[QUOTE=jA_cOp;25173073]I bet the dumb ratings are due to the Games Programming course. Don't mind them though, your course seems pretty good (unless that code is a result of extensive research on your own).[/QUOTE]
Thanks, this course was the only thing I could do - it's my last chance at getting a decent career in what I love doing. The code there is everything the course has taught me in the last two months. I haven't been doing much research of my own, but the course is sponsered by places like Rockstar Games.
Have decided on the following to allow my plugins easy access to storage
if (PluginSettings.Mode == Modes.MySql)
plugin.SetMode<MysqlWriter>(mysqlwriter);\
else if (PluginSettings.Mode == Modes.FlatFile)
plugin.SetMode<FlatFileWriter>(filewriter);
Now the only problem I have is creating a relationship between flatfiles and sql. I think I will base the writer interface on sql.
Is it bad to cast void* pointers with C style syntax? I need to use it a lot when casting userdata of Lua and the C++ casting operators are a bit long. I check the types, so the retrieved objects are without a doubt valid.
[QUOTE=Overv;25175285]the C++ casting operators are a bit long.[/QUOTE]
That's actually a good thing, reinterpret_cast is dangerous, so it's quite useful that it sticks out once things go wrong. It also sends a clear signal that you're not just using brute force carelessly, but consciously chose that kind of cast.
Just copy reinterpret_cast< into the clipboard then ;)
[QUOTE=Tezzanator92;25161983]Hate posting mini-updates, makes me feel spammy:
[media]http://www.youtube.com/watch?v=jttFQb6yjbY[/media]
I made tiles able to update themselves, State changing tiles :D[/QUOTE]
Oh god, the diminished 7ths in that piece :v:
Does anyone know how garry made the player/zombie characters for facewound
[editline]08:48PM[/editline]
Just curious but could someone explain in simple terms how collision detection works in 3d games?
[img]http://dl.dropbox.com/u/286964/TuneTiles/ListBox.png[/img]
Need a way to clip the text, Hopefully XNA has a way to do this. :s
Writing a GUI is TEDIOUS work, but once it is done I can reuse it.
Not really programming but it has given me an idea for my next project.
Also the programming section is the only one i venture in really so...
Flip book i made in animation class
[media]http://www.youtube.com/watch?v=-WPMD__WsNk[/media]
[QUOTE=jA_cOp;25173073]
I bet the dumb ratings are due to the Games Programming course. Don't mind them though, your course seems pretty good (unless that code is a result of extensive research on your own).[/QUOTE]
I think they were given because of the code being left in the screenshot.
[QUOTE=RyanDv3;25180428]I think they were given because of the code being left in the screenshot.[/QUOTE]
Or maybe they were given because he's not liked by some people?
Nobody knows!
Just discovered the log for my game engine has accumulated to 72kb. Here it is, in case anyone is interested in viewing weeks worth of errors, testing and development.
[url]http://thomasfn.pastebin.com/xziXR0s8[/url]
[editline]09:51PM[/editline]
Also just found a bug which had apparently existed for several months, I was casting a CBaseObject pointer straight to a CBaseElement pointer when the class it pointed to was in fact another class that inherited CBaseObject and NOT CBaseElement. It was just chance that the variable it tried to read off the badly casted pointer happened to be 0, but it took me 30 minutes of debugging after I added a new variable to CBaseObject to find out what the hell was going on when it was giving me blackscreen treatment, turns out the x position of every element was getting reset to -81237324 or something :v:
[QUOTE=Tezzanator92;25179548]Need a way to clip the text, Hopefully XNA has a way to do this. :s
Writing a GUI is TEDIOUS work, but once it is done I can reuse it.[/QUOTE]
[URL="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.graphicsdevice.scissorrectangle.aspx"]Scissor rectangle[/URL], is probably what you are looking for.
Tried to find something hilarious in the log but failed, I was hoping to see "say WHY WON'T YOU WORK DAMMIT" :v:
[media]http://www.youtube.com/watch?v=YUTj-uFyrVM[/media]
Much more functional because now I can add instruments without editing the song files. Still a way to go though. - I made a listbox :D
[QUOTE=bean_xp;25181469][URL="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.graphicsdevice.scissorrectangle.aspx"]Scissor rectangle[/URL], is probably what you are looking for.[/QUOTE]
Perfect!, Thanks :)
That is awesome!
[QUOTE=thomasfn;25180716]Just discovered the log for my game engine has accumulated to 72kb. Here it is, in case anyone is interested in viewing weeks worth of errors, testing and development.
[URL]http://thomasfn.pastebin.com/xziXR0s8[/URL]
[editline]09:51PM[/editline]
Also just found a bug which had apparently existed for several months, I was casting a CBaseObject pointer straight to a CBaseElement pointer when the class it pointed to was in fact another class that inherited CBaseObject and NOT CBaseElement. It was just chance that the variable it tried to read off the badly casted pointer happened to be 0, but it took me 30 minutes of debugging after I added a new variable to CBaseObject to find out what the hell was going on when it was giving me blackscreen treatment, turns out the x position of every element was getting reset to -81237324 or something :v:[/QUOTE]
72kb? Pff. Newbie. My log file came to around 29MB after only a couple of days. :smug:
Not a lie either, it added to the bottom of the same text file each time it was run, instead of overwriting and I debug a LOT. I also have this habit of over using debug logs, writing to the file for EVERYTHING. Fixed this by having a debug "sensitivity" variable, so I can change how much is written to the log file.
I'm still not really sure why I let it come to that much...
What happened to the video of Chromium on the iPad? Has Hexxeh even posted one?
[QUOTE=eXeC64;25182515]What happened to the video of Chromium on the iPad? Has Hexxeh even posted one?[/QUOTE]
It appeared on Engadget so I'd guess he posted it.
I pretty much have the base done. So I am not going to be posting more about this. (it will just be adding objects.)
[IMG]http://lh5.ggpht.com/_BNAspUvSoz8/TKZvd93L0uI/AAAAAAAAAC0/OSua_9y1p_U/s800/2.png[/IMG]
If any buddy wants to mess with it. I have it posted at google code.
[URL]https://code.google.com/p/flowgraph/[/URL]
There is no 'download' but you can get the latest debug build. (under bin\debug)
[img]http://www.pixeleaterstudios.com/digitalaeon/pressure/images/3/36/Pressure_frontpage.jpg[/img]
[url]http://www.pixeleaterstudios.com/digitalaeon/pressure/index.php?title=Main_Page[/url]
if anyone needs something to do, or some inspiration, trying making a watered down rogue-like version of this.
[QUOTE=Parakon;25185699]
[URL]http://www.pixeleaterstudios.com/digitalaeon/pressure/index.php?title=Main_Page[/URL]
if anyone needs something to do, or some inspiration, trying making a watered down rogue-like version of this.[/QUOTE]
Watered down. What you did there, I see it.
[media]
[url]http://www.youtube.com/watch?v=u1s1doHuwq4[/url]
[/media]
Mah poky trees are back, also do you guys like the flatter terrain?
Secondly I don't want to rely on CGTextures anymore, so I was thinking of making my own textures. Only problem is that I am no artist. So I was thinking I could switch over to a more cell shaded look like TF2 or Boarderlands, Is it still hip to do that or is it out of style?
Pretend to be jealous, done by request
[IMG]http://img192.imageshack.us/img192/4073/formylove.png[/img]
[QUOTE=polkm;25188582]
Mah poky trees are back, also do you guys like the flatter terrain?
Secondly I don't want to rely on CGTextures anymore, so I was thinking of making my own textures. Only problem is that I am no artist. So I was thinking I could switch over to a more cell shaded look like TF2 or Boarderlands, Is it still hip to do that or is it out of style?[/QUOTE]
No one thing is "out of style" (except perhaps First Person Shooters :/). You don't have to rely on CGTextures, but one resources that lets you do some pretty awesome stuff (and is royalty free) are Spiral Graphics's [url=http://www.spiralgraphics.biz/packs/index.htm]texture packs[/url]. You have to use a "viewer" that they provide, but it's worth it.
edit:
Just so people know how long these guys have been around, when I first discovered them, they had just released their second texture pack. This was back when irrlicht had just released version 0.1, and IIRC service pack 2 for Windows XP had just been released.
So about an eternity in Internet time.
[QUOTE=polkm;25188582][media]
[url]http://www.youtube.com/watch?v=u1s1doHuwq4[/url]
[/media]
Mah poky trees are back, also do you guys like the flatter terrain?
Secondly I don't want to rely on CGTextures anymore, so I was thinking of making my own textures. Only problem is that I am no artist. So I was thinking I could switch over to a more cell shaded look like TF2 or Boarderlands, Is it still hip to do that or is it out of style?[/QUOTE]
I'd say as long as you keep it somewhat original you'll be fine. The art category of cell shading/cartoonism used by Borderlands and TF2 really appeals to me, though it seems to be a hit/miss sort of situation, as I've heard either a ton of love, or a ton of hate, for either style. Whatever you do, just do whatever you think looks best. By the way, is that a demo of an infinite map or a premade terrain? I'm only asking because it seemed really uniform and almost felt like a loop.
[QUOTE=Chandler;25190104]No one thing is "out of style" (except perhaps First Person Shooters :/). You don't have to rely on CGTextures, but one resources that lets you do some pretty awesome stuff (and is royalty free) are Spiral Graphics's [url=http://www.spiralgraphics.biz/packs/index.htm]texture packs[/url]. You have to use a "viewer" that they provide, but it's worth it.
edit:
Just so people know how long these guys have been around, when I first discovered them, they had just released their second texture pack. This was back when irrlicht had just released version 0.1, and IIRC service pack 2 for Windows XP had just been released.
So about an eternity in Internet time.[/QUOTE]
Thanks, I will check them out.
[QUOTE=Kopimi;25191131]I'd say as long as you keep it somewhat original you'll be fine. The art category of cell shading/cartoonism used by Borderlands and TF2 really appeals to me, though it seems to be a hit/miss sort of situation, as I've heard either a ton of love, or a ton of hate, for either style. Whatever you do, just do whatever you think looks best. By the way, is that a demo of an infinite map or a premade terrain? I'm only asking because it seemed really uniform and almost felt like a loop.[/QUOTE]
It is an infinite map, I should add more levels or randomness to change it up a bit.
[QUOTE=polkm;25188582]Secondly I don't want to rely on CGTextures anymore, so I was thinking of making my own textures. Only problem is that I am no artist. So I was thinking I could switch over to a more cell shaded look like TF2 or Boarderlands, Is it still hip to do that or is it out of style?[/QUOTE]
In most games, textures are just pictures of stuff with some manipulation. I think in TF2 and Borderlands they're painted. So you'd be making it harder not easier.
[QUOTE=Ortzinator;25191675]In most games, textures are just pictures of stuff with some manipulation. I think in TF2 and Borderlands they're painted. So you'd be making it harder not easier.[/QUOTE]
I know but I can't find every texture I need, and I like to have constancy.
In about 2 Hours I have written a version control system that so far saves and loads responsibly and create new revisions and also keep a temporary local copy, as of yet it is a console app but I plan on making it into a GUI then a Library.
Does anyone know of a free gif compression program? All it needs to do is reduce the colors. Related because I tried to make a gif of the project I'm working on but virtual dub doesn't compress the gifs it makes at all, outputting 200 mb shit :frown:
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