[QUOTE=r0b0tsquid;35870928]Neither... the world has a simple map of ints -> bool and ints -> chunk*:
When I request a chunk with getChunk(), it will check if the chunk already exists in memory. If it does, it will either generate the chunk, store the pointer and return it, or if too many chunks have already been generated this frame then it will return a null. (You can override this behaviour with the getChunkAlways() method - I do this when I'm raycasting to find the selected block).
A chunk is a 32x32x32 region of the world; it's just a char buffer of all of the blocks in the chunk, and a couple of GLuint handles to the index buffers and stuff. It also has pointers to its neighbours, and methods to do things like update its mesh.
When I draw, I just request all chunks in a sphere around the player that are in the player's field of view, and draw the ones that are available (have been generated). So yeah, it is infinite (until it runs out of memory - I need to retire chunks that are out of view...), but it doesn't use any fancy acceleration structures yet. Hopefully I've made sense there?[/QUOTE]
Woa, I understood your explanation very easily :D usually I dont get these kinda things first time.
BTW do you have an explanation/implementation of how to do the diffrent drawing of the sides depending on if there is a block there?
[QUOTE=.py;35868306]Aborted my roguelike game.
Anyways, what now.
What should I do?[/QUOTE]
Don't abort things. Go back and finish what you started.
[QUOTE=Nigey Nige;35871871]Don't abort things. Go back and finish what you started.[/QUOTE]
Easier said than done, sadly. :/
[QUOTE=usa;35846279]Porting Silent Hill: Downpour from Xbox 360.
The only thing that makes this marginally easier is that it is a Unreal Engine 3, woah so we have some context.
So far:
-Ripped my Xbox360 disc
-Exported contents from xbox360 disc filesystem using wx360
Decided to see how hard it would be to get a sound file out, thought it would be easy, well I was wrong...
-Unpack proprietary compression of assets (using UModel, so far so good, painless)
-Discover sound files are in yet another proprietary format (XMA)
-Decide to use 2wav as its the only thing i can find
-Wont work, XMA headers are for xbox, not traditional XMA, so I strip them and convert it to UXMA with no headers (gah!)
-Attach headers, convert (finally)
get one sound file.
oh yay
[editline]6th May 2012[/editline]
okay got it batch processing now, but still have to do it package by package.
so sounds are now working, i have a feeling the rest is going to be much, much harder.[/QUOTE]
i probably should have replied to this a long time ago.
good luck dealing with compiled hlsl shaders, if there are any.
By using the fast_normalize functions that opencl provides (practically 2 lines of code changed), my standard test scene has gone from 90 ms to 30 ms. It would be even faster if I only calculated the half angles for the lighting once per frame instead of once per pixel, but for the moment i'm happy with it
For reference, this is my test frame:
[IMG]http://dl.dropbox.com/u/33076954/New/Huh%2C%20fast.PNG[/IMG]
Its a closeup of the cube with a light covering the screen. Makes for a good, consistent benchmark
In other news, i figured out how to work the tesselation (not LOD tesselation, essentially is load balancing to split large triangles across multiple threads, although could be adapted for a certain degree of LOD tesselation). The combination of these two should result in pretty fast frame speeds. After that, i might write a procedural terrain generator or something
[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]
That was quite a nice temporary fix but the scrollbars were irritating as hell, so here's my attempt:
[img]http://img.luastoned.com/fp_title_fix.png[/img]
[url]http://userscripts.org/scripts/show/132767[/url]
[QUOTE=LuaStoned;35872568]That was quite a nice temporary fix but the scrollbars were irritating as hell, so here's my attempt:
[img]http://img.luastoned.com/fp_title_fix.png[/img]
[url]http://userscripts.org/scripts/show/132767[/url][/QUOTE]
[url=http://userscripts.org/scripts/show/132597]Seems like this is quite a popular script to remake these days[/url]
I got an A+ for my tesla coil :)
does it make music?
eg [video=youtube;B1O2jcfOylU]http://www.youtube.com/watch?v=B1O2jcfOylU[/video]
[img]http://puu.sh/tClM[/img]
Woo, functions!
It doesn't make any lightning at all, not enough power. Stay tuned for version 2.
[sp]Get it? Tuned?[/sp]
[IMG]http://hcide.com/site-images/9.png[/IMG]
[IMG]http://hcide.com/site-images/10.png[/IMG]
Some theme examples for HardCode IDE, also here is a video regarding our parameter highlighting + tabbing and code completion
[url]https://www.facebook.com/photo.php?v=10151033326474989[/url]
[QUOTE=synthiackup;35872364]i probably should have replied to this a long time ago.
good luck dealing with compiled hlsl shaders, if there are any.[/QUOTE]
This may be of use: [url]http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&date=2012-01-02&time=03-11-15[/url]
Notes and a tool from when they ported the DirectX version of Shank to GLSL.
[img]http://img.meteornet.net/uploads/hjq37m9k/ss.png[/img]
This code does not look so legit. Surely it should fix the references for you, no? I also assume you mean voila :v:
I learned python
[t]http://i.imgur.com/wvjZ2.png[/t]
Python is a nice language. Everybody moaning about the whitespace probably never tried it.
[QUOTE=Lord Ned;35874376]This may be of use: [url]http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&date=2012-01-02&time=03-11-15[/url]
Notes and a tool from when they ported the DirectX version of Shank to GLSL.[/QUOTE]
has nothing to do with porting to glsl. the 360 uses a different token stream format for compiled hlsl shaders. i ran into this roadblock while researching whether or not xna projects compiled for 360 were portable to windows.
on the topic of ue3, shaders would be irrelevant if you also had to deal with custom native bindings in the game's scripts.
[img]http://puu.sh/tDTV[/img]
Great! Now let's hope the Portal 2 DLC won't stop me from continuing :v:
[QUOTE=Perl;35876303][img]http://puu.sh/tDTV[/img]
Great! Now let's hope the Portal 2 DLC won't stop me from continuing :v:[/QUOTE]
Implicit returns is an interesting idea. What happens if you just make a function that's a single line with a semicolon?
[QUOTE=calzoneman;35876343]Implicit returns is an interesting idea. What happens if you just make a function that's a single line with a semicolon?[/QUOTE]
returns Null :v:
AP CS part 2 was a complete joke, the only slightly difficult part was the time limit for part 1 with so many code segments to analyze.
[QUOTE=Perl;35876544]returns Null :v:[/QUOTE]
shouldn't it rather return nil? Makes more sense imo
[QUOTE=W00tbeer1;35877023]AP CS part 2 was a complete joke, the only slightly difficult part was the time limit for part 1 with so many code segments to analyze.[/QUOTE]
Welcome to AP CS. What was the part 2 this year?
[QUOTE=synthiackup;35874842]has nothing to do with porting to glsl. the 360 uses a different token stream format for compiled hlsl shaders. i ran into this roadblock while researching whether or not xna projects compiled for 360 were portable to windows.
on the topic of ue3, shaders would be irrelevant if you also had to deal with custom native bindings in the game's scripts.[/QUOTE]
Ah, I was unaware that they were in a different format. I assumed they were compiled like PC shaders, at which point that would have helped.
3D font rendering in LuaCraft, easy :D
[img]http://img.luastoned.com/luacraft_3d_v3.png[/img]
[QUOTE=LuaStoned;35877651]3D font rendering in LuaCraft, easy :D
[img]http://img.luastoned.com/luacraft_3d_v3.png[/img][/QUOTE]
Is this the only font available? Or are there smoother fonts?
A company asked for some code samples. Not really sure what to send so I sent this.
[B]Projects:[/B]
[url]https://github.com/high6/LoLNotes[/url] ([URL="https://github.com/high6/LoLNotes/zipball/master"]Download Zip[/URL])
[url]https://github.com/high6/SpeedTest-Generator[/url] ([URL="https://github.com/high6/SpeedTest-Generator/zipball/master"]Download Zip[/URL])
[url]https://github.com/high6/HostScanner[/url] ([URL="https://github.com/high6/HostScanner/zipball/master"]Download Zip[/URL])
[url]https://github.com/high6/SwfExport[/url] ([URL="https://github.com/high6/SwfExport/zipball/master"]Download Zip[/URL])
[B]Samples:[/B]
[URL="https://github.com/high6/SpeedTest-Generator/blob/master/SpeedTest%20Generator/SpeedTest/STApi.cs"]STApi.cs (SpeedTest-Generator)[/URL]
[URL="https://github.com/high6/LoLNotes/blob/master/LoLNotes/Flash/BaseObject.cs"]BaseObject.cs (LoLNotes)[/URL]
[URL="https://github.com/high6/SwfExport/blob/master/SwfExport/Program.cs"]Program.cs (SwfExport)[/URL]
No idea what a company is looking for in code samples.
[img]http://i.imgur.com/CvkTr.png[/img]
Machine code is so easy. I want to write a library that compiles an explicit mathematical function (e.g. y=x^2+5x) to a native function so that it can be executed very fast for drawing a graph or numerically solving it. The code you see above was my first attempt at trying to do something with the FPU. In a later stage, I may also implement SSE instructions as optimization. The library will work on both Windows and Linux, but will probably only support 32-bit.
Overv, you should try Sublime Text 2 on Ubuntu. Report back!
[QUOTE=jaybuz;35877991]Overv, you should try Sublime Text 2 on Ubuntu. Report back![/QUOTE]
Good idea! I almost forgot it doesn't just run on Windows.
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