[QUOTE=Trumple;45594617][IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2014-08-05_02-20-50.png[/IMG][/QUOTE]
His name in the first message is bugging the hell out'a me.
[QUOTE=Lumaio;45594915]His name in the first message is bugging the hell out'a me.[/QUOTE]
OCD Fixer:
[img]http://i.imgur.com/YneXJ5J.png[/img]
[QUOTE=MatheusMCardoso;45595259]OCD Fixer:
[img]http://i.imgur.com/YneXJ5J.png[/img][/QUOTE]
I can still see slight artifacts.
*eye twitches*
Yay new profiler updates.
[IMG]http://vbitz.com/public/engineProfilerNew.png[/IMG]
I used to have 2 separate profilers, 1 really fast but embedded into my drawing abstraction code and without respect to callstacks and one that's slower and harder to use but with more debugging support built in. The new one which you can see the output of above is both fast( enough) and respects the callstacks of methods.
Also it's got color coding based on how long the average time each zone/method takes to run.
[QUOTE=Trumple;45594617][IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2014-08-05_02-20-50.png[/IMG][/QUOTE]
Reporting for duty as Offisir, sir
[editline]4th August 2014[/editline]
[QUOTE=sambooo;45594487]I took the liberty of creating a kickstarter for this. Currently promising 100 types of ship and 64 player networked multiplayer.[/QUOTE]
[IMG]http://s3.amazonaws.com/rapgenius/mr-burns-picture.jpg[/IMG]
Excellent.
Better?
[IMG]http://i.imgur.com/K28NXEJ.png[/IMG]
how many engines are you going to use?
Oh christ
Started learning LISP for use with a subject on AI fundamentals.
Up untill now I had never even considered looking at functional programming.
The recursion never ends, apparently even the loop functions are actually just recursive functions in disguise.
[QUOTE=archival;45596684]Started learning LISP for use with a subject on AI fundamentals.
Up untill now I had never even considered looking at functional programming.
The recursion never ends, apparently [B]even the loop functions are actually just recursive functions in disguise.[/B][/QUOTE]
Common Lisp has LOOP macros.
They're based on the more low-level TAGBODY and GO forms, which you're advised not to touch unless making your own control flow macros. Who knew, even Lisp has gotos!
But yes, tail calls are optimised into simply a jump without pushing a new stack frame. You can write this sort of loop in any language that supports recursion, but if you do it in a language which does not optimise tail calls then you will quickly run out of stack space.
[editline]blah[/editline]
Lisp macros are magical :v:
I think Facepunch is broken....
[vid]https://dl.dropboxusercontent.com/u/7703917/File%20Share/webm/FacepunchPlease.webm[/vid]
[QUOTE=blakeguy25;45597161]I think Facepunch is broken....
-vid-[/QUOTE]
It's been discussed time and time again. Seems to be the way that facepunch does auto-merge. Let's be done with this topic forever shall we?
Oh well, doesn't seriously break anything, I had just never encountered that before
Attempt number 2 on console input for my logging program:
So far, i am only able to use a static class/method for this :f don't know enough reflection for it it seems.
[url]http://gfycat.com/ElaborateAlarmingCatbird[/url]
And once more, screencap questions :v:
How do i embed the above link again? wasn't it just the vid tags?
How would i get a video onto gfycat that is longer then 15 seconds?
It's now pretty close to results day, so I've put my A level documentation for the processor up on github!
Writeup (191 pages, but almost 100 of that is just code listings):
[img]http://i.imgur.com/8twwhtB.png[/img]
example page:
[img]http://i.imgur.com/L92axsf.png[/img]
There's also a programming manual / tutorial, which explains some of the basic concepts behind how the computer works and then guides you through writing simple programs in my language. (30-odd pages)
[img]http://i.imgur.com/uzisOYw.png[/img]
[img]http://i.imgur.com/lFy8GZy.png[/img]
PDFs are [url=https://github.com/Wren6991/NorForkConditionally/tree/master/docs]here.[/url]
So, if homemade compilers and processors float your boat, take a look!
Makes my COMP 4 coursework look like a pile of shit holy fuck, incredible.
[QUOTE=r0b0tsquid;45597637]holy shit[/QUOTE] If you don't get A* it just proves how fucked up Computing is in this country :v:
[QUOTE=jamie1130;45600017]If you don't get A* it just proves how fucked up Computing is in this country :v:[/QUOTE]
"didn't comment every single variable assignment, lose 10% of overall mark"
[editline]5th August 2014[/editline]
[QUOTE=r0b0tsquid;45596583]Oh christ[/QUOTE]
Don't suppose you fancy making $10?
[QUOTE=r0b0tsquid;45596583]Oh christ[/QUOTE]
[QUOTE=sambooo;45600049]Don't suppose you fancy making $10?[/QUOTE]
I was wondering too, now that that chunk of coursework (or whatever) is out of the way...
Using poly2tri to triangulate complex polygons, then using the triangles to form Box2D bodies with multiple fixtures (triangle=>fixture):
[img]http://i.imgur.com/OYheXSo.gif[/img]
[url]http://antonior-software.blogspot.com[/url]
Fuck, I just had a nightmare where my octree was on fire and I was trying to save the nodes.
[QUOTE=Tamschi;45600658]I was wondering too, now that that chunk of coursework (or whatever) is out of the way...[/QUOTE]
I'm currently working 12 hour night shifts back to back at a chicken factory so that I can afford to buy and insure a car :v: I think I'm going to manage like an 11 day streak with no days off it something. After results day I'm going traveling with my girlfriend for a couple of weeks, and then I'll have about a month before I leave for uni, which I'll spend working on projects.
I want to: get my homemade computer fully working (debug the flash hardware and add the keyboard controller); assemble, test and program the multimeter/oscilloscope/data logger/logic analyser I'm having the PCBs manufactured for; and put some serious work into sinking simulator and get a decent website set up for it. Being a game dev is a massive time investment though, and I might have a work placement that month anyway, we'll see. Plus the pile of emails and some shitty stuff in my personal life has kind of left a sour taste in my mouth from that whole time. I'm considering open-sourcing it all under MIT license and chucking it out into the wild, it was really fun to work on though and there is so much I could do with it on the graphics and gameplay side.
If I start making headway with that project again, you guys will be the first to know :)
Anyway typing this has taken up pretty much all of my break, I need to get some food in me before I go back to work
[QUOTE=voodooattack;45602918]Fuck, I just had a nightmare where my octree was on fire and I was trying to save the nodes.[/QUOTE]
This is a sign, voodoo!
You are almost ready to be entrusted with the secret ingredient of my secret ingredient broad-phase algorithm!
[editline]asdf[/editline]
Oh yeah and I also found out going back in time for every individual client input is incredibly expensive and not necessary at all.
[URL="http://www.gabrielgambetta.com/fpm2.html"]Server Reconciliation[/URL] is far better and more efficient. I've implemented it and this means clients are as smooth as butter, hosts don't have a capped framerate, and several other improvements. I'll still end up time traveling for client events like shooting bullets though.
[vid]http://farmpolice.com/content/videos/75c3f554.webm[/vid]
~soo smoooth~
hi waywo! it's been awhile
so after lots of angry arguments here and in other places I've finally been seduced fully by microsoft's OOP baby and enjoy it in tandem with SFML.NET.
that being said I'm too depressed to work on anything and am just waiting around patiently for doods in white coats to pick at my brain so I can get the proper treatment I need to be not depressed. also the castlevania game I was working on is no longer actively being developed as is usual for my projects.
mostly i've been bouncing between making a zelda style thing or a castlevania style thing. i dunno.
you're all awesome.
edit: that astrostruct video made me need to get a towel for my underoos.
I had an idea today for how I'm going to model my AI, after fleshing it out a bit more I think it might work fairly well if I implement it right and intrinsically allow some fairly natural behavior/reactions
Edit: Well that's a bit too vague, basically a large part of it will specifically model attention to objects/events. But that's just one section of the whole system, most of which I have yet to work on
[img]http://i.imgur.com/hXgCI8f.png[/img]
So while reading random SCP articles, it got me into thinking how to draw maps of non euclidean space on 2D planes and that got me thinking what if you could dig tunnels in minecraft and turn however you want and not emerge into your previously dug tunnel, or what if you could make something that's bigger on the inside.
So i went to practice some OpenGL 4.3 and made this, gonna get the world generation working properly and make some Portal 2 style worldportals.
I wanted to have the micspammer be able to output to multiple devices at the same time so after a 10-minute brainstorm, I decided to overhaul (well, re-do) the entire thing :v:
[t]http://i.imgur.com/6Lz8kD2.png[/t]
But hey, now I can hear what I'm micspamming!
[url=https://github.com/Spanfile/Micspam]Source on GitHub[/url]
ok so I know i complimented astrostruct already but I'm going to continue my shameless brown nosing because I really want to see this project succeed.
As a really shitty SS13 player, I hate SS13. It runs on one of the worst game engines I have ever seen in my entire life and half the time I'm rubberbanding all over the fucking place despite the fact that my ping is perfectly fine. The textures suck ass, bleed together, the UI sometimes just refuses to respond, and I can barely tell what's going on half the time because of the serious lack of good information conveyed to the player in the form of tool tips, visual cues, or anything useful at all. It alienates newbies to no end.
It sucks.
SS13 needs a quality replacement and it looks like you're on the right path. Even though your original attempt in C++ failed (as far as I know anyway) you still seem to be actively trying, which is something I seriously admire. This post is half encouragement, half filthy fanboying, and half don't-fuck-this-up-please,-passive-aggressive-catface.
ok bye.
edit:
i also managed to break the game. i had about twenty astrostructs open, as i was trying to make a giant space gangbang.
at some point the listen server decided it couldn't take the pain and killed itself and this is all that remained in the lobby.
[IMG]http://puu.sh/aGpr6/b875dba132.png[/IMG]
[QUOTE=cartman300;45603964][img]http://i.imgur.com/hXgCI8f.png[/img]
So while reading random SCP articles, it got me into thinking how to draw maps of non euclidean space on 2D planes and that got me thinking what if you could dig tunnels in minecraft and turn however you want and not emerge into your previously dug tunnel, or what if you could make something that's bigger on the inside.
So i went to practice some OpenGL 4.3 and made this, gonna get the world generation working properly and make some Portal 2 style worldportals.[/QUOTE]
If you figure out how to do physics properly with non-convex space regions please tell me, I've been thinking about that on-and-off for [I]years[/I].
Also please make a [URL="https://www.youtube.com/watch?v=MFXRRW9goTs"]120-cell[/URL] because those are awesome.
[QUOTE=Shotgunz;45604279]ok so I know i complimented astrostruct already but I'm going to continue my shameless brown nosing because I really want to see this project succeed.
words words words[/QUOTE]
I'm surprised you even know about my old C++ prototypes. It makes me really happy to know someone cares about the stuff I do beyond rating my occasional posts with a Winner. Thanks Shotgunz :).
[editline]5th August 2014[/editline]
[QUOTE=Shotgunz;45604279]
i also managed to break the game. i had about twenty astrostructs open, as i was trying to make a giant space gangbang.
at some point the listen server decided it couldn't take the pain and killed itself and this is all that remained in the lobby.
[IMG]http://puu.sh/aGpr6/b875dba132.png[/IMG][/QUOTE]
I'd love if you'd look into it further to see what the problem is, but I'm not sure many people would need to run 30 game clients and a server on the same computer...
I imagine there was port conflicts or some other enet limitation.
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