I faintly recall someone here working on a console UI system. Does anyone remember who, what language, and is the code out anywhere?
Just want to make sure I don't have to reinvent the wheel for a project.
[QUOTE=Perl;45679330]I faintly recall someone here working on a console UI system. Does anyone remember who, what language, and is the code out anywhere?
Just want to make sure I don't have to reinvent the wheel for a project.[/QUOTE]
[url]http://en.wikipedia.org/wiki/Curses_%28programming_library%29[/url]
[url]http://en.wikipedia.org/wiki/Ncurses[/url]
Curses? there are versions/wrappers available for pretty much any language you can think of
[QUOTE=Spero78;45679359][url]http://en.wikipedia.org/wiki/Curses_%28programming_library%29[/url]
[url]http://en.wikipedia.org/wiki/Ncurses[/url]
Curses? there are versions/wrappers available for pretty much any language you can think of[/QUOTE]
Unless there is a C# [b]port[/b] of curses, I'm not planning on using it, because I'm aiming for it to be both Windows and Linux compatible through mono. I know that mono has a curses binding(?) for Linux and that there's curses bindings for Windows, but that would be a mess to use.
I just finished the first release version of my first Windows driver, and I feel like I could program anything. The "device plugged / device unplugged" sounds are now forever etched onto my brain.
In other news, I'm going to Moscow for a couple weeks on Monday.
[QUOTE=Perl;45679330]I faintly recall someone here working on a console UI system. Does anyone remember who, what language, and is the code out anywhere?
Just want to make sure I don't have to reinvent the wheel for a project.[/QUOTE]
I was working on such system, it's now part of [URL="https://github.com/Metapyziks/FacePuncher"]Metapyziks roguelike[/URL].
Not happy with the current available offerings.. made my own.
[IMG]http://i.imgur.com/ERO4z9p.png[/IMG]
[QUOTE=ThePuska;45680192]I just finished the first release version of my first Windows driver, and I feel like I could program anything. The "device plugged / device unplugged" sounds are now forever etched onto my brain.
In other news, I'm going to Moscow for a couple weeks on Monday.[/QUOTE]
Do you have any resources you can recommend for writing Windows drivers? I would really like to get into it.
[QUOTE=Deseteral;45680333]I was working on such system, it's now part of [URL="https://github.com/Metapyziks/FacePuncher"]Metapyziks roguelike[/URL].[/QUOTE]
Oh, I was hoping it didn't use P/Invoke. Thanks anyway.
[QUOTE=Natrox;45680405]Do you have any resources you can recommend for writing Windows drivers? I would really like to get into it.[/QUOTE]
Windows driver development today is mostly about the WDF, which can be split into the UMDF and the KMDF for user-mode and kernel-mode respectively. The old WDM is obsolete.
[url=http://msdn.microsoft.com/en-US/library/windows/hardware/dn550976]This page[/url] is a goldmine. For UMDF, [url=download.microsoft.com/download/a/f/7/af7777e5-7dcd-4800-8a0a-b18336565f5b/umdf-arch.doc]this doc[/url] is useful to read. You'll probably want a rudimentary understanding of the COM as well.
Many of MSDN's resources concerning old driver kits or the WDM are dead links. I don't know where you could look for them anymore.
You should download the Windows Driver Kit 7 or 8.1. They've got code samples and skeletons for some drivers.
The driver kits should come with Visual Studio templates that disable exceptions and enable a custom build step for enforcing [url=http://msdn.microsoft.com/fi-fi/library/ms182032.aspx]SAL annotations[/url]. Remote debugging with Visual Studio is a bit of a bitch to setup, but once you get it working, it's really useful. The kits also have the "devcon" tool which is a good tool for installing/updating the driver and provides a bit more information than the default device manager.
"I KNOW, ILL JUST USE INTEL'S NEWEST OPENCL 2014 SDK RELEASE DO TO SOME DEVELOPMENT ON MY LAPTOP, SURELY ITLL BE STABLE ENOUGH TO NOT BE FUCKING SHI-"
[IMG]https://dl.dropboxusercontent.com/u/9317774/intelbest.PNG[/IMG]
GREAT JOB INTEL, THATS A REALLY FUCKING SOLID COMPILER YOU GOT THERE
[QUOTE=Icedshot;45680775]"I KNOW, ILL JUST USE INTEL'S NEWEST OPENCL 2014 SDK RELEASE DO TO SOME DEVELOPMENT ON MY LAPTOP, SURELY ITLL BE STABLE ENOUGH TO NOT BE FUCKING SHI-"
[IMG]https://dl.dropboxusercontent.com/u/9317774/intelbest.PNG[/IMG]
GREAT JOB INTEL, THATS A REALLY FUCKING SOLID COMPILER YOU GOT THERE[/QUOTE]
Well maybe it isn't great, but instead of yelling about how it doesn't work, could you also post WHAT doesn't work?
[QUOTE=mastersrp;45680811]Well maybe it isn't great, but instead of yelling about how it doesn't work, could you also post WHAT doesn't work?[/QUOTE]
Compiling OpenCL code with intel's OpenCL compiler (on CPU). It crashes trying to compile (valid) kernels from my opencl renderer
[IMG]https://dl.dropboxusercontent.com/u/9317774/compilelog.PNG[/IMG]
Best compiler all time
Woah, did Garry pick up Layla for what he was doing in that engine of his?
[QUOTE=zavist;45677086]A little something from Hyperhook's upcoming update:
[img]http://i.imgur.com/n2yvhAA.gif[/img][/QUOTE]
oh hey that's me
[QUOTE=nomad1;45681732]Woah, did Garry pick up Layla for what he was doing in that engine of his?[/QUOTE]
Garry picked him up for the unity facewound remake he posted in the Unity thread, though no doubt the other impressive work he's done helped the decision along.
[QUOTE=Perl;45680489]Oh, I was hoping it didn't use P/Invoke. Thanks anyway.[/QUOTE]
You only really need the P/Invoke stuff if you want to constantly redraw large areas of the window with no tearing, you can do without it if you only redraw the things that change.
Changed a lot of stuff with how streets are genned, now you don't get any redundant street (two streets that ran parallel but opposite of each other), there are no street segments that are smaller than the minimum length, and I have a better street influence algorithm, although I still want to improve on it. The red streets are highways, the green are ones that got connected to other streets and the blue are just ones that are neither highways nor connected to something. I have an issue where highways stop existing after a while because they get connected to something and stop growing, so I need to think of a way to reseed highways. The red stuff at the end is what the populations look like after the streets were created (the more red something is, the more negative population it has).
[vid]http://webmup.com/lid6t/vid.webm[/vid]
[QUOTE=WTF Nuke;45682686]Changed a lot of stuff with how streets are genned, now you don't get any redundant street (two streets that ran parallel but opposite of each other), there are no street segments that are smaller than the minimum length, and I have a better street influence algorithm, although I still want to improve on it. The red streets are highways, the green are ones that got connected to other streets and the blue are just ones that are neither highways nor connected to something. I have an issue where highways stop existing after a while because they get connected to something and stop growing, so I need to think of a way to reseed highways. The red stuff at the end is what the populations look like after the streets were created (the more red something is, the more negative population it has).
[vid]http://webmup.com/lid6t/vid.webm[/vid][/QUOTE]
Now it looks too ordered. You don't seem to have any 'T' sections in the roads. Make things connect haphazardly, not just at endpoints.
are you fucking kidding me
I have to take a college course for an intro to Microsoft Office in order to progress towards my computer science degree.
I'm going to feel like I'm in second grade again. What a waste of time.
How does this look?
[thumb]http://i.imgur.com/EnwVexW.png[/thumb]
[QUOTE=WTF Nuke;45683996]How does this look?
[thumb]http://i.imgur.com/EnwVexW.png[/thumb][/QUOTE]
Pretty good, needs more parallel-ish streets.
I'll work on adding that later. I'll just make it adjust the angles of the streets to be more grid-like later, that way the city will have a more uniform and city-like look.
[QUOTE=WTF Nuke;45684033]I'll work on adding that later. I'll just make it adjust the angles of the streets to be more grid-like later, that way the city will have a more uniform and city-like look.[/QUOTE]
Yeah, that's what it needs. A slightly warped grid with some anomalies.
So for my College STEM Club I had to put together a quick presentation to demonstrate some aspect of computer science. Unfortunately I'm not even technically a freshman yet since school starts a week from now. I am simply a highschool graduate. This task fell upon me because the STEM club is 99% Engineers, 1 meteorologist, and 1 CS major (me). So I threw this together in FREEBASIC. The framerate is a lot better than the video makes it look like, but VLC can't record that fast I guess
[vid]http://webmup.com/TPD0e/vid.webm[/vid]
after that counter in the top left hits 0 the blocks randomize and the marios go back out to re-organize them. It's not exactly the most advanced demonstration of AI, but its concept I guess. Little robots that can make something out of chaos.
I'm also making a poster :D it's like being in Highschool again!
edit:
i'd love some suggestions about what I can do now. I basically stole the concept from the super mario 128 demo:
[media]http://www.youtube.com/watch?v=f5uCnbDrp9o[/media]
[QUOTE=Dr. Evilcop;45683965]are you fucking kidding me
I have to take a college course for an intro to Microsoft Office in order to progress towards my computer science degree.
I'm going to feel like I'm in second grade again. What a waste of time.[/QUOTE]
Welcome to the college life. Go to junior college to waste two years of your life and then transfer to a UC and then actually start learning.
Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.
Playing with 3D simplex noise.
[thumb]http://i.imgur.com/kOAzeuB.png[/thumb]
[thumb]http://i.imgur.com/FojQrzP.png[/thumb]
Ignore the bad lighting!
I was worried my AI ideas would be unworkable at a decent speed, but it turns out I can quicksort 30 lists of 30 items every frame without a hit to my frametime
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
-link-
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
[QUOTE]This fucking exception was not handled
System.Exception: Shader compilation failure in
Content/Shaders/screen.vert.glsl
ERROR: 0:8: 'Time' : syntax error syntax error
at WorldPORTAL.Shader..ctor(String Pth, String Src, ShaderType ST)
at WorldPORTAL.Renderer.OnLoad(EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at WorldPORTAL.Program.Main(String[] args)[/QUOTE]
[QUOTE=cartman300;45685864]Anybody wanna test my voxel engine thing? Currently it does nothing besides generate a 24*24*16 world, there's no chunk frustum or line of sight testing so it might start to lag pretty soon.
[URL="https://dl.dropboxusercontent.com/s/ttwtgvnzgdurb0p/WorldPORTAL.7z"]Download[/URL]
I wanna know if the shaders work fine and if it runs smoothly. On crash it should generate a txt dump with info.[/QUOTE]
Doesn't work for me.
[IMG]http://puu.sh/aS0HY/c5e52a1af7.png[/IMG]
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