• What Are You Working On? V13
    5,003 replies, posted
[QUOTE=Vbits;25312185]To what use is a small line that could have been done in a lot less space, you are not really showing anything unless we have some background on how it works.[/QUOTE] I'm playing around with some 3D stuff. And I think I'm doing rotation wrong: Original: [img]http://ahb.me/CBj[/img] Rotated 0.01 radians on the Z axis: [img]http://ahb.me/CBk[/img] Rotated again: [img]http://ahb.me/CBm[/img]
[QUOTE=turb_;25312326]I'm playing around with some 3D stuff. And I think I'm doing rotation wrong: Original: [img]http://ahb.me/CBj[/img] Rotated 0.01 radians on the Z axis: [img]http://ahb.me/CBk[/img] Rotated again: [img]http://ahb.me/CBm[/img][/QUOTE] Yeah, there is an error -- don't worry; it's not too noticeable. Edit: By the way Turb, I'm re-writing my language interpreter. It's writing tokens to an intermediate files now (It will be perfect soon). [code] FUNCTION_DEFINITION "add" FUNCTION_ARG "a" FUNCTION_ARG "b" FUNCTION_END [/code] Looks like I'm missing the body :ohdear:
[QUOTE=DevBug;25312401]By the way Turb, I'm re-writing my language interpreter. It's writing tokens to an intermediate files now (It will be perfect soon). [code] FUNCTION_DEFINITION "add" FUNCTION_ARG "a" FUNCTION_ARG "b" FUNCTION_END [/code] Looks like I'm missing the body :ohdear:[/QUOTE] Looks unbelievably like Kari's tokens, girlfriends next to me and she said "Why is he posting a token dump of your language? I burst out laughing. It's all good though, I like knowing I inspired someone. Any ideas behind what that will turn into? [code] FunctionToken :: - IdentifierToken :: put - StringToken :: lol AssignToToken IdentifierToken :: lol IdentifierToken :: if IdentifierToken :: eq IdentifierToken :: gets FunctionToken :: - NumberToken :: 123 - AssignToToken - IdentifierToken :: lol IdentifierToken :: lol NumberToken :: 456 [/code]
[QUOTE=turb_;25312564]girlfriend[/QUOTE] :iiam:
[QUOTE=turb_;25312564]Looks unbelievably like Kari's tokens, girlfriends next to me and she said "Why is he posting a token dump of your language? I burst out laughing. It's all good though, I like knowing I inspired someone. Any ideas behind what that will turn into? [code] FunctionToken :: - IdentifierToken :: put - StringToken :: lol AssignToToken IdentifierToken :: lol IdentifierToken :: if IdentifierToken :: eq IdentifierToken :: gets FunctionToken :: - NumberToken :: 123 - AssignToToken - IdentifierToken :: lol IdentifierToken :: lol NumberToken :: 456 [/code][/QUOTE] Meh, Meme. I don't know what it will turn into, but I hope it will have a use.
[QUOTE=NovembrDobby;25308279]I dunno about you guys but my productivity spikes when FP goes down :v:[/QUOTE] [code]while(true) { while(!BrowseFacepunch()); // BrowseFacepunch returns true on browsing success DoSomethingConstructive(); }[/code] When FP goes down, I go into 100% CPU usage and constantly refresh until I am able to browse facepunch. Only then am I able to do a single constructive thing. [editline]09:00AM[/editline] [QUOTE=turb_;25312564]Looks unbelievably like Kari's tokens, [B]girlfriends next to me and she said "Why is he posting a token dump of your language?[/B] I burst out laughing. It's all good though, I like knowing I inspired someone. Any ideas behind what that will turn into?[/QUOTE] I literally lol'd.
[code] while(false) { DoAnythingProductiveOrConstructive(); } while(true) { BrowseFacepunch(); } [/code] That's my life, in two while statements!
FUCK! I have to make a website for a client which means I can't have any real fun ¬_¬
Nothing like coding for a few hours and forgetting that java hates String == String.
[QUOTE=high;25314113]Nothing like coding for a few hours and forgetting that java hates babies and rainbows.[/QUOTE]
[code]new System.Babies(); new System.Rainbows()[/code] [code]error: hates symbol symbol : class Babies location: class java.lang.System error: hates symbol symbol : class Rainbows location: class java.lang.System[/code]
[QUOTE=DevBug;25308668]Do it in C++[/QUOTE] It would solve the cross platform problem, but it would also [url=http://llvm.org/docs/tutorial/LangImpl2.html#code]drive me absolutely INSANE[/url]. Not to mention, the amount of extra work I would have to do to convert the code base I already have to C++. At least some .NET bindings would be helpful to other people. (You guys would use .NET bindings for LLVM right? :ohdear:)
-snip-
[QUOTE=Xerios3;25305871]Heh, I wanted post an update but facepunch was down Anyways, not sure if I already said this but : My game has an official name ! [IMG]http://www.factioncommand.com/factioncommand.png[/IMG] And a website ! [URL]http://www.factioncommand.com[/URL] There isn't much to see cause most of the stuff were done internally, like engine rewrite and gameplay changes. Also, I'm currently trying to build up a solid team =) Have a screenshot with a crappy map I made using the Map editor :haw: [IMG]http://imgur.com/a6D0s.jpg[/IMG][/QUOTE] If I remember correctly, you had big performance problems with your collision/ai system... What did you do to optimize it?
And why would you lose performance porting for XNA 4.0?
[QUOTE=s0ul0r;25314763]If I remember correctly, you had big performance problems with your collision/ai system... What did you do to optimize it?[/QUOTE] I was first looking for implementing QuadTrees but then by doing some research I found out that a simple spatial grid repartition gives me a much greater performance boost. This is mostly because QuadTrees aren't exactly made for dynamic objects while spatial grid is. [QUOTE=Darwin226;25314819]And why would you lose performance porting for XNA 4.0?[/QUOTE] I'm highly unsure about this one, I tried several tests and even a simple terrain rendering without anything else was at least 10% slower. [url]http://abi.exdream.com/Blog/post/2010/04/23/3-Mio-FPS.aspx[/url] <- This also kind of shows that XNA4 is slower but then again he's talking about the CTP version and not the final.
What's the green bar for at the top?
[QUOTE=Qombat;25312635]:iiam:[/QUOTE] It's a Facepunch programming WAYWO mini-meme. Started off about grids. Can't find the original post, since everyone's repeated it and I'm too lazy to go through the previous thread. :ms:
[QUOTE=Xerios3;25314948]I'm highly unsure about this one, I tried several tests and even a simple terrain rendering without anything else was at least 10% slower. [url]http://abi.exdream.com/Blog/post/2010/04/23/3-Mio-FPS.aspx[/url] <- This also kind of shows that XNA4 is slower but then again he's talking about the CTP version and not the final.[/QUOTE] A couple of things for you to think about. 1) XNA 4 / .Net 4 should see better performance as time progresses. It's very unlikely that they will leave it in that state if they know there are performance issues. 2) You mentioned on your site that you spend 2 days porting from XNA 3.1 to XNA 4 - That seems to be quite a lot of time spent and I would have expected there to only be a handful of changes so you might want to think about what you needed to change and if those kind of changes should have already been in the XNA 3.1 version. 3) I'd suggest you take the blog entry you linked to with a grain of salt. They don't seem to understand the ins-and-outs of measuring performance. For starters they are using frame rate as opposed to frame time which explains the silly numbers they are seeing. Also when you have very small frame times it is very hard to accurately measure them so they should be running the test many (thousands) of times and measuring the total time, before dividing it by the number of tests to get the average time. Also they seem to be comparing a (usually) slow API call, present, against what sounds like not much more than an empty program - It's obvious that a computer can do nothing very quickly. Overall, I'd suggest that you seriously consider keeping with XNA 4 / .Net 4 and waiting for the performance to improve, with the frame of mind to be willing to convert it back at a later date if the performance does not improve within a reasonable time.
I've been working on an improvement for my random dungeon generator, which was in turn an improvement for my simple MUD server. I can now procedurally generate irregularly shaped rooms and also fill them with items. I've also written a material system for the items where every material has a color, density and strength. Here are two examples of rooms I can now generate. (I can still create square rooms, but would want to see that?) Both rooms have stone floors, and walls, although I'm not done with those yet. They, also, both contain: One wooden table, two wooden chests and two torches (Wooden). 8x8 room: [img]http://ace.saxservers.net/stuff/8x8roomText.png[/img][img]http://ace.saxservers.net/stuff/8x8room.png[/img] 16x16 room: [img]http://ace.saxservers.net/stuff/16x16roomText.png[/img][img]http://ace.saxservers.net/stuff/16x16room.png[/img]
[QUOTE=ace13;25319659]I've been working on an improvement for my random dungeon generator, which was in turn an improvement for my simple MUD server. I can now procedurally generate irregularly shaped rooms and also fill them with items. I've also written a material system for the items where every material has a color, density and strength. Here are two examples of rooms I can now generate. (I can still create square rooms, but would want to see that?) Both rooms have stone floors, and walls, although I'm not done with those yet. They, also, both contain: One wooden table, two wooden chests and two torches (Wooden). 8x8 room: [img]http://ace.saxservers.net/stuff/8x8roomText.png[/img][img]http://ace.saxservers.net/stuff/8x8room.png[/img] 16x16 room: [img]http://ace.saxservers.net/stuff/16x16roomText.png[/img][img]http://ace.saxservers.net/stuff/16x16room.png[/img][/QUOTE] It would be awesome to see this made into a minecraft-graphics style RPG thing.
[QUOTE=thomasfn;25319758]It would be awesome to see this made into a minecraft-graphics style RPG thing.[/QUOTE] It's going to become something of a mix between nethack and a MUD if everything turns out the way I want it to. I'll be sure to post an IP here when I get a playable server up.
[QUOTE=yngndrw;25319044]A couple of things for you to think about.[/QUOTE] Thanks for the comment, Just to be clear I didn't exactly spend two entire days, but more like lots of time to port it over =) Like you said that article doesn't prove anything, I just posted it because I couldn't any other comparisons or at least a post about any performance improvements or anything. The goal of XNA 4 was clearly to become a more simple framework and that's probably the reason why it might become a little slower. Either way, I'm planning on using SlimDX which will allow me to learn more about DirectX and develop my skillz even further :)
I've actually just found something rather annoying about XNA which I didn't notice before. (Mini-rant incoming !) XNA uses a right-handed coordinate system (Z axis coming out of the screen.) which is what OpenGL / Maya / 3DS Max also use. However DirectX always has and still uses a left-handed coordinate system. (Z axis going into the screen.) Now I'm used to DirectX and expected that DiectX and XNA would use the same coordinate system. What's even more annoying is that the right-handed coordinate system doesn't even make sense when put next to other things, such as your near / far clip planes. (Your far clip has a higher distance than your near clip, which follows the left-handed coordinate system.) Just a little rant / warning to others who may be migrating from DirectX to XNA or in your case Xerios3 the other way around. (Conversion between the systems for those who don't know: Invert the Z axis.)
Movement is in, and serverside too! Before: [img]http://www.fortfn.co.uk/images/ue2/ue2_15.png[/img] After I moved down a few tiles: [img]http://www.fortfn.co.uk/images/ue2/ue2_16.png[/img] Tomorrow I'm going to do a big clean up. At the moment, everything is happening in 2 lua files and it's in a BIG mess. Also, I didn't put that grid there, it mysteriously appeared when I changed the texture filter from nearest to linear. I quite like it though, so I'll keep it for now.
[QUOTE=yngndrw;25320291] Just a little rant / warning to others who may be migrating from DirectX to XNA or in your case Xerios3 the other way around[/QUOTE] Thanks for the tip, I'll make sure to remember that =)
I don't care what people say i am proud of it [img]http://cold.netburst.co.uk/img/SFML_Graphics-2010-10-10_01.19.56.png[/img]
[QUOTE=ColdFusion;25321816]I don't care what people say i am proud of it [img_thumb]http://cold.netburst.co.uk/img/SFML_Graphics-2010-10-10_01.19.56.png[/img_thumb][/QUOTE] Damn, gotta catch up on my C++ again, there's just something about coding in C++ for me, which C# can't measure up with :3:
And you get that from his SFML screenshot?
[QUOTE=thomasfn;25320389]Movement is in, and serverside too! Before: [img_thumb]http://www.fortfn.co.uk/images/ue2/ue2_15.png[/img_thumb] After I moved down a few tiles: [img_thumb]http://www.fortfn.co.uk/images/ue2/ue2_16.png[/img_thumb] Tomorrow I'm going to do a big clean up. At the moment, everything is happening in 2 lua files and it's in a BIG mess. Also, I didn't put that grid there, it mysteriously appeared when I changed the texture filter from nearest to linear. I quite like it though, so I'll keep it for now.[/QUOTE] This is looking great, what are you going to do with it?
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