• What Are You Working On? - August 2014
    1,181 replies, posted
[QUOTE=Cold;45635667]Chances are if you making anything somewhat gpu heavy, that 5-8 year old GPU isn't capable of running it anyway.[/QUOTE] GPU's with OpenGL 3 were still being sold in 2011 and even early parts of 2012. I mean sure if you [I]can[/I] use OGL4 without much impact to your user base, go right ahead. I'm just saying OGL3 is a safer bet. Only ~70% of Steam users have DX11 capable hardware, compared to ~97% having DX10 capable hardware.
A lot of those DX10 and DX11 capable hardware is integrated graphics though. And Intel's OpenGL drivers are pretty bad.
Sort of working menu! [vid]http://patrick.kecklers.com/Storage/2014-08-09_06-09-40.webm[/vid] [editline]woo![/editline] Clickable buttons! [VID]http://patrick.kecklers.com/Storage/2014-08-09_08-56-38.webm[/VID]
What's the current state of the art for PC voice control? What about open source? What about Windows?
[QUOTE=Darwin226;45638472]What's the current state of the art for PC voice control? What about open source? What about Windows?[/QUOTE] I know that Microsoft offers an SDK that's usable from .NET, no idea how well it works though. You basically set phrases and then it triggers on them. It's probably based on the same system as the voice control in the Xbox 360, which works decently.
[QUOTE=Tamschi;45638907]I know that Microsoft offers an SDK that's usable from .NET, no idea how well it works though. You basically set phrases and then it triggers on them. It's probably based on the same system as the voice control in the Xbox 360, which works decently.[/QUOTE] I would guess the built in speech recognition in Windows 7+ is based on the same tech and it works very badly on my laptop. On the other hand, googling with voice is very decent.
[QUOTE=DrTaxi;45637707]A lot of those DX10 and DX11 capable hardware is integrated graphics though. And Intel's OpenGL drivers are pretty bad.[/QUOTE] The Mac drivers for Intel GPUs are pretty solid (comparatively). Mac OS 10.8 and newer (which almost 90% of Mac users on Steam have) cannot run on hardware that isn't GL3-capable. So if a user is running a semi-recent version of OS X they will have GL3.2+ capability.
Made an overlay countdown for gamescom [t]http://i.imgur.com/JjDqLlB.png[/t] [url]http://eirexe.3space.info/FTP/GabeNOverlay.exe[/url]
I just managed to BSoD my computer with my debug mode application hooked to VS debugger to load and test GMod module without starting GMod with SYSTEM_SERVICE_EXCEPTION and i have no idea how i managed to do that. Also i got [URL="http://i.imgur.com/QRcrrOV.png"]water in my not minecraft thing[/URL], it animates nicely.
I made a very useful Slack bot: [IMG]http://i.imgur.com/N5HMjZt.png[/IMG]
I finally got my model rendering optimized and its now doing calculations on the GPU instead of the CPU. I can now render 100 models with out any fps drops. [IMG]http://i60.tinypic.com/2w3p47o.jpg[/IMG]
Try to render 1000 or 10000 without FPS drops.
It does drop his FPS, it drops it significantly, but he can't measure it without turning vsync off.
[QUOTE=ryankingstone;45644422]Try to render 1000 or 10000 without FPS drops.[/QUOTE] It is pretty much a given that rendering [B]more [/B]of something will take longer, unless it is somehow optimized.
Not content with the skeleton viewer, I got round to making a model viewer too. [t]http://kirk.by/s/raw/147bdefd687.png[/t]
libnoise is almost too easy to use. Finally found time to set up and use the library to generate a height map. Great results really fast. [img]http://i.imgur.com/ujqyYEA.png[/img]
[QUOTE=Torrunt;45628706]I've been working on the UI of my game a bit, mainly so I can easily test either singleplayer or multiplayer without having to open my config file first. Added a main menu, pause menu and added health and money to the HUD. [vid]https://dl.dropboxusercontent.com/u/7113767/Videos/ZombieGame_UIStuff.webm[/vid] I used GWEN for the input text boxes and the rest is dealt with the same way as the game animations (designed in Flash and exported out using my dynamic sprite sheet exporter).[/QUOTE] Are you using slate or...?
[QUOTE=eirexe;45647314]Are you using slate or...?[/QUOTE] No, I'm using sprite sheets (.pngs and .xmls).
Four days later: Finally managed to get skeletal animation working without spazzy spaghetti syndrome. Assimp is so backwards... [video=youtube;QP-mW5eX_Mw]http://www.youtube.com/watch?v=QP-mW5eX_Mw[/video]
[QUOTE=Sippeangelo;45647855]Four days later: Finally managed to get skeletal animation working without spazzy spaghetti syndrome. Assimp is so backwards...[/QUOTE] Would you even say it's... ass backwards?
opengl things [vid]http://webm.zone/i/1rQ.webm[/vid] stuff I need to fix:- -dodgy timestep (the video timing is all off) -motion blur (doesn't work well for stuff at the edge of your view) -light attenuation
[QUOTE=ECrownofFire;45649986]Would you even say it's... ass backwards?[/QUOTE] [img]http://theannalogblog.files.wordpress.com/2014/04/62773d1345264460-stoner-sprays-rossi-shrek_donkey.jpg[/img] Ok, let's stop playing grab-ass.
[IMG]http://i.imgur.com/v6yped4.png[/IMG] The vertex weights in his jaw simply weren't up for dancing...
[QUOTE=NovembrDobby;45650052]opengl things [vid]http://webm.zone/i/1rQ.webm[/vid] stuff I need to fix:- -dodgy timestep (the video timing is all off) -motion blur (doesn't work well for stuff at the edge of your view) -light attenuation[/QUOTE] I like that mouse smoothing. Is it easy to aim at things?
[QUOTE=Ott;45650166]I like that mouse smoothing. Is it easy to aim at things?[/QUOTE] I wouldn't know, there's not really anything to aim at yet :p It's pretty easily configured though: [CODE] camera.SetMomentumLoss(0.1f); camera.SetAngularMomentumLoss(0.1f); camera.SetMaxMomentum(1.0f); //in any direction camera.SetMaxAngularMomentum(sf::Vector3f(20, 20, 2.5f)); //yaw pitch roll [/CODE]
I'm currently trying to figure out random terrain generation.. I can't figure out why my stone won't spawn. (Textures are placeholders) [img]http://puu.sh/aMMC5/7bf4d5cb2e.png[/img] [code]var sh = (room_height/2) - floor(random(room_height/3)); sh = (sh/32)*32; var ah = sh; var dirt_level; var stone_level; var l; for(xx=0; xx<room_width; xx+=32) { instance_create(xx,ah,obj_grass); dirt_level = ((room_height - ah/32)*32); stone_level = ((room_height) /32) * 32; // dirt level for(yy = ah; yy < dirt_level; yy += 32) { instance_create(xx, yy+32, obj_dirt); l = yy; } // stone level for(yy = l; yy < stone_level; yy += 32) { instance_create(xx, yy + 64, obj_stone); } ah += choose( 32, -32, 0); } [/code] [editline]10th August 2014[/editline] Nevermind! I fixed it. It was something to do with dirt_level variable, due to the fact that the brackets were misplaced. So finally I have some terrain: [img]http://puu.sh/aMP85/3044b1e56b.png[/img]
You've quite a few funky variable names there, may help you debug in future to create more meaningful names Like this: [code] var ah = sh; [/code] You also seem to like multiplying things by 32 then dividing by 32 again though that's probably just leftover from older code [code] sh = (sh/32)*32; ... stone_level = ((room_height) /32) * 32; [/code] As for your actual bug, is this line right? [code] dirt_level = ((room_height - ah/32)*32); [/code] I have a funny feeling your dirt height is deeper than you think, because "ah" is supposed to be somewhere around the middle yet your dirt line goes to "(room_height - ah/32)*32" which is wayy down if I read that right. That would mean your stone generation loop never iterates [editline]10th August 2014[/editline] I KNEW YOU'D FIND IT BEFORE I POSTED :(
[thumb]http://i.imgur.com/NoFx3ut.png[/thumb] Framebuffers, some lame temporary lighting, fixed sides of blocks not generating on chunk borders, FXAA.
Today I tried to embed Mono in a C++ application. It went surprisingly well. I expected a lot more problems. [thumb]http://i.imgur.com/AgFvman.png[/thumb] Mono is a lot more lightweight than I thought it was.
I have been working on a side project for class for a few months now. It is called ginux and right now it is just a web interface for networked virtual machines. I hope to turn it into a hacking game kinda like smash the stack networking edition. [t]https://i.imgur.com/SSX78Lq.png[/t] In the screenshot is two browser windows side by side, the graph on the left is a network graph of the vms, on the right is a shell into the selected vm. I was testing networking connectivity between vms, I might end up switching to ipv6 for this. Source: [URL="https://github.com/gamingrobot/ginux"]https://github.com/gamingrobot/ginux[/URL] I dont have a live demo working because hard drive failure [sp]blame seagate[/sp]
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