• What Are You Working On? V13
    5,003 replies, posted
[QUOTE=NovembrDobby;25115230]I'll try and keep you updated :keke:, we've just started looking at placements for the 3rd year. I'm enjoying it so far. We do fun stuff like participating in game jams and we sometimes have industry people come in and do talks (Codemasters, I hear Crytek and Team17 sent guys at one point but I wasn't here back then).[/QUOTE] This is also something that interests me. How do these courses with industry years work? do the unis give you locations to choose from ? or do you have to find your own place? or how does it work?
[QUOTE=Xera;25115702]How? I thought installing other operating systems was limited to devices with an old bootrom?[/QUOTE] I'm cheating, it's just a ChromiumOS version of Chromium so you get all the UI. It's still running atop the usual iOS. But still, I found it a fun little project.
[code] data int yo 5+5 end thread main yo += 5 motor.mov(OUT_BC, 100) waitms(4000) motor.mov(OUT_BC, -100) waitms(4000) motor.stop(OUT_BC) end [/code] SUCCESS!!! [code] dseg segment yo sdword 5+5 dseg ends thread main add yo, yo, 5 OnFwd(OUT_B,OUT_BC, 1) wait 4000 OnFwd(OUT_B,OUT_BC, -) wait 4000 Off(OUT_BC) endt [/code] almost.
[QUOTE=Jallen;25114489]AFAIK the best games course is in Derby (and the one respected by employers) but tbh you're much safer doing a computer science course.[/QUOTE] Also i thoug derbys course wasnt that good, there entry requirements at least are lower than most other places
[QUOTE=Hexxeh;25115821]I'm cheating, it's just a ChromiumOS version of Chromium so you get all the UI. It's still running atop the usual iOS. But still, I found it a fun little project.[/QUOTE] That's actually even more awesome.
[QUOTE=Richy19;25115799]This is also something that interests me. How do these courses with industry years work? do the unis give you locations to choose from ? or do you have to find your own place? or how does it work?[/QUOTE] From what I know so far it's pretty relaxed; they have info about companies who seek placement/graduate students, or we can just go out and find them ourselves. As long as the work you do there is relevant to your award, you just need a go ahead from the uni and it's sorted. You work there for about a year and come back for the 4th year of education. It's quite competitive so they encourage us to start looking early and give us help with our portfolios.
Currently learning Scheme for my introduction to programming class. (first uni class, yay!) I've used c-like languages for years now, but had never tried any functional ones. From what I've heard this Scheme thing is a lot like Askell or lisp. Honestly, it's pretty interesting so far. Totally different way of doing things. I finally understand what you guys mean you meantion lambdas too :D On a related note, can I borrow someone's parentheses? I've ran out.
today ive learned how to add a fps gun to my camera :) [url]http://www.youtube.com/watch?v=ObInuEZqF0k[/url], really enjoying learning directx
Hello Programming forum, it's been awhile since I posted some content. Finally I have a game idea that I'm very pleased with. [media]http://www.youtube.com/watch?v=SWOOQWB8Whs[/media] This is what I call Left 4 Dead 1.5. It's pretty much a 2D Left 4 Dead :v: The video just shows off what you can do so far in the game. The game features: [code] - Basic movement (no animation yet) - Ability to close and open the saferoom door - Collision (a bit buggy, but I'm happy that it works) [/code] It may not seem like a lot of features but I've been procrastinating a bit in those past 3 days that I've worked on it. But another feature that isn't really shown is the level loading. It doesn't load levels through text files (people could easily screw up the levels and, well, I just don't want that happening :v: ) so instead it reads a 2 dimensional array. The only major bug in the code is flat surfaces (like the concrete). If you noticed in the video, if I'm falling down and I touch the side of the concrete (not walls) I teleport back up onto that block. Hopefully I can fix that later on. Other than that, the rest is pretty perfect. Then I can soon add (working) weapons and other entities, zombies, and more (like multiplayer (online maybe) and possibly custom campaigns). :buddy:
I'm working on learning C++ (does that count?) I know a few of the basics such as arrays and such, but I don't quite get how you can make anything complex with this. I made a simple command prompt calculator that calculates compound interest but that's about it.
[QUOTE=thomasfn;25113075]Not when you pick apart every single sentence for 5 hours a week, for 6 months.[/QUOTE] I had to do that too for school. :saddowns:
[QUOTE=The Inzuki;25120792]This is what I call Left 4 Dead 1.5. It's pretty much a 2D Left 4 Dead :v:[/QUOTE] You should call it Left [B]2 D[/B]ie (Get it? :q:).
Here are the screenshots of our teams submission for assignment 1. Assignment 1 is basically a virtual walkthrough and a milestone for the final project. So what you are seeing is the final virtual environment which was modelled based on a part of the student village at my university. You can walk around and collide with everything in our scene, and the scene is created in 3dsmax, exported with ogremax and loaded into ogre, on scene loading we parse all the entity nodes and generate OBBs and physics objects for appropriate nodes, so the content pipeline for our simulation is really easy and fast to use. A bonus is you can view the scene in 3dsmax using the inbuilt ogremax viewer to see pretty much how it's going to look in-game. Incoming images... [img]http://img832.imageshack.us/img832/8440/pd1.png[/img] [img]http://img687.imageshack.us/img687/8243/pd2x.png[/img] [img]http://img689.imageshack.us/img689/7281/pd3s.png[/img] [img]http://img163.imageshack.us/img163/5825/pd4.png[/img] [img]http://img716.imageshack.us/img716/1875/pd5.png[/img] [img]http://img512.imageshack.us/img512/1492/pd6.png[/img] [img]http://img716.imageshack.us/img716/2994/pd7.png[/img] [img]http://img810.imageshack.us/img810/659/pd8.png[/img] [img]http://img39.imageshack.us/img39/174/pd9.png[/img] [img]http://img715.imageshack.us/img715/796/pd10.png[/img] Oh and no video yet because my net is capped until next month, and I don't have any video editing software on my computer :frown: sorry, will make a video in a few days. [b]Edit:[/b] Here's a gallery with some photos of the [url="http://img194.imageshack.us/gal.php?g=1001756.png"]actual place[/url].
speed [img]http://ahb.me/xWD[/img]
[QUOTE=r4nk_;25126421]Here are the screenshots of our teams submission for assignment 1. Assignment 1 is basically a virtual walkthrough and a milestone for the final project. So what you are seeing is the final virtual environment which was modelled based on a part of the student village at my university. You can walk around and collide with everything in our scene, and the scene is created in 3dsmax, exported with ogremax and loaded into ogre, on scene loading we parse all the entity nodes and generate OBBs and physics objects for appropriate nodes, so the content pipeline for our simulation is really easy and fast to use. A bonus is you can view the scene in 3dsmax using the inbuilt ogremax viewer to see pretty much how it's going to look in-game. Oh and no video yet because my net is capped until next month, and I don't have any video editing software on my computer :frown: sorry, will make a video in a few days. [b]Edit:[/b] Here's a gallery with some photos of the [url="http://img194.imageshack.us/gal.php?g=1001756.png"]actual place[/url].[/QUOTE] That looks fucking awesome
Instead of teaching little kids or going to a retirement house for a few days a year, our school allows us to do "Independent Projects," which basically allow us to do something we really like as long as it benefits the community somehow (it must be approved by a panel of teachers). I got 4 of my friends from my AP Java class, who are all really excited to learn about programming and are far ahead of the class together for an independent project (which was approved last wednesday :v:). We are going to design and program some sort of game for Android, release it on the market as a paid app, but give all the proceeds to either the YTF or OLPC (two technology-based non-profit organizations, google them). One of the people in the group isn't as good at programming, but can handle most of the business end of the project. We are required to make a blog and post regular updates on our project (all independent projects have that requirement) to the blog, so I'll post that link up here once I remove the "hello world!" post that wordpress automatically creates. I'll probably post the major updates here too.
@r4nk_ Very awesome. One thing I would say is that some of the textures are letting you down, specifically the woodchip, grass, and rock ones.
[QUOTE=turb_;25126621]speed [img]http://ahb.me/xWD[/img][/QUOTE] Is this in trykari? [editline]02:01PM[/editline] 'Cause it should be so people could be like "Holy fuck kari is fast"
[QUOTE=esalaka;25127395]Is this in trykari? [editline]02:01PM[/editline] 'Cause it should be so people could be like "Holy fuck kari is fast"[/QUOTE] Frankly, I doubt Kari is particularly fast: it's built as an interpreter in and already interpreted language. Still, it's a nice language though! [b]Edit[/b] To you to below me: I would call it interpreted, as it's run through a JIT compiler: you still have something like a 25% performance hit compared with and AOT compiled language. And yes, I'm more than aware of all the arguments about "Oh, that's just benchmarks" and that it's more the user than the language that governs efficiency, but that's not the point.
[QUOTE=TheBoff;25127429]Frankly, I doubt Kari is particularly fast: it's built as an interpreter in and already interpreted language. Still, it's a nice language though![/QUOTE] C# is not what one would call interpreted.
[QUOTE=TheBoff;25127429]Frankly, I doubt Kari is particularly fast: it's built as an interpreter in and already interpreted language. Still, it's a nice language though![/QUOTE] C# is not an interpreted language!? [editline]11:17AM[/editline] [QUOTE=TheBoff;25127429] [b]Edit[/b] To you to below me: I would call it interpreted, as it's run through a JIT compiler: you still have something like a 25% performance hit compared with and AOT compiled language. And yes, I'm more than aware of all the arguments about "Oh, that's just benchmarks" and that it's more the user than the language that governs efficiency, but that's not the point.[/QUOTE] [url]http://dl.dropbox.com/u/3655383/cs_is_not_slow.html[/url]
[QUOTE=Pirate Ninja;25127454]C# is not an interpreted language!? [editline]11:17AM[/editline] [url]http://dl.dropbox.com/u/3655383/cs_is_not_slow.html[/url][/QUOTE] C# is not interpreted, as the JIT compiles it to real x86 code just before launching. Well, just read what's here: [url]http://social.msdn.microsoft.com/forums/en-US/csharplanguage/thread/cae316f5-fd3b-4bbe-8650-751f406bc4f5[/url]
[QUOTE=Pirate Ninja;25127454]C# is not an interpreted language!?[/QUOTE] Indeed it isn't, but CIL is. And C# gets compiled to CIL. [editline]02:26PM[/editline] Although [B]technically[/B] the CPU is just an interpreter for machine code, so...
[QUOTE=esalaka;25127606]Indeed it isn't, but CIL is. And C# gets compiled to CIL. [editline]02:26PM[/editline] Although [B]technically[/B] the CPU is just an interpreter for machine code, so...[/QUOTE] The CIL is not interpreted, as Shammah explains, it's compiled to native code just-in-time. (It's possible to force it to do ahead-of-time compilation too, but the JIT compiler produces better code)
[QUOTE=jA_cOp;25127666]The CIL is not interpreted, as Shammah explains, it's compiled to native code just-in-time. (It's possible to force it to do ahead-of-time compilation too, but the JIT compiler produces better code)[/QUOTE] Oh yeah, JIT. I forgot completely :downs:
Oh god what did I start [editline]09:46PM[/editline] On another note, this argument shouldn't be about how fast C# is. The fact is that there are still hundreds (possibly thousands, I haven't disassembled Kari to check) of IL instructions executed for every token executed. The language doesn't exactly lend itself to speed either, being dynamic and the fact that there is no explicit call syntax - instead there are runtime checks to see if a certain identifier is a function or not. [editline]09:47PM[/editline] I am looking into the compilation of Kari, which should give it a nice speed boost. The runtime checks will always be a let down, however.
I wrote a quick dungeon generator for use with a MUD server I'm writing as part of a school assignment. It is able to generate arbitrarily sized, square shaped, dungeons with a specified amount of rooms. It creates such beauties as: [img]http://ace.saxservers.net/stuff/dungeon.png[/img] (128x128 tiles dungeon with 400 rooms) [editline]03:24PM[/editline] 256x256 tile dungeon with 2000 rooms: [img]http://ace.saxservers.net/stuff/dungeon2.png[/img]
r4nk_: There's img_thumb tags on this forum.
[QUOTE=ace13;25128642]I wrote a quick dungeon generator for use with a MUD server I'm writing as part of a school assignment. It is able to generate arbitrarily sized, square shaped, dungeons with a specified amount of rooms. It creates such beauties as: [img_thumb]http://ace.saxservers.net/stuff/dungeon.png[/img_thumb] (128x128 tiles dungeon with 400 rooms) [editline]03:24PM[/editline] 256x256 tile dungeon with 2000 rooms: [img_thumb]http://ace.saxservers.net/stuff/dungeon2.png[/img_thumb][/QUOTE] I wanna play it :3:
[QUOTE=jA_cOp;25127666]The CIL is not interpreted, as Shammah explains, it's compiled to native code just-in-time. (It's possible to force it to do ahead-of-time compilation too, but the JIT compiler produces better code)[/QUOTE] Actually, the AOT compiler produces better code since it can do optimizations which would take too long to be done JIT.
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