• What are you working on? V7
    2,001 replies, posted
[QUOTE=blankthemuffin;20240392]I think nullsquared can hold his own penis from now on Jallen. Thanks though![/QUOTE] I was about to write a lengthy responce to jallen but this post pretty much sums it up. [editline]12:43AM[/editline] null isn't doing anything wrong, hes come back after a ban and is posting awesome shit and being nice. Why yall still going on about him?
[QUOTE=nullsquared;20238392] Not sure if you fixed that by now but this isn't Java, don't use threads like that. Just call Game::run() in your main thread. [/QUOTE] Huh? What's the difference between threads in Java and threads in any other language? Also you're not supposed to do threading that way in Java either.
[QUOTE=Jallen;20239352]ITT: People disagree with people saying nullsquareds stuff looks good. (I'm talking about the ratings, also seen on a previous page where jA_cOp posted nulls img since he was banned) Cry some more, he makes good shit, give him credit. [/QUOTE] Or maybe they don't like it? Jesus christ.
[QUOTE=Jallen;20239352]ITT: People disagree with people saying nullsquareds stuff looks good. (I'm talking about the ratings, also seen on a previous page where jA_cOp posted nulls img since he was banned) Cry some more, he makes good shit, give him credit.[/QUOTE] it's an aliased mandelbrot fractal with ugly coder colors. it's not good looking or original.
Holy shit guys lets just all reply and comment on my comment about it. I was just trying to get people to perhaps rate more honestly, not based on personal shit, that is all. Move on, I did about 9 posts ago. [QUOTE=gparent;20240671]Jesus christ.[/QUOTE] Please, call me Jallen.
Progress: [IMG]http://i49.tinypic.com/30l2jvc.png[/IMG] Had to create my own controls for winform.. and since I never done it before, it was pain in da ass The result is pretty though :buddy:
[QUOTE=Xerios3;20240905]Progress: [IMG_thumb]http://i49.tinypic.com/30l2jvc.png[/IMG_thumb] Had to create my own controls for winform.. and since I never done it before, it was pain in da ass The result is pretty though :buddy:[/QUOTE] If you used red / orange (maybe blue) that would look like a blowtorch being used against a surface. Awesome.
Amazing. Is this your own engine or something ?
[QUOTE=Jallen;20240786]I was just trying to get people to perhaps rate more honestly, not based on personal shit, that is all.[/QUOTE] And that's what they did. Gj. [QUOTE=Jallen;20240786]Please, call me Jallen.[/QUOTE] When I refer to you I will.
Something nastier [IMG]http://i47.tinypic.com/2vufu4l.png[/IMG] [QUOTE=OrYgin;20240965]Amazing. Is this your own engine or something ?[/QUOTE] Thx, As for that, I wasn't really planing on making it an engine but uhmm.. it's starting to look like one, so yes, it's my engine =) [editline]02:24AM[/editline] [QUOTE=Jallen;20240932]If you used red / orange (maybe blue) that would look like a blowtorch being used against a surface. Awesome.[/QUOTE] I'm planning on making awesome effects later, right now just testing stuff out =P
[QUOTE=Xerios3;20241127]As for that, I wasn't really planing on making it an engine but uhmm.. it's starting to look like one, so yes, it's my engine =)[/QUOTE] Looks really good so far, and UI is pretty fantastic.
[QUOTE=Xerios3;20241127]Something nastier [IMG]http://i47.tinypic.com/2vufu4l.png[/IMG] [/QUOTE] Doesn't look nasty... just like a pine tree. Use less organic colors. Throw in some like lime lol.
[QUOTE=Xerios3;20241127]Something nastier [IMG]http://i47.tinypic.com/2vufu4l.png[/IMG] Thx, As for that, I wasn't really planing on making it an engine but uhmm.. it's starting to look like one, so yes, it's my engine =) [editline]02:24AM[/editline] I'm planning on making awesome effects later, right now just testing stuff out =P[/QUOTE] Looks like a green waterfall.
I think my next project is going to be something in the spirit of ceebot/colobot (more like the latter from what I've heard). Obviously less (read: not at all) focused on education and more focused on robot-based survival. Gonna focus on getting it off the ground by keeping the initial features basic while trying to make it abstract and extensible enough for it to grow and change. The problem I always have is that I go insane with the second part because I'm terrified of coding myself into a hole, which, in my defense, has happened on a few occasions. In any case, the usual reason I end up giving up is because I never reach v1 because I keep adding features and eventually lose my nerve. [editline]08:53PM[/editline] Also, this will be my first project with opengl :D [editline]08:54PM[/editline] Still gonna be 2d though, pretty sure about that. At least initially.
[QUOTE=tjl;20240519]Huh? What's the difference between threads in Java and threads in any other language? Also you're not supposed to do threading that way in Java either.[/QUOTE] Well a common thing I see in Java is that *everything* is run in separate threads. Separate game loop thread, separate input thread, separate threads for everything. That's not very efficient (or useful, actually) and it most definitely shouldn't be carried over into C++ as a habit.
[QUOTE=nullsquared;20238392]Not sure if you fixed that by now but this isn't Java, don't use threads like that. Just call Game::run() in your main thread.[/QUOTE] I fixed that already, but thanks anyway. :smile: I'm not even sure why I did that. In my defense, it was 3am in the morning. [b]Edit:[/b] [cpp]class Abstract { public: virtual void pure_virtual() = 0; };[/cpp] What does the = 0 mean? All I can find about is that it's a special syntax that makes it a virtual function, but isn't that what virtual is for? And what would = 1, 2 or 3 mean?
Working on a game based of "The Lost Room"
[QUOTE=Robber;20247744]I fixed that already, but thanks anyway. :smile: I'm not even sure why I did that. In my defense, it was 3am in the morning. [b]Edit:[/b] [cpp]class Abstract { public: virtual void pure_virtual() = 0; };[/cpp] What does the = 0 mean? All I can find about is that it's a special syntax that makes it a virtual function, but isn't that what virtual is for? And what would = 1, 2 or 3 mean?[/QUOTE] The = 0 declares that the virtual function is pure. A pure virtual function has to be overloaded in derived classes. It also means that you cannot instantiate classes that have pure virtuals in them, only classes derived from them.
[QUOTE=Robber;20247744]I fixed that already, but thanks anyway. :smile: I'm not even sure why I did that. In my defense, it was 3am in the morning. [b]Edit:[/b] [cpp]class Abstract { public: virtual void pure_virtual() = 0; };[/cpp] What does the = 0 mean? All I can find about is that it's a special syntax that makes it a virtual function, but isn't that what virtual is for? And what would = 1, 2 or 3 mean?[/QUOTE] = 0 means its a pure virtual, which means that derived classes *have to* implement it (otherwise you'll get a compile-time error). If you leave off the = 0 then derived classes can choose not to implement it. There is no = 1 or 2 or 3, = 0 just like saying that the function is NULL until a derived class implements it (don't use NULL though, use 0).
Just to elaborate, a class with any pure virtual members is abstract, whereas a class with none is concrete.
[QUOTE=Turd92;20248491]The = 0 declares that the virtual function is pure. A pure virtual function has to be overloaded in derived classes. It also means that you cannot instantiate classes that have pure virtuals in them, only classes derived from them.[/QUOTE] [QUOTE=nullsquared;20248505]= 0 means its a pure virtual, which means that derived classes *have to* implement it (otherwise you'll get a compile-time error). If you leave off the = 0 then derived classes can choose not to implement it. There is no = 1 or 2 or 3, = 0 just like saying that the function is NULL until a derived class implements it (don't use NULL though, use 0).[/QUOTE] Thanks. To the guys rating null late, he answered the second part of my question first. [QUOTE=Jallen;20248690]Just to elaborate, a class with any pure virtual members is abstract, whereas a class with none is concrete.[/QUOTE] Thought so.
I've been working on a game in UDK, it's a game where you control a ball around obstacles, I've got the ball set up and figured out how to import models and apply materials to them. I've only been working on it for a few days but check it out... [img]http://img521.imageshack.us/img521/6393/projectyo.jpg[/img] [img]http://img136.imageshack.us/img136/2103/screenshoteditor.jpg[/img]
Hey guys, what are some common members for a base entity class? Here's what I have so far.. Vectors2f: Position, Velocity; int: Life; float: Rotation, Scale; bool: Static, Dead; While we're at it, what are some common virtual functions for anything inheriting? Here's what I have so far.. Input, OnDeath, and CustomStep;
[QUOTE=Ferret++;20249563]I've been working on a game in UDK, it's a game where you control a ball around obstacles, I've got the ball set up and figured out how to import models and apply materials to them. I've only been working on it for a few days but check it out...[/QUOTE] You mean like...The Ball?
[QUOTE=NorthernGate;20252458]Hey guys, what are some common members for a base entity class? Here's what I have so far.. Vectors2f: Position, Velocity; int: Life; float: Rotation, Scale; bool: Static, Dead; While we're at it, what are some common virtual functions for anything inheriting? Here's what I have so far.. Input, OnDeath, and CustomStep;[/QUOTE] Just give it what you need and nothing else.
[QUOTE=Ortzinator;20252532]You mean like...The Ball?[/QUOTE] No, In the ball you are a guy pushing the ball around. But in my game you are a ball, I'm having real trouble with the camera though.
[QUOTE=NorthernGate;20252458]Hey guys, what are some common members for a base entity class? Here's what I have so far.. Vectors2f: Position, Velocity; int: Life; float: Rotation, Scale; bool: Static, Dead; While we're at it, what are some common virtual functions for anything inheriting? Here's what I have so far.. Input, OnDeath, and CustomStep;[/QUOTE] 2D or 3D ? If it's 3D I'd suggest storing rotation (Or should I say orientation.) as a 3x3 matrix. Some of those properties seem too "higher level" for a base entity. They are assuming that it's a living and moving entity. I'd split it into Base Entity (Just storing position, movement and parenting.) and a Base Character. (Adding life and so on.)
[QUOTE=Ferret++;20249563]I've been working on a game in UDK, it's a game where you control a ball around obstacles, I've got the ball set up and figured out how to import models and apply materials to them. I've only been working on it for a few days but check it out... -snip-[/QUOTE] What's that effect in the second screenshot?
Ambient occlusion
[img]http://i49.tinypic.com/2hhneza.png[/img] I work a bit on this while I'm bored for entertainment purposes. Edit: I spot some rough borders. I suppose Windows 7 cutting tool isn't too refined.
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