• What Are You Working On? V13
    5,003 replies, posted
Hey, I saw this thread and my girlfriend who is sitting next to me said "why are these guys copying your thread?". It's okay though because I'm cool knowing that my thread inspired someone [I]Probs not right, I'm doing this from memory! And I am also a page late :( [/I]
[QUOTE=leontodd;25640895]Does anyone have any old assignments on websites or ideas for programs/projects to make. I'm a little stuck on what to do.[/QUOTE] Tic-Tac-Toe with AI Hangman Blackjack
[QUOTE=jmazouri;25627615]Remaking the map editor for my game with a nicer, simpler binary format - not much to look at now, as it's just winforms, but i'll get map rendering soon - and probably switching to SFML because of hardware acceleration. [img_thumb]http://jmazouri.com/pubfiles/zestedit_new.jpg[/img_thumb][/QUOTE] hey me too [IMG]http://imgur.com/NMW1d.png[/IMG] except I've only just realised the text entry doesn't work on textboxes...hmm, maybe it'll work if I make the editor a separate form. Yes, I'll do that. Integration was causing other problems anyway.
Oh that's just great. I spend an hour writing code to dynamically load vertices into a DirectX vertex buffer only to be greeted by a stack overflow when I test it. Lovely.
I took this picture of my dog for you guys WAYWO [media]http://dl.dropbox.com/u/3589897/screenshots/DSCF3417.png[/media]
[QUOTE=r4nk_;25642756]I took this picture of my dog for you guys WAYWO[/QUOTE] My cat is cooler [img]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs459.ash2/73270_490378941006_650091006_7398999_5810890_n.jpg[/img] Yes that is a tumble dryer.
[QUOTE=eXeC64;25642848] Lowut serious cat [/QUOTE] also could anyone look at this : [url]http://farseerphysics.codeplex.com/Thread/View.aspx?ThreadId=232205[/url] posted this this morning still no response :(
[QUOTE=eXeC64;25642848]My cat is cooler [img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs459.ash2/73270_490378941006_650091006_7398999_5810890_n.jpg[/img_thumb] Yes that is a tumble dryer.[/QUOTE] [url=http://www.overvprojects.nl/wp-content/uploads/2009/11/DSC01651.jpg][img]http://gyazo.com/36ab65ac8228aee14ab36a5959fd711f.png[/img][/url]
[QUOTE=shill le 2nd;25642141]Further pointless info: A stands for ASCII(ANSI?) and W stands for Wide. The type of unicode used by W functions is UTF-16, which is two bytes wide instead of one byte for ASCII. As such, strings used by W functions are [i]not[/i] arrays of characters; each char only represents half of an actual character.[/QUOTE] Only that it's not an array of chars anymore, but of wchar_ts. You probably meant the right thing, but it came out weird. Also, UTF-16 can use up to 4 byte per character. And the size of a wchar_t is implementation defined. [cpp]#include <iostream> int main() { std::cout << sizeof(wchar_t) << std::endl; }[/cpp] The output is 4 on my Linux for example. I think 4 is usual for Linux-systems, 2 for Windows.
[QUOTE=eXeC64;25642848]My cat is cooler [img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs459.ash2/73270_490378941006_650091006_7398999_5810890_n.jpg[/img_thumb] Yes that is a tumble dryer.[/QUOTE] Sorry but r4nk_'s dog is about 27x cooler than your cat.
[QUOTE=ZeekyHBomb;25643046]Only that it's not an array of chars anymore, but of wchar_ts. You probably meant the right thing, but it came out weird. Also, UTF-16 can use up to 4 byte per character. And the size of a wchar_t is implementation defined. [cpp]#include <iostream> int main() { std::cout << sizeof(wchar_t) << std::endl; }[/cpp] The output is 4 on my Linux for example. I think 4 is usual for Linux-systems, 2 for Windows.[/QUOTE] Weirder than I thought.
[QUOTE=Jallen;25644059]Sorry but r4nk_'s dog is about 27x cooler than your cat.[/QUOTE] Got any pictures of your fish? :v:
Working on adding a "value" attribute to TextCraft items, DJ has it set up pretty nicely I must say. Leaderboards for total wealth anyone?
Bindable input for the client. Going to re-write the server.
Working on a flash shooting game, been messing around with a shooter type game for a while, going from different scripts, and i find i like this on the best. I have been working on this for about 2 days now, im pretty slow. :downs: [B]The game is here, well some of the game.[/B] [url]http://www.swfcabin.com/open/1288054481[/url] I know its buggy but i lack motivation to fix them right now. Also, Pictures for anyone who dosent care about playing the game. [B]Player shooting[/B] [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Example_1.png[/IMG] [B]Game so far[/B] [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/example_2.png[/IMG] [B]My Todo List so far:[/B] [url]http://www.toodledo.com/views/public.php?id=td4cc5c8484fc23[/url] Note: Does not work with some trackpads
[QUOTE=Garb;25648299]Working on a flash shooting game, been messing around with a shooter type game for a while, going from different scripts, and i find i like this on the best. I have been working on this for about 2 days now, im pretty slow. :downs: [B]The game is here, well some of the game.[/B] [url]http://www.swfcabin.com/open/1288054481[/url] I know its buggy but i lack motivation to fix them right now. Also, Pictures for anyone who dosent care about playing the game. [B]Player shooting[/B] [img_thumb]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Example_1.png[/img_thumb] [B]Game so far[/B] [img_thumb]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/example_2.png[/img_thum] [B]My Todo List so far:[/B] [url]http://www.toodledo.com/views/public.php?id=td4cc5c8484fc23[/url][/QUOTE] Nice, although sometimes I'll completely miss a target and it'll still be destroyed.
[QUOTE=Overv;25643038][URL="http://www.overvprojects.nl/wp-content/uploads/2009/11/DSC01651.jpg"][img_thumb]http://gyazo.com/36ab65ac8228aee14ab36a5959fd711f.png[/img_thumb][/URL][/QUOTE] I challenge you with the ultimate fluffy package. [URL="http://img820.imageshack.us/i/img0706edit.jpg/"][IMG]http://img820.imageshack.us/img820/4492/img0706edit.th.jpg[/IMG][/URL][URL="http://img547.imageshack.us/i/img1264d.jpg/"][IMG]http://img547.imageshack.us/img547/6553/img1264d.th.jpg[/IMG][/URL][URL="http://img94.imageshack.us/i/imgp0172n.jpg/"][IMG]http://img94.imageshack.us/img94/4402/imgp0172n.th.jpg[/IMG][/URL] (Okay apologies to mods if I abused)
[QUOTE=geel9;25648550]Nice, although sometimes I'll completely miss a target and it'll still be destroyed.[/QUOTE] Yea, my bullets are very buggy. If i cant fix that in the final version ill just call it "Auto aim system!" [editline]26th October 2010[/editline] [QUOTE=gparent;25648612]I challenge you with the ultimate fluffy package. Cats (Okay apologies to mods if I abused)[/QUOTE] Not to sound like a jerk, but this is What are you working on, not cats. And that goes for everyone.
[QUOTE=Garb;25648618]Not to sound like a jerk, but this is What are you working on, not cats. And that goes for everyone.[/QUOTE] Okay, I'm working on an IRC bot framework kinda like eggdrop so you can build easy bots in .NET with plugins or with lua plugins. This is what is planned anyway. [code] #region License // LuaServ - C# IRC Bot Framework // Copyright (C) 2010 Guillaume Parent and Jamie Sharpe // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. #endregion namespace LuaServ.Commands { #region Using using System; using System.IO; using System.Net; using System.Text; using Base; using Data; using Events; using IRC; using Jayrock.Json; using Jayrock.Json.Conversion; #endregion internal sealed class Google : ThreadedCommand { protected override void Execute(Context c, string args) { if (args.Length == 0) { Error(this, new MessageEventArgs(new Message(c, "Not enough arguments."))); return; } HttpWebRequest request; HttpWebResponse response; GwebSearch[] gresults = null; StreamReader reader = null; try { request = WebRequest.Create("http://ajax.googleapis.com/ajax/services/search/web?v=1.0&q=" + args) as HttpWebRequest; request.Timeout = 5000; response = (HttpWebResponse) request.GetResponse(); reader = new StreamReader(response.GetResponseStream()); JsonObject jo = new JsonObject(); using (JsonTextReader jtr = new JsonTextReader(reader)) { jo.Import(jtr); } JsonArray resultsArr = (JsonArray) (((JsonObject) jo["responseData"])["results"]); gresults = JsonConvert.Import(typeof (GwebSearch[]), resultsArr.ToString()) as GwebSearch[]; reader.Close(); } catch (Exception) { Error(this, new MessageEventArgs(new Message(c, "Error while sending request or receiving response, try again later."))); return; } StringBuilder resultsBuilder = new StringBuilder(); foreach (GwebSearch page in gresults) { resultsBuilder.Append(page); resultsBuilder.Append(" | "); } string ret = resultsBuilder.ToString(); if (ret.Length == 0) ret = "No results."; Output(this, new MessageEventArgs(new Message(c, ret))); } public class GwebSearch { public string GsearchResultClass { get; set; } public string unescapedUrl { get; set; } public string url { get; set; } public string visibleUrl { get; set; } public string title { get; set; } public string titleNoFormatting { get; set; } public string content { get; set; } public string cacheUrl { get; set; } private string cachedTinyUrl; public override string ToString() { if (cachedTinyUrl == null) cachedTinyUrl = *********GetShorterTinyUrl(url); return String.Concat(titleNoFormatting, " - ", cachedTinyUrl); } } #region Overrides of Command public override SecurityRight Right() { return SecurityRight.Google; } #endregion } }[/code] Some of the code is verbose so I'm currently refactoring it.
[QUOTE=gparent;25648836][code]cachedTinyUrl = *********GetShorterTinyUrl(url);[/code][/QUOTE] Wut?
[img]http://jmazouri.com/pubfiles/renderan.jpg[/img] Rendering, fuck yeah.
Oh wow. I just realized I could fix all of the problems with my platformer instantly if I just add an offset to the coordinates when showing the sprite instead of adding the offset to the rest of the code. I keep doing things like this.
[QUOTE=Garb;25648299]Working on a flash shooting game, been messing around with a shooter type game for a while, going from different scripts, and i find i like this on the best. I have been working on this for about 2 days now, im pretty slow. :downs: [B]The game is here, well some of the game.[/B] [url]http://www.swfcabin.com/open/1288054481[/url] I know its buggy but i lack motivation to fix them right now. Also, Pictures for anyone who dosent care about playing the game. [B]Player shooting[/B] [img_thumb]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Example_1.png[/img_thumb] [/QUOTE] i like it when my gun goes upside down
[QUOTE=NovembrDobby;25642479]hey me too [img_thumb]http://imgur.com/NMW1d.png[/img_thumb] except I've only just realised the text entry doesn't work on textboxes...hmm, maybe it'll work if I make the editor a separate form. Yes, I'll do that. Integration was causing other problems anyway.[/QUOTE] That might as well be a Ribbon.
[QUOTE=gparent;25648836]Okay, I'm working on an IRC bot framework kinda like eggdrop so you can build easy bots in .NET with plugins or with lua plugins. This is what is planned anyway. [code] using Jayrock.Json; using Jayrock.Json.Conversion; [/code][/QUOTE] Why?
I made a pretty dumb color printer module for C++. It's called hue, and is used like so [cpp] #include <iostream> #include <hue/console.hpp> #include <hue/color.hpp> int main(void) { hue::console console; console.output << "Console works like std::cout does!" << std::endl; console.errput << "The only difference is you need to state whether you wish to use std::cerr, or std::cout" << std::endl; console.output << hue::color::red << "And this is how you output color text" << std::endl; console.output << hue::color::magenta << "You can even" << hue::color::cyan << " change colors halfway through" << std::endl; console.output << hue::color::none << "All of the basic C types are supported as well" << std::endl; console.output << 123 << hue::color::green << std::endl << 1.0f << hue::color::blue << 1.1234 << std::endl; } [/cpp] And here's what the above looks like in a console on OS X. [img_thumb]http://i.imgur.com/FvpBO.png[/img_thumb] And the console-example.cpp from the repo on windows. [img_thumb]http://i.imgur.com/UGmFo.png[/img_thumb] (I like the OS X picture more) It runs on Windows, and any Operating system that allows for ansi escape sequences. The colors available are [list] [*] red [*] green [*] blue [*] yellow [*] magenta [*] cyan [*] black [*] white [*] none (resets the colors) [/list] In an attempt to make it not overly complex, I've made changing the background not an option. It just doesn't happen (except possibly on windows, but that's a side effect of printing black text) As soon as I finish writing up the CMakeLists.txt file (which will be used until the next version of my build system is stable), I'll post a link to the git repo. Edit: [url=http://github.com/mnmlstc/hue]Here's[/url] the link I have to say, for small simple projects CMake isn't so bad. But I'm going to keep eating my own dog food :v:
[QUOTE=Chandler;25652134]I've made changing the background not an option. It just doesn't happen (except possibly on windows, but that's a side effect of printing black text)[/QUOTE] For consistency across all platforms, you should print spaces on Windows when they've tried to print black text and the background of the console is set to black.
[QUOTE=Chandler;25652134]I made a pretty dumb color printer module for C++. It's called hue, and is used like so #include <iostream> #include <hue/console.hpp> #include <hue/color.hpp> int main(void) { hue::console console; console.output << "Console works like std::cout does!" << std::endl; console.errput << "The only difference is you need to state whether you wish to use std::cerr, or std::cout" << std::endl; console.output << hue::color::red << "And this is how you output color text" << std::endl; console.output << hue::color::magenta << "You can even" << hue::color::cyan << " change colors halfway through" << std::endl; console.output << hue::color::none << "All of the basic C types are supported as well" << std::endl; console.output << 123 << hue::color::green << std::endl << 1.0f << hue::color::blue << 1.1234 << std::endl; } And here's what the above looks like in a console on OS X. [img_thumb][URL][URL]http://i.imgur.com/FvpBO.png[/URL][/URL][/img_thumb] It runs on Windows, and any Operating system that allows for ansi escape sequences. The colors available are [LIST] [*] red [*] green [*] blue [*] yellow [*] magenta [*] cyan [*] black [*] white [*] none (resets the colors) [/LIST] In an attempt to make it not overly complex, I've made changing the background not an option. It just doesn't happen (except possibly on windows, but that's a side effect of printing black text) As soon as I finish writing up the CMakeLists.txt file (which will be used until the next version of my build system is stable), I'll post a link to the git repo.[/QUOTE] I must admit, that is kind of awesome. But there is std::cerr.
And [url=http://github.com/mnmlstc/hue]here's[/url] the link to the repo. It's been tested on Windows, OS X, Linux and FreeBSD. If anyone wants to give it a go on Haiku, be my guest :buddy: [QUOTE=Siemens;25652275]For consistency across all platforms, you should print spaces on Windows when they've tried to print black text and the background of the console is set to black.[/QUOTE] If this were the case for OS X, and Linux, I might do it, however when clang prints "black" it comes out gray. Windows unfortunately is quite limited with its color pallete, though it actually does support ANSI escape sequences. The only issue, unfortunately, is that it requires modifying some .SYS files, and that's never fun. ever. [QUOTE=Jookia;25652298]I must admit, that is kind of awesome. But there is std::cerr.[/QUOTE] std::cerr and std::cout are actually wrapped by this. Any calls to console.output go to std::cout, and any calls to console.errput are sent to std::cerr.
Can't this work when using simply std::cout and std:cerr?
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