• What are you working on? V7
    2,001 replies, posted
[QUOTE=jA_cOp;20158655]Just wrote a high-performance function to switch the endianness of any object: I didn't manage to make switch_endianness a templated friend function of Endianness with GCC; it didn't complain about the friend declaration but still complained that Endianness::swap was private. If anyone knows how to properly use friend in this case, please tell me! Usage: (thanks to gparent for the idea of using std::swap)[/QUOTE] Why is it that you don't need the <unsigned short> part of the function call?
[QUOTE=high;20158861]Why is it that you don't need the <unsigned short> part of the function call?[/QUOTE] Because it figures it out from the parameter. Whereas with std::vector, for instance, you're telling the class to use the T type internally for storage, and generally not passing anything.
[QUOTE=high;20158861]Why is it that you don't need the <unsigned short> part of the function call?[/QUOTE] Template parameter inference works like that.
Making preparations for a 3D version of LÖVE. The engine will be cross-platform and the syntax will be similar to Garry's Mod. I'm just worrying about the question whether people would actually want to use it as coding a game in C++ is faster and you always have more control in the end.
More Mandelbrot, now with zoom. The bar at the bottom controls the number of iterations (the completely black bits are because iterations weren't turned that high, or it takes ages to make the picture). [IMG]http://imgur.com/isYL7.png[/IMG] [IMG]http://imgur.com/3An4g.png[/IMG] [IMG]http://imgur.com/Eurs4.png[/IMG] [IMG]http://imgur.com/jHdwz.png[/IMG] [IMG]http://imgur.com/ACmPT.png[/IMG] [IMG]http://imgur.com/jrZxw.png[/IMG]
Makes me wish I could implement something like that. Anyone got some kind of tutorial to get me started?
[url]http://warp.povusers.org/Mandelbrot/[/url] This site explains it quite well. It explains the maths as well as how to implement it into a programming language (as well as including a full C++ example).
[img]http://filesmelt.com/dl/Pattern.gif[/img] I suck at making gifs, but I hope this is enough to show you my RGB pattern generator!
After a pretty long break (Lack of motivation) I'm starting to get back on track. I've at last added some better texturing. I'm having a bunch of texture tiles (512x512 each) in a single big image and then I'm using a LUT in the pixelshader to look what tile I should use depending on the altitude and slope. It's working good so far, at first it looked pretty ugly because of the transitions but I added some noise to it and now it looks better. Here's some screenshots, also showing some stars (They're even shown in daylight so I still have some work to do) [img]http://facepalm.se/img/texturing_small.png[/img] [img]http://facepalm.se/img/texturing2_small.png[/img] In the pictures I'm only using 3 different textures, going to add more. I'm looking for some good terrain texturepacks so if anyone know any please share :)
That looks fantastic!
Woah! That first picture looks like an extreme close up of a teenagers face!
[quote=baz;20164091]woah! That first picture looks like an extreme close up of a teenagers face![/quote] [u]In outer space![/u]
[img]http://i49.tinypic.com/2vl74mb.jpg[/img] So it begins... I'm really enjoying watching all of you make progress. It gives me motivation to work on something of my own. What you can't see (yet) is entity management going on, but I'm slowly piecing something together.
You can spawn boxes by clicking, and drag boxes around by right clicking. adding some more constraints tomorrow. [img]http://www.cubeupload.com/files/eb9200box.png[/img] rate me
big fucking snip I'll do it in two nested for loop
Been working with XNA for the past few days. I'm finally getting a hang of things. Dynamic limbs :D [IMG]http://img707.imageshack.us/img707/3986/capture3i.gif[/IMG]
cornflower blue
[QUOTE=SolidusBlack;20166163]Been working with XNA for the past few days. I'm finally getting a hang of things. Dynamic limbs :D [IMG]http://img707.imageshack.us/img707/3986/capture3i.gif[/IMG][/QUOTE] Hey that's pretty cool =D, i'm doing something similar. Where's his feet :v:
I did it, it's not that hard when you grasp it... it's quite easy... I'm working on the next step to get a good coloring [img]http://www.cubeupload.com/files/342a00mymandle.png[/img]
[QUOTE=BAZ;20164091]Woah! That first picture looks like an extreme close up of a teenagers face![/QUOTE] Yeah, ridged multifractal is perfect for generating acne :v:
[QUOTE=SolidusBlack;20166163]Been working with XNA for the past few days. I'm finally getting a hang of things. Dynamic limbs :D [IMG]http://img707.imageshack.us/img707/3986/capture3i.gif[/IMG][/QUOTE] wait a minute I helped you in the XNA forums yesterday :neckbeard:
Been doing some GMod stuff - so haven't done much Botch work. Helk made a tank game though. [img]http://dl.dropbox.com/u/3590255/Screenshots/Botch/12Feb2010_005.png[/img] Oh and I had a play around with the the editor's GWEN skin.. (I know you're gonna love the size of this picture) [img]http://dl.dropbox.com/u/3590255/Screenshots/Botch/12Feb2010_002.png[/img] Here is the skin [img]http://dl.dropbox.com/u/3590255/Screenshots/Botch/skin.png[/img]
nice skin
Garry, you are really doing a very great job :D
Garry, where did you get all the icons you use in your editor?
Right here: [url]http://pinvoke.com/[/url]
So wait, can you use them commercially if you link back to the site? Or do you have to buy a license?
Gary, where did you get the media for your tank game ? (Specifically the tank model.)
Garry didn't make it. Helk did.
Someone modelled it for Helk for a different thing he was working on..
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