• What are you working on? V7
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[QUOTE=turby;20076960]I would pay a decent amount of money for a better Hammer.[/QUOTE] No you wouldn't. It's like saying you'd pay more for something because it's so great.
[QUOTE=Eleventeen;20077611]No you wouldn't. It's like saying you'd pay more for something because it's so great.[/QUOTE] Yeah, you're stupid, why wouldn't he?
Can anyone recommend any books on socket networking for games, or alternatively, libraries I should use?
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[url]http://www.boost.org/doc/libs/1_42_0/doc/html/boost_asio.html[/url]
[QUOTE=Eleventeen;20077611]No you wouldn't. It's like saying you'd pay more for something because it's so great.[/QUOTE] Wha... what??
[QUOTE=Eleventeen;20077611]No you wouldn't. It's like saying you'd pay more for something because it's so great.[/QUOTE] We aren't still talking about Hammer, are we?
[QUOTE=Shootfast;20077827]Can anyone recommend any books on socket networking for games, or alternatively, libraries I should use?[/QUOTE] Honestly, you don't need a book on sockets. Just look at a library and go from there. As stated before, boost::asio. also, winapi posix
[QUOTE=Shootfast;20077827]Can anyone recommend any books on socket networking for games, or alternatively, libraries I should use?[/QUOTE] [url=http://www.jenkinssoftware.com/raknet/index.html]RakNet[/url]
Does anyone here have any experience with the Unreal 3 engine? Using the UDK etc. The Unreal engine looks really appealing to me and I've tried to do some basic mapping but I want to know how it is to program for it. Now I'm still making buttons that change color in VB so I have a long way to go but I thought it'd be interesting to see what people think about it. Would be interesting to see if any Facepunchers use the engine etc. So what do you think of it and does Unreal 3 use C++? I heard it uses something called UnrealScript though.. would be rather annoying to learn a new language for a single engine. Anyway, tell me what you think of it!
[QUOTE=turby;20078084]Wha... what??[/QUOTE] Would you honestly pay $50 for a decent version of Hammer?
[QUOTE=Eleventeen;20079285]Would you honestly pay $50 for a decent version of Hammer?[/QUOTE] Is that not what he said?
Added diagonals. Also, made my test app display F and G values. [img]http://imgkk.com/i/2UHeuU.png[/img] I also included Dijkstra pathfinding: [img]http://imgkk.com/i/Pmh-ud.png[/img] As you can see, they don't generate the same path, but the two paths have the exact same cost. :buddy:
[QUOTE=high;20075086]Would be cool to see the defines :P[/QUOTE] I'm assuming it would be something along the lines of this. (This is an example based upon a project I did and doesn't directly represent what he has done, but behind the macros it is probably the same.) You would have a STL map which would map the class names to the object makers. (See below) [cpp]template<class TObjectType, class TGlobalsType> IEntity* ObjectMaker( TGlobalsType Globals ) { return new TObjectType( Globals ); }[/cpp] You would register the names to the object makers with something like this. [cpp] RegisterEntityType( "scenenode", ObjectMaker<CSceneNodeEntity> ); RegisterEntityType( "model", ObjectMaker<CModelEntity> ); RegisterEntityType( "camera", ObjectMaker<CCameraEntity> );[/cpp] When you want to create a new object of a named type, you would do this. [cpp]IEntity* CEntityManager::CreateEntity( const string &ObjectType ) { TObjectMakerMapIterator RequestedObjectMaker = m_ObjectMakers.find( ObjectType ); if( RequestedObjectMaker == m_ObjectMakers.end() ) { return NULL; } ObjectMakerFunction RequestedObjectMakerFunction = (*RequestedObjectMaker).second; return RequestedObjectMakerFunction( m_Globals ); }[/cpp] [QUOTE=noctune9;20079474]Added diagonals. Also, made my test app display F and G values. [img_thumb]http://imgkk.com/i/2UHeuU.png[/img_thumb] I also added Dijkstra pathfinding: [img_thumb]http://imgkk.com/i/Pmh-ud.png[/img_thumb] As you can see, they don't generate the same path, but the two paths have the exact same cost.[/QUOTE] I've always liked the A* algorithm, however I never got the chance to try to get it to do a partial re-search from the goal to an existing path. (As well as from the start to an existing path.) An example use would be when the goal was constantly moving, such as a Sat Nav generating the path to another moving car in a very large search area. (E.g. All of the roads in a country.)
Damn, I wish I could code :(
[QUOTE=Cirtaboyz;20079740]Damn, I wish I could code :([/QUOTE] It's not that hard to look up a few tutorials, and start yourself. :)
[QUOTE=Cirtaboyz;20079740]Damn, I wish I could code :([/QUOTE] Join me on my quest to make amazing boxes that change color in VB!
[QUOTE=CommanderPT;20079926]Join me on my quest to make amazing boxes that change color in VB![/QUOTE] Now with super-awesome disappearing action!
[QUOTE=Jallen;20077985][url]http://www.boost.org/doc/libs/1_42_0/doc/html/boost_asio.html[/url][/QUOTE] I like Boost, but I still can't understand why the ASIO libs need to be so overcomplicated (IO services? what?)
[QUOTE=Chandler;20075572]Isn't there also a haskell guy around here? :v:[/QUOTE] Hi. There's also F# on here who uses Haskell.
[QUOTE=Eleventeen;20079285]Would you honestly pay $50 for a decent version of Hammer?[/QUOTE] Never said anything about $50, but yes, I would.
[QUOTE=yngndrw;20079650]I've always liked the A* algorithm, however I never got the chance to try to get it to do a partial re-search from the goal to an existing path. (As well as from the start to an existing path.) An example use would be when the goal was constantly moving, such as a Sat Nav generating the path to another moving car in a very large search area. (E.g. All of the roads in a country.)[/QUOTE] Maybe you could do a Dijkstra search to the path, and use the G value as an indicator of how long time it takes to reach that certain point on the path. For example, let's say we have a object traveling along a path at 1 G per minute. That object has probably already traversed some of the path, so it has a offset. We would then have to find a node on the path where A.G*A.Speed < B.G*B.Speed + B.Offset.
Anyone know of any good icon sets for programmers to use. I need a set with an icon that looks like a server mainly but can't find one.
[QUOTE=Wickedgenius;20080532]Anyone know of any good icon sets for programmers to use. I need a set with an icon that looks like a server mainly but can't find one.[/QUOTE] Did a quick google search: [url]http://www.iconarchive.com/show/minium-2-icons-by-rade8/Network-Server-icon.html[/url]
[QUOTE=MultiPurpose;20080859]Did a quick google search: [url]http://www.iconarchive.com/show/minium-2-icons-by-rade8/Network-Server-icon.html[/url][/QUOTE] A cool thanks. I did take a look at iconarchive but it didn't appear to sort them into icon sets. This is perfect though.
Also [url]www.iconfinder.net[/url] is good.
[QUOTE=efeX;20077111]Okay, instead of doing cin >> userinput; Use std::getline to get the whole line. [cpp] #include <iostream> #include <string> int main() { std::string userInput; std::cout << "Input: "; std::getline(std::cin, userInput); std::cout << "You entered: " << userInput; } [/cpp][/QUOTE] I know I am sounding like a complete fuck wit right now but I have no idea where they should be put to be honest. [cpp]#include <iostream> #include <string> using namespace std; int main() { string userInput; cout << "Welcome to the game of life, were you win or die horribly.\n"; cout << "You are born as a male with the name of Habeeb in the town of Facepunch\n"; cout << "Will you cry or stay quiet like a good child?" << endl; cout << "Cry\n"; cout << "Stay quiet\n"; cin >> userInput; if(userInput != "Cry" && userInput != "Stay quiet") { cout << "Fucking retard, type out the answer\n"; cin.get(); return 0; } if(userInput == "Cry") { cout << "You fucking wimp, you cried so much you drowned yourself.\n"; cin.get(); return 0; } if(userInput == "Stay quiet") cout << "You have aged 1 year! Keep doing good and I won't fuck you in the ass."; cout << "So are you going to be a stubborn bitch or are you going to walk?" << endl; cout << "Walk\n"; cout << "Don't walk\n"; if(userInput != "Walk" && userInput != "Don't walk") { cout << "Fucking retard, type out the answer\n"; cin.get(); return 0; } cin.get(); return 0; }[/cpp] Like in here, where is the spot I would do it?
[QUOTE=arienh4;20077571]First you say he wouldn't be good enough, then you say he'd be godlike?[/QUOTE] I said he wouldn't be good enough to make another version of source, as someone had earlier mistaken Botch for "Source Engine V2". Now when it comes to a new Hammer editor I bet he'd do really good. I mean Botch already looks like one in my opinion.
[QUOTE=AteBitLord;20081383]I know I am sounding like a complete fuck wit right now but I have no idea where they should be put to be honest. [cpp]#include <iostream> #include <string> using namespace std; int main() { string userInput; cout << "Welcome to the game of life, were you win or die horribly.\n"; cout << "You are born as a male with the name of Habeeb in the town of Facepunch\n"; cout << "Will you cry or stay quiet like a good child?" << endl; cout << "Cry\n"; cout << "Stay quiet\n"; cin >> userInput; if(userInput != "Cry" && userInput != "Stay quiet") { cout << "Fucking retard, type out the answer\n"; cin.get(); return 0; } if(userInput == "Cry") { cout << "You fucking wimp, you cried so much you drowned yourself.\n"; cin.get(); return 0; } if(userInput == "Stay quiet") cout << "You have aged 1 year! Keep doing good and I won't fuck you in the ass."; cout << "So are you going to be a stubborn bitch or are you going to walk?" << endl; cout << "Walk\n"; cout << "Don't walk\n"; if(userInput != "Walk" && userInput != "Don't walk") { cout << "Fucking retard, type out the answer\n"; cin.get(); return 0; } cin.get(); return 0; }[/cpp] Like in here, where is the spot I would do it?[/QUOTE] The cin >> userInput; would become getline(cin, userInput);
[QUOTE=arienh4;20081787]The cin >> userInput; would become getline(cin, userInput);[/QUOTE] Works better but when I type Stay quiet it shows everything then at the end is the fucking retard thing.
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