• What Are You Working On? V13
    5,003 replies, posted
[QUOTE=noctune9;25355184]Shouldn't we just have a programming group instead?[/QUOTE] The old one is still up: [url]http://www.facepunch.com/group.php?groupid=212[/url]
[QUOTE=jA_cOp;25356232]The old one is still up: [url]http://www.facepunch.com/group.php?groupid=212[/url][/QUOTE] Maybe someone should remake it or ask garry to change the leader. Last Activity 26th July 2010
What do you guys think about publishing our end-of-thread project recap in a blog post? Also I think, at least in this thread, we should do a halfway recap because 5000 is a lot of posts to go through at the end, and this thread doesn't go extremely fast.
[QUOTE=RyanDv3;25357381]What do you guys think about publishing our end-of-thread project recap in a blog post? Also I think, at least in this thread, we should do a halfway recap because 5000 is a lot of posts to go through at the end, and this thread doesn't go extremely fast.[/QUOTE] What is 'our end-of-thread project recap'? Is it just the OP of the next version of the WAYWO? Or do you mean we each individually write a blog post about our contribution to the waywo?
[QUOTE=r4nk_;25357485]What is 'our end-of-thread project recap'? Is it just the OP of the next version of the WAYWO? Or do you mean we each individually write a blog post about our contribution to the waywo?[/QUOTE] The first one.
probaly late, but someone please tell me if that tetris game thats in the OP is released
[QUOTE=viperfan7;25358195]probaly late, but someone please tell me if that tetris game thats in the OP is released[/QUOTE]It is. [url]http://www.facepunch.com/showthread.php?972798-Not-Tetris[/url]
[QUOTE=andersonmat;25352317]Oh shit, lighting in OpenGL and texturing! [img_thumb]http://anyhub.net/file/opengl-ye.jpg[/img_thumb] I'm not sure what to do next with OpenGL. I have the redbook and I'm paging through that while I do some things. [editline]11:41PM[/editline] (Antialiasing is on the top of my list.)[/QUOTE] So, you haven't answered if that's deprecated OGL or not.
[QUOTE=NorthernGate;25350543] [media]http://www.youtube.com/watch?v=Qw2wK5vvMXI[/media] [/QUOTE] Hey, my RTS isn't creepy at all :( [QUOTE=Vbits;25355371] Also at what point does posting progress updates on a project become advertising.[/QUOTE] Once it becomes interesting.
I hope the rating system goes back to when you could only see the rating if it had 2x votes. Everybody is spamming the zing rating.
I think all those with projects should have a thread each in the WAYWO Group to post their updates in. It would make it much easier to follow all the cool things going on.
[QUOTE=Xerios3;25359341]Hey, my RTS isn't creepy at all :( Once it becomes interesting.[/QUOTE] Word Choice isn't my strong suit :( Don't worry I love your RTS.
[QUOTE=NorthernGate;25350543]I decided to use them... [media]http://www.youtube.com/watch?v=Qw2wK5vvMXI[/media] ( The video doesn't show off much, and is only really a test to see if I don't sound like an idiot if/when I upload videos for more interesting things.)[/QUOTE] I don't see the use here. Those ex::Globals could just have been normal global variables. And for the log .. why do you need it for the log-class? Or is it something separate you wanted to show? I also don't get why the log shouldn't print the message if a message with the same content has been sent the last time.
Had a go at trying SFML on my linux again and after another fail i decided not to give up and get to the bottom of the problem. Long story short turns out it wasnt working because i was using: [code]#include <SFML\system.hpp>[/code] and what i should of been using is: [code] #include <SFML[b]/[/b]system.hpp>[/code] Oh the joys of cross compatibility
[QUOTE=Richy19;25361793]Had a go at trying SFML on my linux again and after another fail i decided not to give up and get to the bottom of the problem. Long story short turns out it wasnt working because i was using: [code]#include <SFML\system.hpp>[/code] and what i should of been using is: [code] #include <SFML[b]/[/b]system.hpp>[/code] Oh the joys of cross compatibility[/QUOTE] Protip: you should always use forward slashes with include statements. In fact, it's weird that your compiler on Windows didn't whine at you from the start.
I find it best to have ALL warnings on. Warning level 3 on MSVC and GCC having '-Wall -Wextra'
Here is another thing I've been working on for a uni assignment: [img]http://oi52.tinypic.com/j5h0zc.jpg[/img] It's a unix shell written in C. So far it supports: -Jobs -pipes -background job execution -standard input and output redirection -error handling And I just finished making the custom commands system. It lets you add custom commands to the shell which act [i]exactly[/i] like normal processes but are actually c functions. You can, pipe, redirect input, run them in the background etc. In the screenshot above, hw is a custom command registered like this: [code]registerCustomCommand( cmds, "hw", custcmd_helloworld );[/code] And the actual function is extremely simple: [code]void custcmd_helloworld( Command* cmd ) { printf("Hello World\n"); }[/code] The command structure holds the args and so on, but you don't have to use it. here is another example using toupper: [img]http://oi51.tinypic.com/33xhcau.jpg[/img] code: [code]void custcmd_upper( Command* cmd ) { char c; do { c = getc( stdin ); if( c == EOF ) break; putc(toupper(c), stdout ); } while(1); exit(0); } registerCustomCommand( cmds, "upper", custcmd_upper );[/code] I'm really happy with how well this integrates with my command system and fits right into jobs/pipes etc.
That looks great r4nk_.
Can lurkers join the WAYWO group too? Been lurking this since V1 but only made a post or 2. I am a C++ programmer though. [editline]10:53PM[/editline] double post
[QUOTE=Jookia;25362023]I find it best to have ALL warnings on. Warning level 3 on MSVC and GCC having '-Wall -Wextra'[/QUOTE] You can also get more: -Wall -Wextra -ansi -pedantic
[QUOTE=Jookia;25362023]I find it best to have ALL warnings on. Warning level 3 on MSVC and GCC having '-Wall -Wextra'[/QUOTE] Also, -pedantic, so you know your code is really ISO C/C++.
[url]http://www.facepunch.com/showthread.php?1012904-Trip-to-Alton-Towers-UK&p=25363453#post25363453[/url] Just a little bit of advertising. Also, I'm not working on anything at the moment... Need inspiration.
[QUOTE=ROBO_DONUT;25363458]Also, -pedantic, so you know your code is really ISO C/C++.[/QUOTE] I tend to use -pedantic-errors It's more fun.
[QUOTE=gparent;25363423]You can also get more: -Wall -Wextra -ansi -pedantic[/QUOTE] Ah, thanks.
[QUOTE=Darwin226;25358824]So, you haven't answered if that's deprecated OGL or not.[/QUOTE] Ah, my apologies, I didn't see the question asked. I've been in and out from the forums and they were down the past couple days. I'm currently running LWJGL with support for OpenGL 3.3.0.
Well, that still doesn't really answer anything. If LWJGL is just a binding for OGL then are you using stuff like VertexAttribPointer and custom shaders or do you use glBegin(mode); glVertex2f(f,f)... glEnd();? [editline]10:20PM[/editline] Oh, my bad. Since it's a game library I guess you don't get much contact with the OpenGL code it self.
[img]http://www.fortfn.co.uk/images/ue2/ue2_19.png[/img] That's camera rotation, fixed movement (it works properly now, and the code is much neater), and a little triangle to show where the player is. In theory this should handle multiple players and show a little triangle per player, but I haven't tested it yet.
[QUOTE=Darwin226;25363785]Well, that still doesn't really answer anything. If LWJGL is just a binding for OGL then are you using stuff like VertexAttribPointer and custom shaders or do you use glBegin(mode); glVertex2f(f,f)... glEnd();? [editline]10:20PM[/editline] Oh, my bad. Since it's a game library I guess you don't get much contact with the OpenGL code it self.[/QUOTE] No, trust me I'm writing all the OpenGL stuff myself. In example: [code] public void runSimulation() throws Exception { this.createWindow(); TextureManager textureManager = new TextureManager(); GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureManager.allocateTextureStorage()); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, GL11.GL_RGBA, 512, 512, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, this.readImageData("grass.jpg.dat")); float[] objectRotation = { 0f, 0f, 0f }; while (true) { /*******************************************************************/ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glPushMatrix(); /*******************************************************************/ GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureManager.getTextureReference(0)); GL11.glTranslatef(0.0f, 0.0f, objectRotation[2] / 100f); this.generateLight(0, 0, -3, GL11.GL_LIGHT0); this.generateLight(-1, 0, -3, GL11.GL_LIGHT1); this.generateLight(1, 0, -3, GL11.GL_LIGHT2); // Rotate To Calculated Coordinates GL11.glRotatef(-objectRotation[1], 1, 0, 0); GL11.glRotatef(objectRotation[0], 0, 1, 0); for(int x = -10; x <= 10; x++){ for(int y = -10; y <= 10; y++){ BlockFactory.solidCube(1, x, y, 0); } } /*******************************************************************/ if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) || Display.isCloseRequested()) { break; } if(Mouse.isButtonDown(0) && Mouse.isInsideWindow()){ objectRotation[0] = objectRotation[0] + Mouse.getDX(); objectRotation[1] = objectRotation[1] + Mouse.getDY(); } if(Mouse.hasWheel()){ objectRotation[2] = objectRotation[2] + Mouse.getDWheel(); } GL11.glPopMatrix(); Display.update(); Thread.sleep(10); } Display.destroy(); } [/code] Disregard how ugly it may be. I'm still experimenting.
Stuff like glRotatef are deprecated in OGL 3.x You need to write your own shaders and matrices for any translations/rotations... ROBO_DONUT can probably tell you more.
Ah, thanks for letting me know. I'll definitely look into it when I have a bit more time.
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