• What are you working on? May 2012
    2,222 replies, posted
Just made a fun little contraption, keyword: game [vid]http://puu.sh/uNdj[/vid]
[QUOTE=icantread49;35960830]Just made a fun little contraption, keyword: game [vid]http://puu.sh/uNdj[/vid][/QUOTE] This is something you post in the official thread.
[QUOTE=Night-Eagle;35957948]just work already, I'm tired of looking at you [img]http://eagle.undo.it:8083/img/kintel_80.png[/img] [editline]14th May 2012[/editline] Awesome. Now I can have some [i]real[/i]fun... [img]http://eagle.undo.it:8083/img/kintel_81.png[/img][/QUOTE] Would you mind sharing how you did that? I had a game concept involving random polygons like that but all the information I found on the topic was gigantic math libraries with terrible documentation and mathematical publications.
[QUOTE=supersnail11;35960932]This is something you post in the official thread.[/QUOTE] So I can't post content in WAYWO anymore? :v:
[QUOTE=icantread49;35960994]So I can't post content in WAYWO anymore? :v:[/QUOTE] It's not programming; it's just a level. Unless you're showcasing a new feature, but then you say "Hey look at this new feature"
[QUOTE=supersnail11;35961052]It's not programming; it's just a level. Unless you're showcasing a new feature, but then you say "Hey look at this new feature"[/QUOTE] he is showing off the rock climby thingy feature, Some assembly required though.
Depending on how hard it might be to rebuild the drawing system in OpenGL, my game engine is very close to done. Features: -Entities that can interact with each-other -Easy to call drawing and sound commands -A collision system -A loading/saving system -The game can be paused, and entities can be set to non-pause-able (for the menus) -A game-maker style room loading/moving system. The whole engine is around 1500 lines. [img]http://img215.imageshack.us/img215/3066/capture52v.png[/img] All it took to build this: [code] package com.reywas.gameEngine; import android.graphics.Color; public class entity_saveTest extends engine_entity { int local_clicks; int loaded_clicks; public void step(){ draw.drawText("Local: " + local_clicks, x, y, Color.WHITE, 20, 255, true, 0); draw.drawText("Loaded: " + loaded_clicks, x, y+30, Color.WHITE, 20, 255, true, 0); draw.drawCircle(x+200, y+15, 50, Color.BLACK, 255, true); draw.drawText("load", x+200, y+15, Color.WHITE, 20, 255, true, 1); draw.drawCircle(x+310, y+15, 50, Color.BLACK, 255, true); draw.drawText("save", x+310, y+15, Color.WHITE, 20, 255, true, 1); draw.drawCircle(x+420, y+15, 50, Color.BLACK, 255, true); draw.drawText("click me", x+420, y+15, Color.WHITE, 20, 255, true, 1); } public void firstStep(){ entity_type = "entity_saveTest"; } public void touchPress1(){ if (collision.checkCollisionPointCircle(engine_main.get_touch_x(),engine_main.get_touch_y(),x+200, y+15, 50)){ loaded_clicks = save.loadInt("test_int"); } if (collision.checkCollisionPointCircle(engine_main.get_touch_x(),engine_main.get_touch_y(),x+310, y+15, 50)){ save.saveInt("test_int", local_clicks); } if (collision.checkCollisionPointCircle(engine_main.get_touch_x(),engine_main.get_touch_y(),x+420, y+15, 50)){ local_clicks+=1; } } } [/code] ...Now let's go study for that AP exam tomorrow. Woo.
[QUOTE=icantread49;35960994]So I can't post content in WAYWO anymore? :v:[/QUOTE] "hey everyone look at this map i made in hammer for a sourcemod i happen to be coding"
[QUOTE=Kopimi;35961366]"hey everyone look at this map i made in hammer for a sourcemod i happen to be coding"[/QUOTE] Actually, when you put it like that it seems entirely justified to me.
I think you all remember when waywo turned into the Mari0 thread for like two pages, so don't get so upset at him for posting one video.
[QUOTE=icantread49;35960830]Just made a fun little contraption, keyword: game [vid]http://puu.sh/uNdj[/vid][/QUOTE] Poor flatlanders, you stomped them. :(
[QUOTE=AntonioR;35958841]Well, IMO the first one looks more artistic...[/QUOTE] read that as "autistic" for some reason :derp: [QUOTE=calzoneman;35960958]Would you mind sharing how you did that?[/QUOTE] It's a Voronoi diagram. [url=http://blog.ivank.net/fortunes-algorithm-and-implementation.html]This[/url] was a great help. I gave up the last time I tried to do this for the same reasons you're expressing now. Basically, you take Fortune's algorithm then screw around with it to get the edges associated to each input vertex. Then, it is a simple matter of ordering and rendering. If you do it right, it takes O(n*log(n)) time.
Any opinions from you guys on OpenTK vs SlimDX, when cross-platform development is NOT a factor I care about? Is there any advantage to using OpenGL over DirectX or vice versa?
[QUOTE=Socram;35962821]Is there any advantage to using OpenGL over DirectX or vice versa?[/QUOTE] Cross platform support.
[QUOTE=Jookia;35963073]Cross platform support.[/QUOTE] Read the first line please. I'm looking mostly at ease of use/support comparing directx and opengl. I've heard documentation for openGL is pretty flaky for example.
There's very little newbie friendly official documentation for OGL. Plenty of good third party stuff though. AFAIK there's not really much between the two so I'd just pick [del]OpenGL[/del]the one you like the look of most and go with it.
[QUOTE=Socram;35963087]Read the first line please. I'm looking mostly at ease of use/support comparing directx and opengl. I've heard documentation for openGL is pretty flaky for example.[/QUOTE] To get a solid grasp of Modern OpenGL you'll probably want to get a book on the topic. (Or wait for Overv) Not sure about DirectX.
[QUOTE=Socram;35962821]Any opinions from you guys on OpenTK vs SlimDX, when cross-platform development is NOT a factor I care about? Is there any advantage to using OpenGL over DirectX or vice versa?[/QUOTE] directx is really nice to get started with and there is a lot of example code in the SDK and also in the graphics hardware SDKs(nvida sdk has very nice examples for shadow mapping and others). Also really nice tools for writing and testing shaders(like FXStudio) and DX is easy to use. IMO its much better than opengl and as i dont care about mac/linux. I guess if you want to do crossplatform at some time you can still switch to OGL but DX is nice to work with
[QUOTE=Socram;35963087]Read the first line please. I'm looking mostly at ease of use/support comparing directx and opengl. I've heard documentation for openGL is pretty flaky for example.[/QUOTE] Fuck off. You changed the line. Don't act like I didn't read it. [highlight](User was banned for this post ("Flaming" - Orkel))[/highlight]
Use direct3d11 with feature levels. Easier to use, really helpful debug output, great debug programs, loads of samples. Can't go wrong for windows only.
[QUOTE=Socram;35962821]Any opinions from you guys on OpenTK vs SlimDX, when cross-platform development is NOT a factor I care about? Is there any advantage to using OpenGL over DirectX or vice versa?[/QUOTE] Besides OpenGL being cross platform, they both expose the same GPU functionalities. I haven't used DirectX before, but IIRC it has an optional higher-level API which could make things easier for you if you haven't done any graphics programming yet. As for OpenGL's documentation, it's excellent if you know what you're doing and just need a reference. There are quick reference cards and online manuals for OpenGL 4.2, 3.3, and 2.1: [url]http://www.opengl.org/sdk/docs/man4/[/url] [url]http://www.opengl.org/sdk/docs/man3/[/url] [url]http://www.opengl.org/sdk/docs/man/[/url] You can also read the specification if you need an answer to a specific question. As for guides to help beginners learn modern OpenGL, there isn't a whole lot. You could buy the OpenGL SuperBible and learn with that, or use one of these guides: [url]http://www.arcsynthesis.org/gltut/[/url] [url]http://www.swiftless.com/opengltuts/opengl4tuts.html[/url] [url]http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html[/url] [editline]15th May 2012[/editline] OpenGL debugging is actually pretty poor compared to DirectX though, assuming you're going with pure OpenGL and pure DirectX and not some wrapper or game engine.
[QUOTE=Socram;35963087]Read the first line please. I'm looking mostly at ease of use/support comparing directx and opengl. I've heard documentation for openGL is pretty flaky for example.[/QUOTE] what a prick.
I got some stupid code. I need to call it with a frame number, and the number of total frames, and have it return a value that is higher in the middle frame, and lower in the bottom frame. The kicker is that all added together - the returned values should be exactly equal to the number of frames. I couldn't get it working properly - so I ended up with this kind of yucky stuff. [img]http://puu.sh/uQFi[/img] Anyone got the solution? I'm sure it's simple and staring me in the face.
You mean like a [url=http://en.wikipedia.org/wiki/Gaussian_function]bell curve[/url]? Also, use lookup tables goddamn [lua]local fr16 = { [0] = 0.3, 0.4, 0.6, -- ... 0.6, 0.4, 0.3 }; -- ... local function FrameCurve(f, num) if (num == 16) then return fr16[f]; end -- ... end [/lua]
Don't you just want a sine wave offset by +1?
[img]http://i.imgur.com/Wisrx.gif[/img] You could use a sin wave: [code] float r = (f / num) * PI return sin( r ); [/code] I think that's right. Edit: nope. updated
[lua]local function FrameCurve( f, num ) return 1 - math.cos( f * math.pi * 2 / num) end[/lua] Something like that, although not tested
[img]http://i.imgur.com/3auLS.png[/img]
Depends on the shape of oscillation he wants. Pure sinewaves don't produce smooth deltas, especially at the peaks.
[QUOTE=swift and shift;35964691][img]http://i.imgur.com/3auLS.png[/img][/QUOTE] the E has to be a non-capital e, or else it's an exponent as in 10^x
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