• What Are You Working On? V13
    5,003 replies, posted
[QUOTE=Jallen;25329234]Cap framerate at 60fps = input lag.[/QUOTE] Only if you cap everything. If you just cap the rendering loop, but let the think loop (which handles input) run as fast as it likes, there won't be a problem.
[QUOTE=thomasfn;25329326]Only if you cap everything. If you just cap the rendering loop, but let the think loop (which handles input) run as fast as it likes, there won't be a problem.[/QUOTE] Yeah. In theory if you did it the way you're saying (with a very high cap on the think loop) it would work fine, but because of the different frequencies of monitors I still think it's a bad idea. I mean, there's no reason to cap the rendering framerate other than tearing, and if that's what you're trying to stop you don't just cap the overall engine framerate to 60, you have an option for true V-Sync.
[QUOTE=Jallen;25329376]Yeah. In theory if you did it the way you're saying (with a very high cap on the think loop) it would work fine, but because of the different frequencies of monitors I still think it's a bad idea. I mean, there's no reason to cap the rendering framerate other than tearing, and if that's what you're trying to stop you don't just cap the overall engine framerate to 60, you have an option for true V-Sync.[/QUOTE] I suppose it depends on the computer as well. Just having an option to cap the framerate and a slider to choose what to cap it to would solve the problem.
[QUOTE=turb_;25329098]75hz screens[/QUOTE] 120 Hz even.
Or 600hz like those insane new 3D LED TV's.
I've picked up another project, "Pikin Stiks 2". So now I'm working on 2 projects, Zombie Outrage 2 and Pikin Stiks 2 Apparently I'm in a phase of re doing my games... hmm Anyway, Pikin Stiks 2 is a remake of my other project Pikin Stiks. It's a clone of Lusikka Mage's Picking Sticks. My first version, Pikin Stiks, had it's own originality by having different maps. So obviously my goal is to out do that. Pikin Stiks 2 has 2 game modes: Single Player and Online Multi-Player. [b]Single Player[/b] Is the original Picking Sticks, but with a day and night system. Yeah, how do you like that? :P [img]http://i56.tinypic.com/315cvtk.jpg[/img] [b]Multi-Player[/b] Is currently in progress and is my first time writing a networked game. It doesn't really have an end, but I guess the goal is to get more sticks than anyone else in the server. It's client mostly. You can't see other people, you have your own playing field. You just see other people's score. [img]http://i54.tinypic.com/2e1x84x.jpg[/img]
Guys, I'm finally taking the plunge and gonna learn C++ Anyone got any good tutorial links?
[QUOTE=xAustechx;25329540]I've picked up another project, "Pikin Stiks 2". So now I'm working on 2 projects, Zombie Outrage 2 and Pikin Stiks 2 Apparently I'm in a phase of re doing my games... hmm Anyway, Pikin Stiks 2 is a remake of my other project Pikin Stiks. It's a clone of Lusikka Mage's Picking Sticks. My first version, Pikin Stiks, had it's own originality by having different maps. So obviously my goal is to out do that. Pikin Stiks 2 has 2 game modes: Single Player and Online Multi-Player. [b]Single Player[/b] Is the original Picking Sticks, but with a day and night system. Yeah, how do you like that? :P -snip- [b]Multi-Player[/b] Is currently in progress and is my first time writing a networked game. It doesn't really have an end, but I guess the goal is to get more sticks than anyone else in the server. It's client mostly. You can't see other people, you have your own playing field. You just see other people's score. -snip-[/QUOTE] :siren: Anime wallpaper alert! :siren:
You can code at 8:29 in the morning? I'm lucky if I can successfully aim a cup of coffee towards my mouth at that time.
I find I program at my best when I've just got up.
[QUOTE=turb_;25327182]Made the camera fly around in all directions :v: [media]http://www.youtube.com/watch?v=71zIlq5d4w4[/media] [url]http://anyhub.net/file/gdi_stuff.exe[/url][/QUOTE] all you need now is a sine scroller reading "GREETZ TO FUTURE CREW"
[QUOTE=Jallen;25330602]I find I program at my best when I've just got up.[/QUOTE] I always find myself doing it when it's late. ...wait that didn't come out right.
[QUOTE=CarlBooth;25330488]You can code at 8:29 in the morning? I'm lucky if I can successfully aim a cup of coffee towards my mouth at that time.[/QUOTE] Actually I've been up all night and lasted up to 8:29 A.M at that time. [QUOTE=Dlaor-guy;25330250]:siren: Anime wallpaper alert! :siren:[/QUOTE] Yep. [url]http://i52.tinypic.com/16lcitl.png[/url]
[QUOTE=thomasfn;25329326]Only if you cap everything. If you just cap the rendering loop, but let the think loop (which handles input) run as fast as it likes, there won't be a problem.[/QUOTE] I do not think everyone likes having one of their cores randomly maxed out for no good reason. Respect the right for people to run apps in the background, and cap the think loop in a separate thread to double the speed of the render loop. You should be able to change the render loop speed anytime without any effect on gameplay as you should do your movements based on time, not on how many times the loop is called.
was working on a 2d game but didn't finish it.
[QUOTE=xAustechx;25330985]Actually I've been up all night and lasted up to 8:29 A.M at that time.[/QUOTE] Well in that case, bravo.
I thought that I'd learn OpenGL. [img]http://anyhub.net/file/opengl-java.png[/img] I made a spinning cube with lighting! .. in Java. :tinfoil:
[QUOTE=andersonmat;25331232]I thought that I'd learn OpenGL. I made a spinning cube with lighting! .. in Java. :tinfoil:[/QUOTE] Is that the FF pipeline or shaders?
[QUOTE=killman;25331284]Is that the FF pipeline or shaders?[/QUOTE] Probably FF pipline.
[QUOTE=Dlaor-guy;25330250]:siren: Anime wallpaper alert! :siren:[/QUOTE] ...and?
[QUOTE=killman;25326876] ...And does anyone know a good inkscape tutorial? My vector graphics skill need some work.[/QUOTE] I know of a nice quick guide: [URL]http://www.microugly.com/inkscape-quickguide/[/URL]
[QUOTE=eXeC64;25331328]Probably FF pipline.[/QUOTE] Why is that more probable?
[QUOTE=killman;25331083]I do not think everyone likes having one of their cores randomly maxed out for no good reason. [B]If I'm playing a game, that's a pretty good reason.[/B] Respect the right for people to run apps in the background, and cap the think loop in a separate thread to double the speed of the render loop. [B]I'd rather cap the think loop at 250-500 and not cap the render loop at all, providing a vsync option if the user chooses to use it.[/B] You should be able to change the render loop speed anytime without any effect on gameplay as you should do your movements based on time, not on how many times the loop is called. [B]Duh, nobody here has said otherwise.[/B][/QUOTE] My responses in bold.
[QUOTE=Loli;25330230]Guys, I'm finally taking the plunge and gonna learn C++ Anyone got any good tutorial links?[/QUOTE] I got some that might help you, since I'm new to C++ as well. This website helped me with the basics of learning to program the super simple stuff. [url]http://www.cppgameprogramming.com/cgi/nav.cgi?page=index[/url] I found this one to be of much help since it's a bit to complicated for me to understand. It has helped a lot of people out. [url]http://www.cplusplus.com/[/url] This website is like cplusplus.com, but I found it easier to understand. [url]http://www.cprogramming.com/[/url] This website is just like the above link. I think the lessons are a bit out of order but they are pretty easy to understand once you get the hang of how they're written. [url]http://www.learncpp.com/[/url] And if you are looking for a project to work on as a benchmark test then go here: [url]http://code.google.com/intl/en/edu/[/url] If you go to the C++ class they have some projects that help better understand how programs are written.
I got inspired by that guy making the text version of mine craft. However mine is nothing like mine craft and the similarity between mine and his is that everything is defined inside text files. The game play will be more akin to Stranded 2 or other survival games. Here is a picture of me with the current search command: [URL="http://dl.dropbox.com/u/11377079/screenie.png"][IMG]http://dl.dropbox.com/u/11377079/screenie.png[/IMG][/URL]
Made some progress on a toon shader, has some basic cell shading and edge detection : [img]http://www.cubeupload.com/files/a29b4cshader.png[/img] added a fake normal so you could see the lightning bit. [editline]05:31PM[/editline] Also about the framework thingie, you should probably not cap it. Let the guys who develop make their own capping system.
[QUOTE=quincy18;25333215]Made some progress on a toon shader, has some basic cell shading and edge detection : -image snip- added a fake normal so you could see the lightning bit.[/QUOTE] Looks cool, but you have 2, arguably 3 pixels off per corner which looks a bit weird.
[QUOTE=iPope;25333078]I got inspired by that guy making the text version of mine craft. However mine is nothing like mine craft and the similarity between mine and his is that everything is defined inside text files. The game play will be more akin to Stranded 2 or other survival games. Here is a picture of me with the current search command: [/QUOTE] I just took the text file format thing he did, but still pretty close. Thanks to whoever idea this method was. [IMG]http://gyazo.com/8d11ef0cf445f8f0e23044114ca5502a.png[/IMG] [IMG]http://gyazo.com/a2a2967f26c84f3d2fba3c9af70eb56f.png[/IMG] This is for a MUD type thing, by the way.
Red on black and green on black you must be kidding me.
[QUOTE=ColdFusion;25333472]Red on black and green on black you must be kidding me.[/QUOTE] Posting to complain about someone elses choice in Notepad font colouring, you must be kidding me.
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