjoy anything that can be described thus[/QUOTE] [quote] It just so straightforward and brainless [I]compared[/I] to the actual planning and implementation [/quote] [editline]08:34AM[/editline] [QUOTE=TheBoff;19934202]In my experience, the number of bugs like this that you make falls drastically with your experience of the programming language, and the only ones that remain are really horrible head scratchers. [b]Edit[/b] My worst example (that I can think of offhand) has been using WPF Dependancy properties in C#: because I was giving it an integer default value that was automatically being cast to object, I didn't get any sort of exception, but the damn thing failed to run with a "XAML parsing" exception. Took me ages to realise I should have had "0f" instead of "0". Bloody thing.[/QUOTE] Well you might be right, but I didn't mention that it hasn't always been like this for me, most of the errors I fix now have at some earlier point made me want to blow my brains out. Now I make them less often and I can quite easily classify, find and solve them.
[QUOTE=ryandaniels;19933869]Is it abnormal if I (in some ways) find debugging to be the most enjoyable part of programming? It just so straightforward and brainless compared to the actual planning and implementation, yet still involved enough that you don't feel bored. It's like doing a simple puzzle* *Except when it isn't.[/QUOTE] Yeah, I agree completely. Usually it's not that easy as you describe, but still. Rather than having to come up with everything yourself, you're just given one simple problem to solve, and all the pieces are there.
We have problems at work when Wireless Access Points go down. We use cheapo D-Link ones with no central management app, so I've made one: [img]http://i45.tinypic.com/ngqk9.png[/img] It has silly data because I'm at home and don't have 40 access points :v: "Discover" sends a UDP broadcast out and picks up all the Access Points on the network. This gets saved into an XML file along with the firmware version, IP, etc. The XML is loaded with the program so you only really need to do "Discover" once, or when you get some new Access Points. You can double-click one to type a description like "Main Office", etc. "Health Check" just pings all the access points it knows about and gives them an appropriate icon for on or off so you know how many are alive at any given time.
Why exactly can't I append a string to another string that terminates in a period?
[QUOTE=ryandaniels;19935562]Why exactly can't I append a string to another string that terminates in a period?[/QUOTE] Because you're doing it wrong. [editline]12:45PM[/editline] [QUOTE=nullsquared;19935903]Because you're doing it wrong.[/QUOTE] Who's rating me dumb? Its his question that's dumb - there's nothing preventing you from concatenating two strings where one ends in a period, therefore he needs to provide more detail, because he's doing it wrong.
Nullsquare's right, I thought there was only three characters; "24.", but when I stepped through, I found a hidden fourth character with a value of zero, null. [editline]11:02AM[/editline] I don't understand how I never ran into it before, if I'm not mistaken it should have ended up at the end of every buffer...
[QUOTE=ryandaniels;19936850]Nullsquare's right, I thought there was only three characters; "24.", but when I stepped through, I found a hidden fourth character with a value of zero, null. [editline]11:02AM[/editline] I don't understand how I never ran into it before, if I'm not mistaken it should have ended up at the end of every buffer...[/QUOTE] It depends on what you're doing... are you using std::string? :raise:
Yeah, using std:string. I'm getting stock data from google with libcurl. It sends the data out in chunks, so there's always a value that get's chopped into two pieces at the end of one buffer and the start of the next. In any case, it's fixed now; I don't read in null characters anymore. At first I thought I didn't notice because all the error would have done is record a messed up value every once in a while, but then I remembered that I'd seen it sow a broken value together correctly , so :iiam:
[QUOTE=ryandaniels;19937187]Yeah, using std:string. I'm getting stock data from google with libcurl. In any case, it's fixed now; I don't read in null characters anymore. At first I thought I didn't notice because all the error would have done is record a messed up value every once in a while, but then I remembered that I'd seen it sow a broken value together correctly, so :iiam:[/QUOTE] Yeah, weird lol :v:
nvm
I haven't worked on my game in a while, but I finally figured out how to properly use header files and classes. I want to make a Gang Garrison game (local game, not online :C ) but of course, unoriginality.
[QUOTE=The Inzuki;19939062]I haven't worked on my game in a while, but I finally figured out how to properly use header files and classes. I want to make a Gang Garrison game (local game, not online :C ) but of course, unoriginality.[/QUOTE] Make it anyways, it will be great practise. The first few things you make probably won't be polished enough to be released anyways, so you should just make whatever you want, and ignore what you think other people will think of it.
For those making a window system, or anything with z-indexes, how are you managing it? I can't seem to find a way to calculate which window to draw over the others.
[QUOTE=bigdoggie;19940531]For those making a window system, or anything with z-indexes, how are you managing it? I can't seem to find a way to calculate which window to draw over the others.[/QUOTE] Draw the windows from a list or array starting at 0 and end at N. When you click and ask the windows if it has been clicked start at N and end at 0 and after finding clicked window set it to the last value to your list or array. That is what I did for my window system. Oh and I have been really speeding up my Iso-World game thing. Right now I am working on window gui crap. I will show it off later. Need more work..
[QUOTE=bigdoggie;19940531]For those making a window system, or anything with z-indexes, how are you managing it? I can't seem to find a way to calculate which window to draw over the others.[/QUOTE] Make some sort of history array, move all windows from from <pos of window>-1 .. 0 to their pos + 1, and put the focused window into 0, draw windows from last to 0, for input check 0 to last.. zing you're done. [b]Edit:[/b] Damn, ninja'd
Jesus this whole data fetching(?) thing took a more work than I thought it would. (still not quite done, either) I'm wondering if I should be afraid of the rest of the project...
[QUOTE=The Inzuki;19939062]I haven't worked on my game in a while, but I finally figured out how to properly use header files and classes. I want to make a Gang Garrison game (local game, not online :C ) but of course, unoriginality.[/QUOTE] Copying a game is good for practise, as you can focus on the code rather than gameplay and content.
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