• What are you working on? May 2012
    2,222 replies, posted
[QUOTE=neos300;35839260]Added vi-key support to my rougelike which is making it a lot easier to learn vim.[/QUOTE] hjkl movement should be mandatory in roguelikes because there's always gonna be a bunch of people who play with them vi-keys
My teslacoil gave off it's first tiny screeching spark, now I have to write a python interface for it, so I can control it without hardcoding it into the microcontroller.
[t]http://i.imgur.com/wpDhV.png[/t] I'm not sure if someone already made one (or if anyone else minds, or if people take offense to hiding their obnoxiously long titles), but I made a quick [URL=http://pastebin.com/uhWn9Rj7]Chrome/Firefox script[/URL] to add scrollbars to lengthy user titles here, so they aren't as annoying, but the content isn't lost.
[QUOTE=Map in a box;35837077]What was that HTTP testing thing by apache? I need it to test my lua webserver[/QUOTE] God damn it, stop stealing my ideas!
[QUOTE=COBRAa;35840288]God damn it, stop stealing my ideas![/QUOTE] Wait, how many people were going to make a Lua webserver? I count 3 now [editline]5th May 2012[/editline] Btw, [url=http://dl.dropbox.com/u/18131951/Facepunch_titles.user.js]here[/url]'s a one-click install link for Neo's nice title script
Which ones do you know of? This is mine: [URL]https://github.com/c0bra61/luaserver[/URL] And this is one a found with a quick google, 2 months before I started to make mine: [URL]https://github.com/zeitgeist87/LuaServer[/URL] And has a lot of resemblance to mine (reads requested files from www/hostname, although I'm not sure if that's standard) and has a bad implementation of <? ?> using gsub.
I was making one too, just to see how hard it was to make one.
[vid]http://filesmelt.com/dl/java_2012-05-05_18-41-45-33.webmvp8_.webm[/vid] Minesweeper featuring everyone's favorite! Java! It's slow because of Fraps. It works perfectly otherwise. Also I don't suppose there is [thumb] tags for video?
[QUOTE=Ehmmett;35841099]I'm getting a 502 Gateway error when trying to look at the Love2D wiki for documentation, does anybody have the entire draw function?[/QUOTE] [url]https://www.dropbox.com/s/598f3dh9o37jv88/Wiki.zip[/url] [img]http://new.tinygrab.com/7cfbd51783bf1ae0d59a1cfa2f839ea786067bd5d3.png[/img] [editline]6th May 2012[/editline] It's the 0.7.2 version tho, but I don't think it has changed.
Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted. Content: [IMG]http://i.snag.gy/Kle7c.jpg[/IMG]
[QUOTE=Mordi;35841413]Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted.[/QUOTE] The Ubuntu and Roboto fonts are good.
[QUOTE=Richy19;35838811]Whats the performance like with this compared to just OGL? Also do you know what openCL was initially created for? I though it was to allow people to run programs (calculatons or such) on the GPU instead of the CPU[/QUOTE] Probably much worse. Currently i have to copy across the entire buffer to sfml, because i haven't yet set up opengl to use the buffer directly. It's fairly slow copying across, although I multithreaded it and this speeds its up a lot. Also, because it runs one thread per triangle, large triangles can cause massive slowdown; essentially zooming in on something makes the frame time skyrocket. I can fix this in the culling phase by tesselating large triangles, however. Plus there is some general inefficiency going on currently. Yes, opencl was created to allow hardware acceleration of easily parallelisable (?) tasks. I thought it would be interesting to create the renderer as a comparison. Graphics rendering is perfect in theory for opencl - processing triangles is easy in parallel. Each triangle is (nearly) independent of other triangles, so you don't have to worry about synchronisation and the like. In practice though, opencl will probably never be nearly as efficient as pure opengl [editline]6th May 2012[/editline] [QUOTE=Mordi;35841413]Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted.[/QUOTE] Bitstream Vera is good in my opinion I seem to remember that its freely licensed
[QUOTE=Mordi;35841413]Does anyone know whether or not Calibri is free to use in anything? Otherwise, any good freely-licensed fonts that are great for UIs are wanted. Content: [IMG]http://i.snag.gy/Kle7c.jpg[/IMG][/QUOTE] I was actually trying to find out that exact same thing earlier today. Turns out it's copyrighted by Microsoft and you need to pay to license it: [url]http://www.fonts.com/font/ascender/calibri[/url] When looking for fonts online, make sure you check the license of the font individually, some sites let you freely download copyrighted fonts. Open Font Library is pretty good, all the fonts there are licensed under the SIL Open Font License, which lets you bundle the font with your game for free: [url]http://openfontlibrary.org/[/url]
[QUOTE=COBRAa;35840468]Which ones do you know of? This is mine: [URL]https://github.com/c0bra61/luaserver[/URL] And this is one a found with a quick google, 2 months before I started to make mine: [URL]https://github.com/zeitgeist87/LuaServer[/URL] And has a lot of resemblance to mine (reads requested files from www/hostname, although I'm not sure if that's standard) and has a bad implementation of <? ?> using gsub.[/QUOTE] I was going to implement <? and ?> but I thought it was cooler full-lua. I might readd <?="stuff"?> support too. Anywho, I think [url]www.hxrmn.net[/url] was the first luaserver I know of.
Did a boatload of optimizations to blocky. The chunk compiler is now aware of neighbouring areas so it can cull edge faces correctly. The other thing is this. When bound to a VBO in transform feedback mode, the geometry shader will only write as many polygons as the VBO can hold. The query will also accurately reflect this. If I create a VBO which can only hold 1 polygon, then run a geometry shader which outputs hundreds of them, the query will only report back 1 polygon. So I had to create huge VBOs for each chunk. Which very quickly filled up the GPU's ram (all 1gb of it). Now it shrinks the VBO down to size once it has the correct poly count from the query. I also threaded terrain generation. Terrain generation is the [i]only[/i] bottleneck in the system now, extracting the chunk meshes and rendering them is lightning fast (since it all happens GPU-side). I was tempted to make a geometry shader for terrain generation, but I want it to be moddable via Lua. tldr; I made my voxel engine even faster.
[t]http://niggaupload.com/images/ejVCr.png[/t] [t]http://niggaupload.com/images/b0MhH.png[/t]
throwin my hat into the video game makin ring. hope publishers pick me up 2 help fund game. [img]http://i.imgur.com/kQolB.png[/img] [editline]5th May 2012[/editline] making kickstarter later
[QUOTE=Neo Kabuto;35840216][t]http://i.imgur.com/wpDhV.png[/t] I'm not sure if someone already made one (or if anyone else minds, or if people take offense to hiding their obnoxiously long titles), but I made a quick [URL=http://pastebin.com/uhWn9Rj7]Chrome/Firefox script[/URL] to add scrollbars to lengthy user titles here, so they aren't as annoying, but the content isn't lost.[/QUOTE] :v: I don't belong here. I can't do nothing with code.
Well I was working on using sprite batches to draw tiles, but I closed my laptop and when I opened it again I was on linux :v:
what do u guys think. [URL]http://www.kickstarter.com/projects/1362020893/1252150507?token=70e645cc[/URL] u guys wanna donate [img]http://i.imgur.com/UXDIl.png[/img] how can i do this without being sued
[QUOTE=Mr_Razzums;35843719]what do u guys think. [URL]http://www.kickstarter.com/projects/1362020893/1252150507?token=70e645cc[/URL] u guys wanna donate [img]http://i.imgur.com/UXDIl.png[/img] how can i do this without being sued[/QUOTE] i want 2 donate $10000 dollors but theres no way to on kickstarer plz help
[QUOTE=Mr_Razzums;35843719]what do u guys think. [URL]http://www.kickstarter.com/projects/1362020893/1252150507?token=70e645cc[/URL] u guys wanna donate [img]http://i.imgur.com/UXDIl.png[/img] how can i do this without being sued[/QUOTE] You spelt Hegehog wrong.
[QUOTE=ief014;35844039]You spelt Hegehog wrong.[/QUOTE] n0
[QUOTE=Mr_Razzums;35843399] [img]http://i.imgur.com/kQolB.png[/img] [/QUOTE] only 276mph? 2slow2care
I can sleep faster than that.
Benchmarks! [vid]http://bit.ly/JdrfiY[/vid] I can render about 80,000 glyphs of varying sizes and font faces before running below my screen refresh rate Feels good creating and optimizing your own text system.
I think we need more of supersnail's [url=http://facepunch.com/threads/1174646?p=35407513&viewfull=1#post35407513]WAYWO fanfic[/url] Or a least a game based on it
Working on a tower defense/top-down shooter mix. I'm gonna have to re do placing blocks, this way is extremely clunky. [vid]https://dl-web.dropbox.com/get/Pathfinding%202012-05-05%2023-10-25-95.webmvp8.webm?w=0ce543a5[/vid] Also, this uses an xbox controller.
Today I added Game Maker-style alarms to my base entity class, and added an audio loading/playing system to my game engine. Now It's time to clean up the code a little and actually start building my game!
[t]http://i.imgur.com/YCy3o.jpg[/t] Learning shaders.
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