I was using my BMP class to try some mosaic blur, but instead it generated the following image :byodood:
[img]http://dl.dropbox.com/u/2399384/output.jpg[/img]
Pretty cool effect nonetheless.
This is the IDE I have to use right now. If you can call it that.
[img]http://dl.dropbox.com/u/6139991/Screencaps/SS_2010_Wolfie_0036.png[/img]
Looks kinda like stylized security cam footage in a movie.
[editline]06:15PM[/editline]
@Overv
[editline]06:16PM[/editline]
What the hell happened guys, 4 hours without a single post.
[QUOTE=CarlBooth;24823424]Working on a WLM client since WLM2011 is so shit and annoying with its incessant "SmartScreen" (an ironic name) filter on every URL and inability to edit your own sodding screen name.
-snip-
-snip-
-snip-[/QUOTE]
Have you considered working on a project like [URL="http://www.pidgin.im/"]Pidgin[/URL]? There are a *lot* of IM clients out there.
[QUOTE=gparent;24824447]Have you considered working on a project like [URL="http://www.pidgin.im/"]Pidgin[/URL]? There are a *lot* of IM clients out there.[/quote]
GTK+. Ugh.
[QUOTE=gparent;24824447]Have you considered working on a project like [URL="http://www.pidgin.im/"]Pidgin[/URL]? There are a *lot* of IM clients out there.[/QUOTE]
They are all full of features I don't use which is why I'm making my own.
Forking an existing IM doesn't really help me learn either.
[QUOTE=CarlBooth;24825045]They are all full of features I don't use which is why I'm making my own.
Forking an existing IM doesn't really help me lean either.[/QUOTE]
Respect++;
The exact reason I made my self a music player.
Wohoo, V13
[QUOTE=CarlBooth;24825045]They are all full of features I don't use which is why I'm making my own.[/QUOTE]
Oh, I see.
[QUOTE=CarlBooth;24825045]Forking an existing IM doesn't really help me learn either.[/QUOTE]
Doesn't help you learn how to build an IM client from the grounds up I agree, but it certainly makes you learn a ton about writing real projects, teamwork, open source, having releases, dealing with regressions, bugs, etc.
Personally I consider that a greater learning experience than writing a clone, but that might just be due to my current programming knowledge.
EDIT: Don't take me wrong, I understand your reason above and I'm not really trying to convince you at this point.
[url]http://www.facepunch.com/showthread.php?t=1001387[/url]
Could anyone help?
[editline]08:16PM[/editline]
Built a silly grapher, with a silly graph to boot.
[IMG]http://img28.imageshack.us/img28/464/graphtt.png[/IMG]
[QUOTE=gparent;24825211]Oh, I see.
Doesn't help you learn how to build an IM client from the grounds up I agree, but it certainly makes you learn a ton about writing real projects, teamwork, open source, having releases, dealing with regressions, bugs, etc.
Personally I consider that a greater learning experience than writing a clone, but that might just be due to my current programming knowledge.
EDIT: Don't take me wrong, I understand your reason above and I'm not really trying to convince you at this point.[/QUOTE]
I agree, those are excellent reasons -- but I'm not a Student trying to forge a future career in programming. I already have a job and I just program as a hobby.
I mainly do projects for my own personal interest (in this case using MSNP) rather than for professional reasons.
[QUOTE=CarlBooth;24826000]I agree, those are excellent reasons -- but I'm not a Student trying to forge a future career in programming. I already have a job and I just program as a hobby.
I mainly do projects for my own personal interest (in this case using MSNP) rather than for professional reasons.[/QUOTE]
Oh me too (even though I program professionally too). Different folks different strokes =P
Good luck.
A WIP shot of my current project. It's still fairly early in development though, most of the GUI is placeholder.
[img]http://img525.imageshack.us/img525/8910/awesomec.png[/img]
I just finished my DOF demo with box blur. I'm now really starting to notice the advantages of writing a 'game' in Lua. After having developed it on Windows, it ran on Linux without a single change or recompilation.
[img]http://dl.dropbox.com/u/2399384/dof%20demo.png[/img]
[QUOTE=RyanDv3;24824212]Looks kinda like stylized security cam footage in a movie.
[editline]06:15PM[/editline]
@Overv
[editline]06:16PM[/editline]
What the hell happened guys, 4 hours without a single post.[/QUOTE]
That's what happens sans arguments.
Content!
[img]http://img801.imageshack.us/img801/2266/vle01.png[/img]
When I saw my DS version in the highlights, I almost immediately started rewriting what I had to work with löve. The bottom bar is blank for the minute because I haven't yet gotten round to creating some awful programmer art for it.
In the pic is a 4 bit adder, adding 14 and 9 for a result of 23. I can upload the .love if anyone is interested. File saving/loading, copy/paste etc. are all implemented, next step is either to add a simple undo or to start cleaning up the gui. Comments, suggestions, constructive criticism etc. are all welcome.
BTW: Did anyone find any bugs in Groove, or things I should add? :3:
[editline]08:56PM[/editline]
[QUOTE=TVC;24817762]Can't use Tab, can't use it for coding. D:[/QUOTE]
I'll add tab right now. :P
Level loading done
[img_thumb]http://lh3.ggpht.com/_ZoH0ul2PquE/TI_iVPrbzcI/AAAAAAAAAi8/e6g64I7Gb9w/level.jpg[/img_thumb]
So far, I've got:
Menu, Input method selection screen and level loading.
Menus and everything fade out and all that fancy stuff.
Most of the background code is done so tomorrow, I'm adding the player and working on the platforming part. If I have the time I'll make the enemies too.
Edit:
Oh, I just remember why this is worth posting here. It's 100% non-deprecated OpenGL! Yea! Go me!
Got to love new features :D
[media]http://www.youtube.com/watch?v=4F9NbPUt564[/media]
[QUOTE=Darwin226;24827588]Level loading done
[img_thumb]http://lh3.ggpht.com/_ZoH0ul2PquE/TI_iVPrbzcI/AAAAAAAAAi8/e6g64I7Gb9w/level.jpg[/img_thumb]
So far, I've got:
Menu, Input method selection screen and level loading.
Menus and everything fade out and all that fancy stuff.
Most of the background code is done so tomorrow, I'm adding the player and working on the platforming part. If I have the time I'll make the enemies too.
Edit:
Oh, I just remember why this is worth posting here. It's 100% non-deprecated OpenGL! Yea! Go me![/QUOTE]
Be aware though that you're limiting the clients when using newer OpenGL.
I remember you using OGL 3*, so
[url]http://en.wikipedia.org/wiki/OpenGL#OpenGL_3.0[/url] "Supported Cards"
[url]http://en.wikipedia.org/wiki/Intel_GMA#Specifications[/url]
[img]http://filesmelt.com/dl/tab1.png[/img]
Anyone else want me to add something? :v:
[QUOTE=VeryNiceGuy;24828463][IMG]http://filesmelt.com/dl/tab1.png[/IMG]
Anyone else want me to add something? :v:[/QUOTE]
2 weird/interesting things I noticed about this:
1. When creating a new tab, focus switches to the tab before the new tab instead of the new tab
2. When closing tabs, it automatically focuses on the first tab (not a huge thing but usually closing a tab focuses on the previous tab)
EDIT: Also, you should add an option for how many spaces to insert per tab (if you haven't already)
Yeah, I'll get around to fixing those.
EDIT: That sounds useful! I'll try that out in a bit.
I'm using LWJGL and making a dungeon crawler game engine:
[img]http://img706.imageshack.us/img706/2715/lightingtest.png[/img]
The red blocks are considered obstacles by the engine, and are only red for testing purposes.
This screenshot showcases three features of my engine. First is my real-time additive lighting system. Second is my world-tile framework which will let me make giant play areas only limited in size by hard-drive space. Third is my GUI which I hope will alleviate interface issues experienced by games like Dwarf Fortress, which is basically the direct inspiration for this.
To-do list:
*Add Z-levels and 3D lighting
*Add recursive ambient lighting calculations (I have basically no idea how to do this, probably going to use a modified box blur filter)
*Add material system and texturing to tiles
*Use bilinear filtering to make the lighting look smooth and sexy (so it works better with textures)
-snip-
i should post less, sorry
[QUOTE=Smashmaster;24828752]I'm using LWJGL and making a dungeon crawler game engine:
[img_thumb]http://img706.imageshack.us/img706/2715/lightingtest.png[/img_thumb]
The red blocks are considered obstacles by the engine, and are only red for testing purposes.
This screenshot showcases three features of my engine. First is my real-time additive lighting system. Second is my world-tile framework which will let me make giant play areas only limited in size by hard-drive space. Third is my GUI which I hope will alleviate interface issues experienced by games like Dwarf Fortress, which is basically the direct inspiration for this.
To-do list:
*Add Z-levels and 3D lighting
*Add recursive ambient lighting calculations (I have basically no idea how to do this, probably going to use a modified box blur filter)
*Add material system and texturing to tiles
*Use bilinear filtering to make the lighting look smooth and sexy (so it works better with textures)[/QUOTE]
Very Artistic.
My friend has a game in Game Maker. Because of the shit code and another shitload of bugs, I decided to recode it in XNA for him. I think it'll turn out pretty well.
I just figured out how to do the lighting in 3D pretty efficiently.
Currently my system does ray tracing from a light's origin to every tile on the lights radius. The biggest hang-up I've been having for creating 3D lighting is that I haven't been able to conceptualize a 3D counterpart to the 2D Bresenham line algorithm.
Instead of writing a new line-tracing algorithm I'll just use my current one twice. When tracing a line between two 3D vectors, I'll just trace on the XY plane and then do the same trace on the YZ plane, then compare the two sets, and return a list of the identical vectors. Basically I'll take two 2D vectors (x,y) and (y,z), combining them into the 3D vector (x,y,z). I hope that makes sense.
I didn't really have to share, but I'm glad I was able to figure this out without much hassle.
[editline]10:26PM[/editline]
Also, which of these lighting smoothness levels looks best?
No smoothing: [url]http://img186.imageshack.us/img186/6350/lightunsmooth.png[/url]
Half smoothed: [url]http://img827.imageshack.us/img827/6492/lighthalfsmooth.png[/url]
3/4 smoothed: [url]http://img8.imageshack.us/img8/6480/light3quartsmooth.png[/url]
Full smoothing: [url]http://img191.imageshack.us/img191/5891/lightfullsmooth.png[/url]
I'm personally partial to full smoothing because it will probably work best in conjunction with when I get my tiles textured. It also just looks so sexy.
[QUOTE=Smashmaster;24835751]I just figured out how to do the lighting in 3D pretty efficiently.
Currently my system does ray tracing from a light's origin to every tile on the lights radius. The biggest hang-up I've been having for creating 3D lighting is that I haven't been able to conceptualize a 3D counterpart to the 2D Bresenham line algorithm.
Instead of writing a new line-tracing algorithm I'll just use my current one twice. When tracing a line between two 3D vectors, I'll just trace on the XY plane and then do the same trace on the YZ plane, then compare the two sets, and return a list of the identical vectors. Basically I'll take two 2D vectors (x,y) and (y,z), combining them into the 3D vector (x,y,z). I hope that makes sense.
I didn't really have to share, but I'm glad I was able to figure this out without much hassle.
[editline]10:26PM[/editline]
Also, which of these lighting smoothness levels looks best?
No smoothing: [url]http://img186.imageshack.us/img186/6350/lightunsmooth.png[/url]
Half smoothed: [url]http://img827.imageshack.us/img827/6492/lighthalfsmooth.png[/url]
3/4 smoothed: [url]http://img8.imageshack.us/img8/6480/light3quartsmooth.png[/url]
Full smoothing: [url]http://img191.imageshack.us/img191/5891/lightfullsmooth.png[/url]
I'm personally partial to full smoothing because it will probably work best in conjunction with when I get my tiles textured. It also just looks so sexy.[/QUOTE]
In all honesty I think no smoothing looks pretty bad ass, and retro. I think your lights would be more smooth if you just colored a gradient between each color as opposed to blurring.
[QUOTE=CarlBooth;24823424]blah blah awesome wlm client[/QUOTE]
I had this idea a few weeks ago, but I decided to give some priority to my MSNP18 chatbot.
Are you using MSNPSharp? That way you would be able to support groups/circles, which would be really useful to me.
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