• What Are You Working On? V13
    5,003 replies, posted
[QUOTE=Richy19;26145886]I dont know what that is, let alone how to use it.[/QUOTE] If I understand it correctly, it's where you draw all the game objects to a buffer surface and afterwards blit the whole thing to the screen, instead of drawing directly to the screen each time. It stops flickering and always looks smooth and how it's supposed to.
Is it normal that my WPF application fires the mouse events at a speed of 1.5 events per second? It's really choppy and slow, has anyone had this before?
I made every pixel a door, essentially creating GridCraft. [img]http://i51.tinypic.com/f566hj.png[/img]
[img]http://localhostr.com/files/rrdcXWL/opengl.png[/img] Rate me late, I don't care.
[QUOTE=DevBug;26148575][img_thumb]http://localhostr.com/files/rrdcXWL/opengl.png[/img_thumb] Rate me late, I don't care.[/QUOTE] i have trouble seeing what's so special about this.
So is Devbug Notch or hwhat
Do you guys have any suggestions for the app I am working for.
[QUOTE=geel9;26148679]So is Devbug Notch or hwhat[/QUOTE] [media]http://www.youtube.com/watch?v=ON-7v4qnHP8[/media]
Wut?
[QUOTE=i300;26148764]Do you guys have any suggestions for the app I am working for.[/QUOTE] whatever it is, don't make a thread for every version/build/revision of it.
[QUOTE=notch;26148775][media]http://www.youtube.com/watch?v=ON-7v4qnHP8[/media][/QUOTE] Killing Floor makes so much more sense now! :kraken:
[QUOTE=deloc;26148877]whatever it is, don't make a thread for every version/build/revision of it.[/QUOTE] I know.
As I said yesterday I got basic tracks working when reading and parsing wave data from sound files. I improved it a bit (not finished though) and this is what I have so far: [media]http://www.youtube.com/watch?v=9fcY_rDwnnY[/media] Songs are shown during the video if you're curious on the titles.
[QUOTE=xAustechx;26149614]As I said yesterday I got basic tracks working when reading and parsing wave data from sound files. I improved it a bit (not finished though) and this is what I have so far: [media]http://www.youtube.com/watch?v=9fcY_rDwnnY[/media] Songs are shown during the video if you're curious on the titles.[/QUOTE] You're doing this by getting the average of the delta noise per few frames, right?
[QUOTE=geel9;26149693]You're doing this by getting the average of the delta noise per few frames, right?[/QUOTE] Nope. :v: Edit: Nah, what I'm doing is first I grab all the wave data of the sound and add it up getting a total of all the wave data added up. Then I calculate the average wave data of the song by dividing the total by the number of samples in the song. Then I loop through the data once more looking for points where it passes the average, and place a note. As for the position of the notes (left right up down) that is random.
[QUOTE=xAustechx;26149727]Nope. :v:[/QUOTE] How then
[QUOTE=geel9;26149742]How then[/QUOTE] Look at my edit. : )
[QUOTE=xAustechx;26149727]Nope. :v: Edit: Nah, what I'm doing is first I grab all the wave data of the sound and add it up getting a total of all the wave data added up. Then I calculate the average wave data of the song by dividing the total by the number of samples in the song. Then I loop through the data once more looking for points where it passes the average, and place a note. As for the position of the notes (left right up down) that is random.[/QUOTE] just do fft instead of whatever hacky nonsense you just described.
[QUOTE=deloc;26149997]just do fft instead of whatever hacky nonsense you just described.[/QUOTE] Fft?
fast fourier transform
[QUOTE=deloc;26149997]just do fft instead of whatever hacky nonsense you just described.[/QUOTE] FFT has greater complexity than that "hacky nonsense" (O(nlogn) compared to O(n)). What would be its benefits?
The main benefit would be being able to assign tone ranges or tone changes to the directions. In addition, it would allow for a sensible method of deciding when to have multiple notes at the same time. Whether that's worth the pre-computation and abandoning the hacky nonsense currently in use is really a question of how well the hacky nonsense plays. It could definitely use some non-random positioning, but otherwise looks decent in the video.
Quickly made this to to my homework for me. [img]http://ahb.me/Y7A[/img] [img]http://ahb.me/Y7F[/img]
[img]http://filesmelt.com/dl/as3devconsole_tracer.JPG[/img] Made a tracer thing for my AS3 Developer console when i had some free time in one of my classes, comes in handy :P Should have really programmed more of my current game project though...
[QUOTE=ThePuska;26151078]FFT has greater complexity than that "hacky nonsense" (O(nlogn) compared to O(n)). What would be its benefits?[/QUOTE] Actually his 'hacky nonsense' is 2 iterations, so uhh wouldn't it be O(2n)? Not to mention you don't take quality etc into account. FFT or whatever it is could possibly work better. Shit's not all about complexity, it's not running on a gameboy.
O(an + b) = O(n) with constants a and b I don't take quality into account because I've never used FFT. I asked because if I was programming that game, I'd want to know what there's to gain from implementing it. "Quality" is a very vague description. To me, simplicity is a quality. [editline]19th November 2010[/editline] Similarly, O(logn) doesn't specify which logarithm it is - you can change from one base to another by multiplying it with a constant. [editline]19th November 2010[/editline] Similarly, O(logn) doesn't specify which logarithm it is - you can change from one base to another by multiplying it with a constant.
Finally decided on a syntax for the operator keyword for declarations in my language (YES IT TOOK ME THAT LONG, no I don't have much more stuff to agonize over). Because a majority of the operators are keywords, I figured using a "key" keyword would make more sense, than say "oper", "opr", or something else. This also means that you could define an overload for casting to a specific type, as well as have a method named "cast". I've also decided to make a difference between generators and methods, in that they are not considered the same. The below code is illegal in C++, because two functions with the same name cannot return different types, [cpp] void function(void); int function(void); [/cpp] and in C++0x, trying to cheat with the new function declaration syntax [cpp] auto function(void) -> double { return 3.235; } auto function(void) -> char { return 'z'; } int main(void) { double x = function(); char z = function(); } [/cpp] Obviously results in an error, though this one is one of ambiguity, rather than the compiler realizing they are returning different types. However in Bentus, a generator is not a function/method, so the following is possible [code] class arbitrary[T](object): def self(none): # def self is ctor, def kill is dtor, def new and del are now key new and del self.list.at(0) = T() self.list.at(1) = T() self.list.at(2) = T() end # Is item in self? key in(item:ref T) -> bool: idx := 0 while idx < self.list.size: if self.list.at(idx) is item: return true end idx += 1 end return false end # Iterate through the arbitrary instance, and note how both in's don't return the same type # Because one is a generator operator, and the other is a method operator # I could use a for loop here, but that defeats the purpose of the example key in(none) => ref T: idx := 0 while idx < self.list.size: yield self.list.at(idx) idx += 1 end end # Note that a list identifier is not a list[T] :) # Unless we instantiate list in self (ctor), it will have a default size of 3. # Think C++ Initializer List :D list: list[T](3) end [/code] I'll be making a (MUCH) larger post soon, about the language, and some of the design decisions I've made, as well as which languages I've taken features from. Hopefully, I can have some kind of simple spec, so that anyone can get an idea of what is and is not allowed in the language. Also, I don't know if I mentioned it or not, but in the first working release of my implementation you'll be able to link to C libraries, so OpenGL, SDL, or whatever you want will be available. (It's definitely a goal of mine, as I think a self hosting implementation of Bentus would be just awesome) Hopefully I'll be able to also show several ideas of what I would consider a good idea, vs. a bad idea in the language. [sp]Good Idea: Using a generator for an iterator. Bad Idea: Using a generator to yield an iterator[/sp]
[QUOTE=DevBug;26148575] Rate me late, I don't care.[/QUOTE] climbing up your windows.... so dumb so dumb...
[QUOTE=Chandler;26152359] [sp]Good Idea: Using a generator for an iterator. Bad Idea: Using a generator to yield an iterator[/sp][/QUOTE] [img]http://4.bp.blogspot.com/_DZM5cvdcaFQ/Rswrq6AytvI/AAAAAAAAABY/sWkXZEPvZ0U/s200/goodbadidea.jpg[/img]
[QUOTE=jA_cOp;26144197]I thought it worked out pretty OK for Solace on Github once everyone got up to date on Git (man that took some work). Ironically the "idea man" had no consistent plan for the project and he was really slow in producing content.[/QUOTE] Yeah, that. But in addition to the ideas guy having no consistent plan, we never started work on the stuff we actually would've needed. But hey, at least we could almost play music. :v:
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