• What Are You Working On? - August 2014
    1,181 replies, posted
Aw yeah, finally implemented a kd-tree. It was so simple, I don't know how it took so long to get my head around it. Cuts a nearest-point search down from 5 seconds to 0.01, awesome. That was the main thing stopping me adding photon mapping/caustics to my ray tracer, so I might give that a go soon! Also working on my dungeon crawler a bit more, if anyone wants to try it out you can download it here: [url]https://fs04n2.sendspace.com/dl/f3549d1079e5161cdc192300f4ebc6a4/53dd10752485b65c/b6jtic/DC%20game.zip[/url] [media]http://www.youtube.com/watch?v=Yt9ktwmLPVg&feature=youtu.be[/media] Would love to hear about any bugs/suggestions/thoughts you have on it!
There hasn't been a single post in 11 hours. WHAT IS THIS MADNESS!?
[t]http://i.imgur.com/z2DDBqh.png[/t] Finished loading of ISPK files. (From DarkEden). These are a little different from SPK files which i have already finished loading, saving, exporting and importing of images in the previous thread. The blue parts can shift colors programmatically in-game to show the status of the items etc. Also, ISPK holds most of the mobs and equipments which are the most interesting sprites. I was gonna sleep before i finished this because i couldn't figure out the algorithm in a clean way, but holy shit did i figure it out in 5 minutes of lying down in bed. Note to self: If i can't figure out an algorithm, just trick my brain into thinking i'm gonna sleep.
[QUOTE=Darwin226;45571202]Here's the Haskell integration package for VS. [url]https://dl.dropboxusercontent.com/u/35032740/HaskellPackage.vsix[/url] I make absolutely no guarantees about it working properly but I would appreciate bug reports if anyone tries using it. You need to have ghc/ghci installed. Preferably the Haskell Platform because that's what I use. You also need ghc-mod which you can get via cabal. All of those need to be in your PATH. Aside from that, I've only tested it on VS2013 ultimate and have NO idea how well, if at all, it works on other versions. To use the extension just open any .hs file in Visual Studio. If you see syntax coloring, then it works. Everything works by invoking ghc-mod from the command line so to use features make sure you save your file. To see the type of an identifier, mouse over it. This works only if the file doesn't contain errors. The errors get updated automatically on save. The comment/uncomment block feature also works. To get the GHCi window go to View -> Other Windows -> GHCi. GHCi automatically refreshes and loads the currently open file whenever you hit save. If you get stuck with GHCi outputting too much data (for example, typing [1..]) just Ctrl-S on the currently open file and it will restart.[/QUOTE] What resources did you use to learn how to write VS extensions? I want to make one for Manhood integration, but MSDN's documentation on extension development looks like hieroglyphics to me.
[QUOTE=Berkin;45577810]What resources did you use to learn how to write VS extensions? I want to make one for Manhood integration, but MSDN's documentation on extension development looks like hieroglyphics to me.[/QUOTE] I learned hieroglyphics. [editline]3rd August 2014[/editline] Jokes aside, if I can help, PM me and I'll send you my Skype name.
[QUOTE=chaz13;45571481]Aw yeah, finally implemented a kd-tree. It was so simple, I don't know how it took so long to get my head around it. Cuts a nearest-point search down from 5 seconds to 0.01, awesome. That was the main thing stopping me adding photon mapping/caustics to my ray tracer, so I might give that a go soon! Also working on my dungeon crawler a bit more, if anyone wants to try it out you can download it here: [url]https://fs04n2.sendspace.com/dl/f3549d1079e5161cdc192300f4ebc6a4/53dd10752485b65c/b6jtic/DC%20game.zip[/url] Would love to hear about any bugs/suggestions/thoughts you have on it![/QUOTE] did you play [URL="https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon"]pixel dungeon[/URL] by any chance? :v:
[QUOTE=BlkDucky;45579074]did you play [URL="https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon"]pixel dungeon[/URL] by any chance? :v:[/QUOTE] Yup! I wouldn't say it was the main influence but I certainly got some ideas from it. Although there's a lot of similarities :v: The game play will be quite different when I implement some new stuff. There's a bigger focussed on ranged combat and there's going to be a simple cover system and stuff like that.
[QUOTE=Berkin;45570007]That is a work of art. Bookmarked. I want something this nice for .NET development... WPF irritates me.[/QUOTE] [url]http://www.awesomium.com/[/url] or [url]https://github.com/cefsharp/CefSharp[/url] There are some others, but don't know them :p only used awesomium. Drop the control on your form, hook up your code to the javascript part, and you can use it
Awesomium? Yeah right i see how well it works with GMod.
[QUOTE=Arxae;45579675][url]http://www.awesomium.com/[/url] or [url]https://github.com/cefsharp/CefSharp[/url] There are some others, but don't know them :p only used awesomium. Drop the control on your form, hook up your code to the javascript part, and you can use it[/QUOTE] And lose native UI styling and blow memory usage out of the water. Most programs the use a web browser as UI are really terrible in that regard.
Who the hell thought it was a great idea to use (bloated) HTML for UI. Edit: I don't know what's worse, VGUI2 (Steam) or HTML UI.
HTML with CSS is perfect for UI. Agreed that the framework is huge (bloated) and can really be pain, if you are not used to it, though.
And then there's CryEngine, which uses embedded Flash for its UI (Scaleform). [url=https://en.wikipedia.org/wiki/List_of_games_using_Scaleform]Actually quite a few games use it[/url].
[QUOTE=Fourier;45579820]HTML with CSS is perfect for UI. Agreed that the framework is huge (bloated) and can really be pain, if you are not used to it, though.[/QUOTE] It's perfect for UI [i]only[/i] in the browser - where it's supposed to be. Anywhere else, and it's just an unnecessary bloat on [i]any[/i] application, and it also means that the performance is going to be sub-par to a native application. GitHub's Atom editor is a perfect example of this - why would you make a text editor using HTML, CSS and JavaScript, and then bundle it as a desktop application? To me, it just seems to appeal to web developers who want to make a desktop application, but who can't be bothered to learn a language other than the one they're comfortable with (and thus sacrifice user experience for the sake of easey development). I'm not sure if it's just me, but you can [b]always[/b] tell when an interface isn't native - it just doesn't feel quite right. I'm not having a go at you, by the way, I'm just speaking about it in general.
[QUOTE=Contron;45580175]It's perfect for UI [i]only[/i] in the browser - where it's supposed to be. Anywhere else, and it's just an unnecessary bloat on [i]any[/i] application, and it also means that the performance is going to be sub-par to a native application. GitHub's Atom editor is a perfect example of this - why would you make a text editor using HTML, CSS and JavaScript, and then bundle it as a desktop application? To me, it just seems to appeal to web developers who want to make a desktop application, but who can't be bothered to learn a language other than the one they're comfortable with (and thus sacrifice user experience for the sake of easey development). I'm not sure if it's just me, but you can [b]always[/b] tell when an interface isn't native - it just doesn't feel quite right. I'm not having a go at you, by the way, I'm just speaking about it in general.[/QUOTE] It depends a lot on usecases on what you want to do. I mean, you can easily embed JavaScript support with one of the more memory-friendly engines, and a HTML+CSS render engine doesn't have to support all the standards ever for it to be used in a game, you could just scrap the entirety of all the things and support ONLY the latest HTML5 spec, and maybe only a subspec of that even, and still get away with it. That would at least decrease the amount of code running in the background to a certain extend, and if you're using simpler interfaces that don't require a lot of overly fancy bullshit, then even a web browser won't use a lot of memory. I mean currently I have a few tabs open, nothing really fancy actually, but Firefox doesn't use more than 200MB for me (that means less, specifically 174MB as of reading). And that's including addons en-mass and this page with some video on it too. Now, cut down on all the fat, no tabs, no addons, no search functions, no settings, no support for additional render systems or standards but the latest and greatest. I think you can get away with that quite nicely. Obviously it won't be as clean as using Qt for simple desktop applications, but for games it could probably work.
The only good application framework is Qt, and it has a fair few problems of it's own.
[QUOTE=mastersrp;45580638]It depends a lot on usecases on what you want to do. I mean, you can easily embed JavaScript support with one of the more memory-friendly engines, and a HTML+CSS render engine doesn't have to support all the standards ever for it to be used in a game, you could just scrap the entirety of all the things and support ONLY the latest HTML5 spec, and maybe only a subspec of that even, and still get away with it. That would at least decrease the amount of code running in the background to a certain extend, and if you're using simpler interfaces that don't require a lot of overly fancy bullshit, then even a web browser won't use a lot of memory. I mean currently I have a few tabs open, nothing really fancy actually, but Firefox doesn't use more than 200MB for me (that means less, specifically 174MB as of reading). And that's including addons en-mass and this page with some video on it too. Now, cut down on all the fat, no tabs, no addons, no search functions, no settings, no support for additional render systems or standards but the latest and greatest. I think you can get away with that quite nicely. Obviously it won't be as clean as using Qt for simple desktop applications, but for games it could probably work.[/QUOTE] If you cut it down that much you could probably just write a quick template thing that reads your UI descriptions and compiles them into a better representation for display using OpenGL. I wrote the display/layout/styling part of that actually (but overall there aren't many features because I only work on it once every six months or so). Serialisation should be comparatively simple.
[QUOTE=Winner;45576570]okay you can log in without your password now [IMG]http://i.imgur.com/BPPPymG.gif[/IMG][/QUOTE] Noone ever logs out so that hash is probably going to be valid forever :v:
[QUOTE=Map in a box;45581588]Noone ever logs out so that hash is probably going to be valid forever :v:[/QUOTE] Garry please add OpenID and OAuth, thanks.
[QUOTE=Tamschi;45581837]Garry please add OpenID and OAuth, thanks.[/QUOTE] Wouldn't OAuth be better for this?
[QUOTE=Contron;45580175]It's perfect for UI [i]only[/i] in the browser - where it's supposed to be. Anywhere else, and it's just an unnecessary bloat on [i]any[/i] application, and it also means that the performance is going to be sub-par to a native application. GitHub's Atom editor is a perfect example of this - why would you make a text editor using HTML, CSS and JavaScript, and then bundle it as a desktop application? To me, it just seems to appeal to web developers who want to make a desktop application, but who can't be bothered to learn a language other than the one they're comfortable with (and thus sacrifice user experience for the sake of easey development). I'm not sure if it's just me, but you can [b]always[/b] tell when an interface isn't native - it just doesn't feel quite right. I'm not having a go at you, by the way, I'm just speaking about it in general.[/QUOTE] It's nice because lots and lots of people know HTML/CSS/JS and it is quite intended for stuff like this (UI). And why learn new language when you don't have to?
[QUOTE=ECrownofFire;45582223]Wouldn't OAuth be better for this?[/QUOTE] OpenID is actually unrelated to the issue at hand, but it's something I'd like to have anyway (, and is a lot easier to implement for him).
Seems like a money grubbing imo
[QUOTE=Winner;45582990]yeah i'm usually against making money off my projects honestly but i've had a few people say they'd pay for something like this w/e it'll just be free, maybe i'll accept donations[/QUOTE] It sounds reasonable, just two hours is maybe a bit much. One hour and five avatars should be good enough for most people and if they want to go crazy with it then charging a small amount seems fair. (Just keep in mind that this is probably increasing the hosting bill for Facepunch a bit due to redistributing avatars, not that I expect Garry to care much about that. That seems like a good reason to charge a small amount for short durations so not everyone does it, but to not allow something like one change every 30 seconds either way.)
swebonny smells funny
trying to replicate the zune player effects... thanks to [URL="http://facepunch.com/member.php?u=464489"]johnnyaka[/URL] for the [URL="https://github.com/JohnnyCrazy/SpotifyAPI-NET/releases"]spotify api[/URL] [media]http://www.youtube.com/watch?v=6z9YIn9e12E[/media]
Decided to rewrite my old virtual machine to be a bit more... sane. It can't parse and assemble files yet, so I have to hardcode programs right now (with a bit of help from macros): [img]http://i.imgur.com/O8RZkxG.png[/img] I'm also using google test to test [b]everything[/b]. I have to say, it is a really nice testing framework.
[img]http://i.imgur.com/J6n9AwC.png[/img] :suicide:
Got some basic-marching cubes to work(sry, for lack of shading) [img]http://i.imgur.com/jB3Beg4.png[/img] Huge artifact problems, when sharp planes make smooth curves. Those situations (hopefully) largely go away when i smash this into a terrain shape. [img]http://i.imgur.com/adyMGFq.png[/img]
Just so everyone knows, I created a [URL="http://facepunch.com/showthread.php?t=1414741"]thread for Manhood projects[/URL], so that they no longer clutter up this thread.
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