Mandelbrot & source: [url]http://filesmelt.com/dl/mandelbrot_v1.zip[/url]
Enjoy :smile:. Tell me any bugs you find, any comments on the program, any comments on the source, anything at all. Source is released under zlib (though you'd already know that if you read the readme :v:). I tried to keep it relatively tidy and "nice" but there's no guarantees.
Next up: rendering it in a shader.
Helk made a physics prop entity. I fixed the center of mass bug. So now we have physics !
[hd]http://www.youtube.com/watch?v=2si_Vi1WdiE[/hd]
Nice video Garry, i want to have that program.
[QUOTE=garry;20285793]Helk made a physics prop entity. I fixed the center of mass bug. So now we have physics !
[hd]http://www.youtube.com/watch?v=2si_Vi1WdiE[/hd][/QUOTE]
Pretty awesome, saw it on youtube before I read the post. I thought you already had physics entities though?
[QUOTE=Mr Kentaro;20285862]Nice video Garry, i want to have that program.[/QUOTE]
Non programmer who clicked the link on the youtube video alert.
Not that that's a bad thing I guess..
What physics engine is used for that? your own or something premade?
[QUOTE=Tobba;20285945]What physics engine is used for that? your own or something premade?[/QUOTE]
I believe he is using bullet.
Also who is this helk guy who is making all this stuff?
Probbably someone awsome....
[QUOTE=GreyIOutcast;20281459]I visit this thread on my Droid nearly every day in school. Generally when the days are slowing down, or in that period early in the morning when nobody is there. Only worth checking specific threads though, too slow to browse through the forum easily.
That, and the blue bars at the top as well as the gray bars above posts are shortened.
Nice job with the lego robot, though. Are you just communicating with the tower (was that what it was called? I haven't played with my mindstorm in years, I'm not even sure if I still have all the parts), or how are you communicating with it?
[editline]08:09PM[/editline]
And I have to agree with Robber, that was a very good explanation. That was one of the questions I hadn't gotten around to answering myself. You did the job for me. You don't deserve most of the contempt you get on here, really, you just get a little irritable from time to time, like everybody else.[/QUOTE]
Yes, I'm using the tower. Right now, the c++ program does a system() call to nqc, and uses nqc's message system to message the RCX. I need to get nqc's source and implement direct IR tower comm within my own program as system() is terrible, but for a quick proof of concept, it did its job.
[QUOTE=garry;20285793]Helk made a physics prop entity. I fixed the center of mass bug. So now we have physics !
[hd]http://www.youtube.com/watch?v=2si_Vi1WdiE[/hd][/QUOTE]
I'm sure you want to marry Lily Allen.
[QUOTE=Jallen;20285965]I believe he is using bullet.
Also who is this helk guy who is making all this stuff?[/QUOTE]
I think it's an old friend of his, they are part of FacePunch Studios company.
If he isn't Garry should release the program and sell a license for £30 or higher, and even get a percent of the royalties or do it for free. But It would be cool if people could upload their scripts to a database with tags to share.
For instance if someone make a side-scrolling camera he could upload the script online and someone else with nearly no skill in coding could simply find it and add it for his game
[QUOTE=Jallen;20285965]Also who is this helk guy who is making all this stuff?[/QUOTE]
I imagine 'Helk' as an alter-ego garry invented to deal with the stress of game development.
Helk sounds really cool.
He needs to come to the forums.
maybe he's already here
:iiam:
From google images, Helk:
[IMG]http://www.fototime.com/3673EE7079C4A22/orig.jpg[/IMG]
Pretty sure Helk is not on facepunch. In other news, does anyone have experience with nqc?
Working on loading my model format for my engine. Been working for 30 minutes with trying to make a cube model within this dumb HexEditor. I'm still thinking of what i should have as file extension, if i dont figure out anything i just put like .dick or something
Direct Input :argh:
[code]Input::Refresh();
if(Input::IsKeyDown(DIK_UP) && !keywait)
{
cursor->MoveY(1);
keywait = true;
}
else
{
keywait = false;
}[/code]
This would work if direct input wasn't stupid. It keeps moving up despite the fact that I never let go of the key.
[QUOTE=Jallen;20287755]Direct Input :argh:
[code]Input::Refresh();
if(Input::IsKeyDown(DIK_UP) && !keywait)
{
cursor->MoveY(1);
keywait = true;
}
else
{
keywait = false;
}[/code]
This would work if direct input wasn't stupid. It keeps moving up despite the fact that I never let go of the key.[/QUOTE]
No, that makes sense.
frame 1: if UP is pressed and keywait is false, move and set keywait to true
frame 2: if UP is pressed and keywait is false ... but keywait is true, so execute the else statement, which sets keywait to false
frame 3: if UP is pressed and keywait is false, move and set keywait to true
frame 4: repeat frame 2
frame 5: repeat frame 1
// etc. etc.
Essentially every other frame you're moving, with given a high framerate it looks like it keeps moving steadily.
[QUOTE=nullsquared;20287905]No, that makes sense.
frame 1: if UP is pressed and keywait is false, move and set keywait to true
frame 2: if UP is pressed and keywait is false ... but keywait is true, so execute the else statement, which sets keywait to false
frame 3: if UP is pressed and keywait is false, move and set keywait to true
frame 4: repeat frame 2
frame 5: repeat frame 1
// etc. etc.
Essentially every other frame you're moving, with given a high framerate it looks like it keeps moving steadily.[/QUOTE]
pffff thanks :buddy:
rate me dumb
Back to working on my tiny scripting language, and I'm actually getting somewhere this time. Instead of thinking up a syntax to match that of "professional" languages, I decided to fuck it all and go with the simplest syntax I know: Assembly. This way I could focus on writing the cool shit instead of trying to figure out the subtle differences between a function call and a for loop.
And it actually works!
[cpp]set Hello, 0
Loop:
inc Hello
cmp Hello, 10
jne Loop[/cpp]
Block game editor is going well.
[img]http://i48.tinypic.com/10z62ah.jpg[/img]
Nice, anyone has some experience in using sfml on visual c++ 2010 express ? Can't get it to work and I just started liking 2010 over 2008
[QUOTE=quincy18;20288324]Nice, anyone has some experience in using sfml on visual c++ 2010 express ? Can't get it to work and I just started liking 2010 over 2008[/QUOTE]
Tried compiling it in 2010?
To be honest, I have a bit of a problem with that. I downloaded the files and opened the 2008 file, then it got converted to 2010 after that I started to wonder if I had to set the solution configuration too like is it debug or debug dll or debug static or release ... So I'm bit stuck there.
There's pretty much a 99% chance that there is some info on VS2010 + SFML on the SFML forums. That's where I'd start.
[QUOTE=nullsquared;20285703]Mandelbrot & source: [url]http://filesmelt.com/dl/mandelbrot_v1.zip[/url]
Enjoy :smile:. Tell me any bugs you find, any comments on the program, any comments on the source, anything at all. Source is released under zlib (though you'd already know that if you read the readme :v:). I tried to keep it relatively tidy and "nice" but there's no guarantees.
Next up: rendering it in a shader.[/QUOTE]
Haha, and to think I was amazed at the detail electron microscopes can show, this thing is just nuts!
Warning: messing around with this can get very trippy :v:
[QUOTE=gilly_54;20288415]Haha, and to think I was amazed at the detail electron microscopes can show, this thing is just nuts!
Warning: messing around with this can get very trippy :v:[/QUOTE]
:v:
I'm actually looking to implement an alternative version with an arbitrary precision math library so that you can zoom infinitely... currently its restrained to how much precision doubles have, which is enough for most things, but eventually they run out of precision when you zoom in enough.
[QUOTE=nullsquared;20288481]:v:
I'm actually looking to implement an alternative version with an arbitrary precision math library so that you can zoom infinitely... currently its restrained to how much precision doubles have, which is enough for most things, but eventually they run out of precision when you zoom in enough.[/QUOTE]
So THAT'S why the fractal renderers I've used only went so far!
In retrospect, that now sounds fairly obvious and I should be kicking myself.
[QUOTE=nullsquared;20288481]:v:
I'm actually looking to implement an alternative version with an arbitrary precision math library so that you can zoom infinitely... currently its restrained to how much precision doubles have, which is enough for most things, but eventually they run out of precision when you zoom in enough.[/QUOTE]
Is it compiled on GCC? Maybe you could squeeze some more out of it with long double :P.
[img]http://img517.imageshack.us/img517/1668/sshot0.jpg[/img]
That hobo there can path around the walls
[QUOTE=garry;20285793]Helk made a physics prop entity. I fixed the center of mass bug. So now we have physics !
[hd]http://www.youtube.com/watch?v=2si_Vi1WdiE[/hd][/QUOTE]
"'Unammed player' joined":eng101:
It's going along VERY nicely though, the physics engine looks like it's really good.
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