[QUOTE=Cassel;25580159]Fed Saturn V-data to my rocket simulator.
[media]http://www.youtube.com/watch?v=EsLmg9jgeUA[/media]
Apparently the moon landing was faked.:tinfoil:[/QUOTE]
I love this, probably going to clone it.
edit :
Nvm I just looked into this and I have no idea where to start
[QUOTE=layla;25600339]Yeah but I wrote BLOCK 512 X 512 over them[/QUOTE]
Also, is that a TF2 skybox I'm seeing?
[media]http://www.youtube.com/watch?v=lwCbwZnoKt0[/media]
A wire input/output simulator,
making it advanced to accept: bool,int,string,binary and hex values
green wires are on, red are off, and orange cant decide due thay suport all tryed of inputs/outputs and cant calculate wich are on or off!
Feedback?
[QUOTE=Overv;25602119]Also, is that a TF2 skybox I'm seeing?[/QUOTE]
Yeah, it's from arena_lumberyard
[QUOTE=Richy19;25602026]Just wondering but is this book any good for learning OpenGL?
[url]http://www.amazon.co.uk/OpenGL-Programming-Guide-Official-Learning/dp/0321552628/ref=sr_1_1?ie=UTF8&qid=1287875903&sr=8-1[/url][/QUOTE]
[QUOTE=Cassel;25580159]Fed Saturn V-data to my rocket simulator.
[media]http://www.youtube.com/watch?v=EsLmg9jgeUA[/media]
Apparently the moon landing was faked.:tinfoil:[/QUOTE]
Is the effect of atmosphere simulated in any way? I notice the spaceship reaches a speed of 7500m/s while falling back to Earth, which seems a bit extreme for a terminal velocity.
[QUOTE=bromvlieg;25602418]making it advanced to accept: bool,int,string,binary and hex values[/QUOTE]
Hex and binary values are just alternate representations of an int
[QUOTE=Cassel;25580159]Fed Saturn V-data to my rocket simulator.
[media]http://www.youtube.com/watch?v=EsLmg9jgeUA[/media]
Apparently the moon landing was faked.:tinfoil:[/QUOTE]
Are you using real world formulas for this?
[QUOTE=bromvlieg;25602418][media]http://www.youtube.com/watch?v=lwCbwZnoKt0[/media]
A wire input/output simulator,
making it advanced to accept: bool,int,string,binary and hex values
green wires are on, red are off, and orange cant decide due thay suport all tryed of inputs/outputs and cant calculate wich are on or off!
Feedback?[/QUOTE]
Make it easier to find things? For example categorizing.
[QUOTE=ZeekyHBomb;25601877][cpp]namespace {
typedef std::pair<std::vector<std::string>, std::vector<std::string> > Itemspair;
Itemspair
get_items(const std::string& path)
{
/* once you herp, you just can't */
Itemspair itemspair; //construct the pair directly
if (DIR* dirp = opendir(path.c_str())
{
dirent* direntp;
while (!(direntp = readdir(dirp))) //you sure you want to negate that expression?
{
switch (direntp->d_type)
{
case DT_DIR:
itemspair.first.push_back(direntp->d_name);
break;
case DT_REG:
itemspair.second.push_back(direntp->d_name);
break;
case DT_LNK:
char buffer[MAXPATHLEN + 1];
ssize_t length = readlink(direntp->d_name, buffer, MAXPATHLEN + 1);
// symlink_list.push_back(std::string(buffer, length));
break;
case default: break;
}
}
}
//no need to destruct dirp?
return itempair;
}
} /* internal linkage */[/cpp]
:3?[/QUOTE]
:eng99: Damnit, I wasn't thinking about that. That's perfect.
[editline][/editline]
Although I need to destruct dirp with closedir (which I forgot to put in my original snippet oops :x).
Viscoelastic fluid simulation, now with dynamic spring generation!
[img]http://yourimg.in/f/23e702.png[/img]
[url]http://www.fileize.com/view/aa461b35-174/[/url]
Colour represents individual particle density. Still a bunch to do, need to figure out a nice way of handling multiple fluids...
The fact that you did this in flash makes it so much better.
[editline]24th October 2010[/editline]
That is, because that requires EXTREME optimization.
[QUOTE=ThePuska;25603051]Is the effect of atmosphere simulated in any way? I notice the spaceship reaches a speed of 7500m/s while falling back to Earth, which seems a bit extreme for a terminal velocity.[/QUOTE]
Yes, but the air resistance wasn't applied during the fall. I have fixed it now. Air resistance is less than 1N at <100km, I don't know how realistic that is.
[QUOTE=Richy19;25603275]Are you using real world formulas for this?[/QUOTE]
Yup.
Video of the current version:
[media]http://www.youtube.com/watch?v=NqTc9PuyKw0[/media]
It's not the same rocket, this one burns a fuel with a higher specific impulse during its first stage.
[QUOTE=geel9;25603623]The fact that you did this in flash makes it so much better.
[editline]24th October 2010[/editline]
That is, because that requires EXTREME optimization.[/QUOTE]
Last time I checked AS3 was fast as hell
[QUOTE=noctune9;25595647]I've been toying around with this idea of making a open lobby protocol for multiplayer games (lists available servers, optionally let's users chat, etc.), and possibly hosting a free lobby server. A lot of games could really use that, but only few people put up an entire server for a single game, having a open specification and a single server could solve that problem.
Basically, I came here to ask if you guys it would be a worthwhile project? :v:[/QUOTE]
Even better: an actual open server protocol. You'd run the servers sandboxed to prevent abuse, but basically the lobby server, upon launching the game, will contact a gameserver running this programme, if necessary upload the server code, and then send players to that server. That way you don't have servers for one particular game, but just for any kind of game. A server could for example be both a L4D1 and a L4D2 server, depending on what's needed. Would really help boost low-popularity games since you wouldn't need to depend on people still hosting servers for them.
[QUOTE=Xerios3;25604329]Last time I checked AS3 was fast as hell[/QUOTE]
Eh.. not really. I guess it entirely depends on what you're doing. Compared to AS2 yes, but AS2's horrifying bogged down to begin with. I'm actually using haXe for this and compiling it to a flash 10 swf anyway.
It's running 1127 particles in that demo, I can actually get upwards of 2.2k without too much slowdown running it standalone, but it seems to lag drastically when I test it on other, slower machines. I should add the ability to dynamically add/remove particles.
Hope you're using Vector<> instead of arrays =)
[QUOTE=ZeekyHBomb;25601877][cpp]namespace {
typedef std::pair<std::vector<std::string>, std::vector<std::string> > Itemspair;
Itemspair
get_items(const std::string& path)
{
/* once you herp, you just can't */
Itemspair itemspair; //construct the pair directly
if (DIR* dirp = opendir(path.c_str())
{
dirent* direntp;
while (!(direntp = readdir(dirp))) //you sure you want to negate that expression?
{
switch (direntp->d_type)
{
case DT_DIR:
itemspair.first.push_back(direntp->d_name);
break;
case DT_REG:
itemspair.second.push_back(direntp->d_name);
break;
case DT_LNK:
char buffer[MAXPATHLEN + 1];
ssize_t length = readlink(direntp->d_name, buffer, MAXPATHLEN + 1);
// symlink_list.push_back(std::string(buffer, length));
break;
case default: break;
}
}
}
//no need to destruct dirp?
return itempair;
}
} /* internal linkage */[/cpp]
:3?[/QUOTE]
free(dirp);
[cpp]ADD_SIMPLE_ITEM(Stone, "stone");
ADD_SIMPLE_ITEM(Branch, "branch");
ADD_SIMPLE_ITEM(Spear, "spear");
ADD_TO_FACTORY_NAME(ItemFactory, Spear, "long spear");
ADD_SIMPLE_ITEM(Hammer, "hammer");
ITEM_COMBINATION("spear").addCombination("stone", "branch");
ITEM_COMBINATION("long spear").addCombination("stone", 2, "branch").addCombination("branch", "spear");
ITEM_COMBINATION("hammer").addCombination("stone", "branch");
#include <iostream>
int main()
{
Item::Combiner combiner;
std::string item;
while(!std::cin.eof())
{
if(std::cin.peek() == '\n')
{
std::cin.ignore();
if(!combiner.combinable())
{
std::cout << "The items are not combinable :(" << std::endl;
continue;
}
std::cout << "Craftable items are" << '\n';
for(auto iter = combiner.results(); iter.first != iter.second; ++iter.first)
std::cout << " " << iter.first->second << '\n';
std::cout.flush();
combiner.reset();
}
else
{
std::getline(std::cin, item);
if(!Item::isValidItem(item))
std::cout << item << " is not a valid item!" << std::endl;
else
combiner.add(item);
}
}
}[/cpp]
[code]branch
stone
Craftable items are
spear
hammer
facepunch
facepunch is not a valid item!
spear branch
spear branch is not a valid item!
spear
branch
Craftable items are
long spear
branch
stone
branch
Craftable items are
long spear
^D[/code]
C++0x :q:
Also got around static initialization order fiasco by using accessor-functions
[cpp]static CombinesMap& getCombinesMap(){ static CombinesMap combines; return combines; }[/cpp]
:eng101:
[editline]24th October 2010[/editline]
[QUOTE=Jookia;25605170]free(dirp);[/QUOTE]
More like
[cpp]struct DirCloser
{
void operator()(DIR *dirp){ closedir(dirp); }
};
//...
if (std::unique_ptr<DIR, DirCloser> dirp(opendir(path.c_str())))
{
//...[/cpp]
:q:
Does anyone know a Java library that just has stuff like xml.get( "roottag" ).get( "childtag" ).getProperty( "type" )?
i wrote a raymarcher. in java. it's super slow (see previous statement).
[IMG]http://imgur.com/JCQmg.png[/IMG]
[QUOTE=Overv;25605312]Does anyone know a Java library that just has stuff like xml.get( "roottag" ).get( "childtag" ).getProperty( "type" )?[/QUOTE]
Java is a bitch for XML.
Xerces may do it for you:
[url]http://xerces.apache.org/xerces-j/[/url]
If not, just use DOM (SAX is overly time consuming.)
[IMG]http://imgur.com/nZ6wE.gif[/IMG]
took a little over a minute to render. i could probably speed up the marching using some d&c technique.
[QUOTE=andersonmat;25605503]Java is a bitch for XML.
Xerces may do it for you:
[url]http://xerces.apache.org/xerces-j/[/url]
If not, just use DOM (SAX is overly time consuming.)[/QUOTE]
Thanks, DOM is exactly what I was looking for.
[IMG]http://imgur.com/haXaC.jpg[/IMG]
[QUOTE=deloc;25605804][img_thumb]http://imgur.com/nZ6wE.gif[/img_thumb]
took a little over a minute to render. i could probably speed up the marching using some d&c technique.[/QUOTE]
[img]http://dl.dropbox.com/u/4093439/ratingsFlowchart.jpg[/img]
[QUOTE=geel9;25607050][img_thumb]http://dl.dropbox.com/u/4093439/ratingsFlowchart.jpg[/img_thumb]
[editline]24th October 2010[/editline]
[highlight]Whoever rated me dumb, I will FUCK YOU UP.
Dem bitches.[/highlight][/QUOTE]
good way to ruin a potential funny moment
[QUOTE=geel9;25607050][img_thumb]http://dl.dropbox.com/u/4093439/ratingsFlowchart.jpg[/img_thumb][/QUOTE]
That might be because you're so used to Flash, but compressed JPEG isn't really recommended nowadays either.
[QUOTE=geel9;25607050][img_thumb]http://dl.dropbox.com/u/4093439/ratingsFlowchart.jpg[/img_thumb][/QUOTE]
I was the first to rate you dumb... using your flowchart.
[QUOTE=geel9;25607050][img_thumb]http://dl.dropbox.com/u/4093439/ratingsFlowchart.jpg[/img_thumb][/QUOTE]
Answer: Always rate dumb because us here in WAYWO can only appreciate the pile of shit we make, and so we demote everything we dont make as a huge pile of doggy turd.
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