• What are you working on? V7
    2,001 replies, posted
[QUOTE=r4nk_;19956962] shared_ptr makes me rage[/QUOTE] ??
[QUOTE=r4nk_;19954708]:argh: I'm really jealous. The one in perth is finished now, I wish i could have gone. Definitely going next year.[/QUOTE] it'll only get better :) Ours finished a couple of hours ago, I should really get some sleep now
[QUOTE=Ortzinator;19957055]What kind of game? My mom plays casual flash games like Zuma and I've always wanted to make a game she'd like to play.[/QUOTE] My mum doesn't play games so it's just a tile based top-down where you can collect piglets for score and complete levels.
Hell yes, finished z-indexing to perfection. Back to polishing the textbox class eh
I decided my SimTunes clone needed a GUI system so I have began writing one: [media]http://www.youtube.com/watch?v=jrFvB-nkFv4[/media] Events driven and loadable from XML :3:
I'm starting an [url=http://www.aie.edu.au/courses/adv_dip_game_programming.php?current_location=Sydney]Advanced Diploma of Professional Game Development[/url] at AIE in Sydney today :smug:
Ok, after losing over 30 hours to dragon age in just one week I feel compelled to make a strategy RPG. Graphics aren't my main concern, but one thing I would really like is to be able to make some nice and emersive levels. So my problem is that I need to be able to create lightmaps and things of course, else it will run like crap unless I restrict each level to a small size which I really don't want. One option is to use the Irrlicht .irr format as irredit has a lightmap function, but that uses XML, and while I could put it in zip files and stuff, I don't feel that it's the best solution (though editing the .irr files with irredit and then adding entities in my own editor would be pretty easy). XML doesn't seem like a good way to store all of my levels... Maybe I should make a parser which turns irr files into my own binary format? I could make my own editor for my own format I'm sure but I don't know anything about lightmaps and such... Any suggestions? Short version: I want a static geometry editor with lightmap support that I can easily use with the irrlicht engine.
Here's a small video of my current progress, not much, but then again I haven't been working on it since ever. [media]http://www.youtube.com/watch?v=RBQZFK6hj_Y[/media]
[QUOTE=bigdoggie;19961340]Here's a small video of my current progress, not much, but then again I haven't been working on it since ever. [media]http://www.youtube.com/watch?v=RBQZFK6hj_Y[/media][/QUOTE] what ini parser are you using?
[QUOTE=Chandler;19962232]what ini parser are you using?[/QUOTE] Made it myself. [editline]09:53PM[/editline] Problem is, it's tied to the gui system, so that's the only thing it can be used for. Might adapt it later on.
Just improved the code on my previous line generator, I'm probably doing everything completely wrong but can someone help me name my tables? [lua]function makeline(x,y,minrand,maxrand,name,length) namex = {} [/lua] namex there for demonstration purposes :p How would I make a table called name"x" ? (So if name was line, the table would be called linex)
[QUOTE=bigdoggie;19962869]Made it myself. [editline]09:53PM[/editline] Problem is, it's tied to the gui system, so that's the only thing it can be used for. Might adapt it later on.[/QUOTE] What are you programming it in?
Also nice, didn't notice the video's quality. You can see whatever though. [editline]09:55PM[/editline] [QUOTE=iNova;19962919]What are you programming it in?[/QUOTE] C++
[QUOTE=bigdoggie;19962869]Made it myself. [editline]09:53PM[/editline] Problem is, it's tied to the gui system, so that's the only thing it can be used for. Might adapt it later on.[/QUOTE] neat :)
This is a header file I made that sort of works like an ini file. [URL]http://filesmelt.com/dl/VarCapture.rar[/URL] I probably used templates wrong. Don't look in source unless you want to be horrified.
I worked on my "Beamer-Show" thingy a bit, not much to see but for those interested, I completely changed it's inner workings. Now the whole thing is threaded as much as I can think of :P Moved the whole audio recording, FFT and analyzing part into a single thread, sending messages to my main window when something important happened (beat detected in this case). -> Good boost performance wise. OpenGL window also runs in it's own thread, not much to tell here right now. Objects that are being drawn (currently flash activeX objects, probably custom effects using my own format in the future) are also running all in their very own thread now, providing OpenGL with a buffer that can be loaded as a texture. -> Huge performance boost. Picture because pics are always nice. [img]http://cubeupload.com/files/fb1200threads.png[/img] [b]Threads ftw[/b]
What are the specs on that quad-core? That seems like an intense program for 33% on that.
This is a video of a mod I've been working on, IV: Co-Op. It simply demonstrates how I am currently planning to emulate the other player's presence in the game with a clone-mode I coded that copies the player's position and heading then sets it on the clone car. Just to make sure the message gets through, [highlight]THERE IS NO ACTUAL MULTIPLAYER SUPPORT AT THIS TIME.[/highlight] Anyway, without further ado: [media]http://www.youtube.com/watch?v=ZriGDz8rY-Y[/media] More information can be found in the description.. a lot more.
[QUOTE=Nipa;19971877]This is a video of a mod I've been working on, IV: Co-Op. It simply demonstrates how I am currently planning to emulate the other player's presence in the game with a clone-mode I coded that copies the player's position and heading then sets it on the clone car. Just to make sure the message gets through, [highlight]THERE IS NO ACTUAL MULTIPLAYER SUPPORT AT THIS TIME.[/highlight] Anyway, without further ado: [media]http://www.youtube.com/watch?v=ZriGDz8rY-Y[/media] More information can be found in the description.. a lot more.[/QUOTE] looks fucking awesome
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[quote]Error result 31 returned from 'C:\Program Files\Microsoft SDKs\Windows\v6.0A\bin\mt.exe'[/quote] FUUUUUU It compiles fine in debug. Ok fixed it by disabling manifests.
[QUOTE=Jallen;19972993]FUUUUUU It compiles fine in debug.[/QUOTE] Tried rebuild?
"Dynamic" sound thing I did a few days ago for my project, got a lot further on the project but I don't feel like recording a new video. [media]http://www.youtube.com/watch?v=5eW2ziCWN2M[/media] Basically the idea is to lower the volume of the music (or heighten it in some cases) depending on whats going on in-game. I'd rather have the player focusing on dialogue and in-game action than the blistering loud music, but of course I won't mute it either.
[QUOTE=Agent766;19968663]What are the specs on that quad-core? That seems like an intense program for 33% on that.[/QUOTE] First of all, there were other things running too + I want to see how your cpu is working when it has to do a realtime FFT + Rendering an ogl window at ~100 fps + rendering 6 flash movies into buffers incl. BGR to RGB conversation. Oh and this was run on a core2quad at ~3.4GHz
Here is some bullshit Visual Basic thing for school. You can drag the stuff around and click the black dots to link 'em up. [img]http://i.imgur.com/R7c98.png[/img]
[QUOTE=Vampired;19973274]Here is some bullshit Visual Basic thing for school. You can drag the stuff around and click the black dots to link 'em up. [img]http://i.imgur.com/R7c98.png[/img][/QUOTE] Maybe use squares to fix that alpha problem. Also it could remove any ambiguity whatsoever about the circles being inverters.
Here's GWEN if you want to have a mess: [url]https://facepunch.svn.beanstalkapp.com/gwen/[/url] It's not perfect right now - but if anyone wants to get involved and make some changes let me know what you're thinking of doing and I'll give you write access..
After a clean checkout, it doesnt compile, failing to find the headers. You need to add $(ProjectDir)\include\ to the additional includes on the projects. Thats for a debug build at least, havn't tried release yet. Other than that, looks good. Might try getting it working with Ogre3D later.
IrrEdit produces some really nice lightmaps and loading the irr files is easy. Despite the fact that I'm sure people would consider it evil to have levels stored in XML format I'm going to do it for convenience. They will be in zip files so they won't take up a lot of room... The load times should be negligibly larger anyway, I'm not making huge levels... I might post some screenshots of some experiments.
[QUOTE=birkett;19973906]After a clean checkout, it doesnt compile, failing to find the headers. You need to add $(ProjectDir)\include\ to the additional includes on the projects. Thats for a debug build at least, havn't tried release yet. Other than that, looks good. Might try getting it working with Ogre3D later.[/QUOTE] That makes sense. We have the path included globally in VS - because it's used in different projects. Should probably do that though..
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