[QUOTE=Richy19;36034063]Well atleast hes showing some sort of content.[/QUOTE]
fine, here's some content:
[code]// ==UserScript==
// @name Facepunch Enhancer
// @namespace com.facepunch.enhancer
// @description The Ultimate Facepunch Experience
// @include http://www.facepunch.com/threads/*
// @include http://facepunch.com/threads/*
// ==/UserScript==
var s = document.createElement("script");
s.textContent = "(" + fn.toString() + ")(jQuery,window);";
document.body.appendChild(s);
function fn( $, w ) {
$("#posts li.postbitnew").each(function() {
var p = $(this);
if(p.find("a.username").text() != "Richy19") return;
var r = p.find(".postrating a");
r[r.length-2].onclick();
});
}[/code]
[QUOTE=synthiackup;36034296]fine, here's some content:
[code]// ==UserScript==
// @name Facepunch Enhancer
// @namespace com.facepunch.enhancer
// @description The Ultimate Facepunch Experience
// @include http://www.facepunch.com/threads/*
// @include http://facepunch.com/threads/*
// ==/UserScript==
var s = document.createElement("script");
s.textContent = "(" + fn.toString() + ")(jQuery,window);";
document.body.appendChild(s);
function fn( $, w ) {
$("#posts li.postbitnew").each(function() {
var p = $(this);
if(p.find("a.username").text() != "Richy19") return;
var r = p.find(".postrating a");
r[r.length-2].onclick();
});
}[/code][/QUOTE]
Cool story bro.
[QUOTE=Richy19;36033463]In your code, what is override_gamespeed? Also in your code would delta just be a constant value of say 16.6 for 60fps?
Or do you extract the delta value somewhere else?
Also how does doing it your way actually differ from just retreiving the delta straight away? Am I missing something?
Im using this:
-snip-
Which is pretty much the same as yours, the classes update would then use the value from GetDelta(), but from what i can see this is the same as just using delta the normal way. Does this actually protet from the errors mentioned in that article?[/QUOTE]
You probably shouldn't base anything on my code, it's terrible :v:
override_gamespeed is just for testing, it changes the speed of *everything* that happens over time. deltaMult would come out at 1 (normalised from 16.6) for 60fps yes, but since the framerate isn't always 60 it is variable (e.g. deltaMult = 2 when fps == 30). I didn't really use ideas from the article, I just went through and made everything adjustable by the current FPS which solved the problem I had in the first place (random slowdown/speedup when vsync is disabled).
That feel when you finally fix an elusive bug in your code.
[QUOTE=Nikita;36034793]That feel when you finally fix an elusive bug in your code.[/QUOTE]
On that note:
[IMG]http://dl.dropbox.com/u/33076954/New/faffing%20about.PNG[/IMG]
Normals now generated at runtime, fixed diffuse lighting not working with the normals (renderer swapped to being deferred a while back, needed to rotate normals into eyespace), need to fix specular lighting now. I *think* I know what the issue is
Also, that picture looks extremely weird in a non 3d perspective. Its essentially just a series of randomly generated bumps. The artifacting on the border between light and dark is actually caused because the lighting is essentially flat (normals generated are not smooth) :v:
[img_thumb]http://dl.dropbox.com/u/21571661/Pictures/25pctcpuusage.png[/img_thumb]
What's going on here? Why is core 0 maxing out?
[img]http://puu.sh/vT89[/img]
I fixed the normals for my randomly generated terrain! Now I have to fix the actual lighting because apparently it only works properly if the camera is upside down. Somehow I managed to tie lighting, to camera rotation.
[QUOTE=Ehmmett;36035435]Need an idea for a multiplayer game where speed/ping doesn't really matter, but is also simple. (ie, there will be a few seconds of delay for every action)[/QUOTE]
Make it a 3+ player game. Everybody (except the person who's turn it is) gets 3 or 4 randomly pulled Imgur (or other) pictures, along with a randomly generated category. Everybody chooses their picture that appears to relate to the random category the best. Whoever is "it" gets to vote for which picture is the best (and they cannot see who voted for what picture, of course). Whoever gets the vote gets a point, and its the next players turn to be the judge. Sort of like Apples to Apples.
[QUOTE=Ehmmett;36035435]Need an idea for a multiplayer game where speed/ping doesn't really matter, but is also simple. (ie, there will be a few seconds of delay for every action)[/QUOTE]
Any board or card game would work here.
[QUOTE=Hypershadsy;36035405][img_thumb]http://dl.dropbox.com/u/21571661/Pictures/25pctcpuusage.png[/img_thumb]
What's going on here? Why is core 0 maxing out?[/QUOTE]
You're probably busy-waiting (ex while(true){}). You need to call some sleep()'s when you're not doing anything.
[QUOTE=Maurice;36031700]Just gonna dump some gifs of what I've been adding to Mari0 for the "big" update here.
-snip-[/QUOTE]
Well looks like I'll have plenty updating to do over summer :v:
[QUOTE=Naelstrom;36035770]You're probably busy-waiting (ex while(true){}). You need to call some sleep()'s when you're not doing anything.[/QUOTE]
But this is XNA. It should do that for me.
I should also mention that only after a random time interval after running (from "immediately" to "20 seconds"), it starts to max out.
Implemented skyboxes last night and went to bed so I didn't get a chance to post about it until now:
[img]http://dl.dropbox.com/u/8116093/TopHat%20screenshots/TopHat%202012-05-20%2020.25.16.7414.png[/img]
[editline]a[/editline]
fyi I got the skybox texture from here: [url]http://reije081.home.xs4all.nl/skyboxes/[/url]
It's license restricts commercial usage, so sadly we won't be able to use them in the final game if and when we start selling it.
Might take a stab at dynamic sky generation later (or buy a license for Terragen 2). I'm going to implement some sort of dynamic shadow mapping soon (VSMs or CSMs), so a dynamic day/night cycle is possible.
[QUOTE=Ehmmett;36035435]Need an idea for a multiplayer game where speed/ping doesn't really matter, but is also simple. (ie, there will be a few seconds of delay for every action)[/QUOTE]
Make a game called Super 3 or Mental Blox
[url]http://boardgamegeek.com/boardgame/10578/super-3[/url]
[QUOTE=Ziks;36034194][img]http://puu.sh/vRTC[/img]
Surprisingly I'm not having any frame rate issues yet, although I'm mostly only drawing LOD models. It took quite a while to load the models and textures though, but I think I know where I'm being inefficient.[/QUOTE]
Did you cut around LS yourself or were there already "zones" in the game data that you used?
[QUOTE=Ziks;36033801][IMG]http://puu.sh/vRAb[/IMG]
Blargh alpha blending issues
Edit: Again, source is [URL="https://github.com/Metapyziks/SA-World-Viewer"]here[/URL] if you want to browse / help[/QUOTE]
OpenTk right? This would be awesome for helping ,e learn opengl and the gta sa formats! I'll look into it tomorrow! Awesome!
[QUOTE=Map in a box;36036915]OpenTk right? This would be awesome for helping ,e learn opengl and the gta sa formats! I'll look into it tomorrow! Awesome![/QUOTE]
No offense to Ziks, but I had a look at his code and I really wouldn't if I were you.
Usual suggestions: [url=http://www.opengl-tutorial.org/]one[/url] [url=http://arcsynthesis.org/gltut/]two[/url] [url=http://ogldev.atspace.co.uk/index.html]three[/url] [url=http://openglbook.com/]four?[/url]
[QUOTE=Lexic;36037044]No offense to Ziks, but I had a look at his code and I really wouldn't if I were you.
Usual suggestions: [url=http://www.opengl-tutorial.org/]one[/url] [url=http://arcsynthesis.org/gltut/]two[/url] [url=http://ogldev.atspace.co.uk/index.html]three[/url] [url=http://openglbook.com/]four?[/url][/QUOTE]
Someone forgot [URL="http://open.gl/"]open.gl[/URL].
Perhaps it is just my imagination/self-serving opinion, but I find this terrain peculiarly fun to drive on.
[img]http://eagle.undo.it:8083/img/kintel_90.jpg[/img]
[img]http://eagle.undo.it:8083/img/kintel_91.jpg[/img]
It offers a good balance between close quarter battles and long-range scouting without splitting the map up into too many isolated areas. I could see some interesting strategies develop with this pattern...I may need to revise the final terrain algorithm with this in mind.
I'm kind of tempted to just leave it as-is and work on other (more difficult) parts of the game, coming back to terrain generation later. Maybe I'll just kill the camera roll/tilt and keep it. I'd need to pull out my bullshit fabricator to fit an explanation for these land features into the canon, though.
Your game is reminiscent of [url=http://www.youtube.com/watch?v=hwMOsDrbfd4]Thunder Brigade[/url].
[QUOTE=HiredK;36032463]Am I missing something or are you guys rating him down because of the look of the GUI? Seriously I'm starting to get tired of the majority of progs here thinking there's so good that they can just rate people down because they don't like [b]ONE[/b] thing about the project. In the list of people that rated him disagree, half of those don't even have a project on their own. Really I don't understand how someone can post 20 lines of code and get 20 programming king but when someone post a real project he get that kind of rating. Criticism is constructive only when done right, rating dumb/disagree without giving other reason then is very bad criticism and he got what... 64 agrees? I know ratings are not that important but seriously can't you guys see the amount of work but in this IDE? CountNoobula I think that your project is fantastic and keep up the good work :v:[/QUOTE]
Sorry for brining this up again, but the argument you gave sounds like a typical "DeviantArt" argument to me.
I don't have to have made my own IDE to say someone else's looks like shit.
Besides, I think it's safe to assume most people here will have had their fair share of experience when it comes to programming. And even then, I don't see why people can't just rate someone down for not liking something about the project, even if it is just one thing.
[QUOTE=q3k;36034007]I don't think I have to be schooled about [url=http://code.hackerspace.pl/q3k/Cucumber/log/?h=feature-x86-64]the difference between a kernel and an OS[/url]. Or about [url=http://www.facepunch.com/threads/1181032?p=35943541&viewfull=1#post35943541]embedded system development[/url], for that matter.
And if we want to get anal about definitions (you sure seem to want to!), then the Linux kernel itself doesn't offer any shell (or 'console', as you like to call it) whatsoever - it's the userland (usually via /bin/*sh on full-grown systems and /bin/sh from busybox on small systems) that does.
And no, embedded devices usually refrain from using a full-blown GUI not because they run Linux - they do so because they don't require a GUI. It's that simple.[/QUOTE]
Hi again!
Any reason you moved off github for cucumber?
[QUOTE=Lexic;36037044]No offense to Ziks, but I had a look at his code and I really wouldn't if I were you.[/QUOTE]
Is it something that I can improve on? Do you have any specific things I should look into fixing?
[editline]21st May 2012[/editline]
[QUOTE=Xeon06;36036491]Did you cut around LS yourself or were there already "zones" in the game data that you used?[/QUOTE]
I'm only looking at item placement files (.ipl files) that involve LS.
[QUOTE=Ziks;36037886]Is it something that I can improve on? Do you have any specific things I should look into fixing?[/QUOTE]
Well I'm not [i]entirely[/i] sure since your code is kinda confusing, but you seem to be using deprecated OpenGL. So you could...not do that?
I'm mainly confused because you seem to be using shaders, VBOs and glBegin all at the same time, which would be another reason not to use your project as a learning resource: It's quite hard to tell what's going on.
[QUOTE=Lexic;36038138]Well I'm not [i]entirely[/i] sure since your code is kinda confusing, but you seem to be using deprecated OpenGL. So you could...not do that?
I'm mainly confused because you seem to be using shaders, VBOs and glBegin all at the same time, which would be another reason not to use your project as a learning resource: It's quite hard to tell what's going on.[/QUOTE]
I don't think I use glBegin anywhere, I only draw from VBOs.
Non-Deprecated OpenGL vs Unicode Support
[QUOTE=Ziks;36038194]I don't think I use glBegin anywhere, I only draw from VBOs.[/QUOTE]
[url=https://github.com/Metapyziks/SA-World-Viewer/blob/master/GTAMapViewer/Graphics/ShaderProgram.cs#L286]GTAMapViewer/Graphics/ShaderProgram.cs[/url]?
[QUOTE=Lexic;36038206][url=https://github.com/Metapyziks/SA-World-Viewer/blob/master/GTAMapViewer/Graphics/ShaderProgram.cs#L286]GTAMapViewer/Graphics/ShaderProgram.cs[/url]?[/QUOTE]
I never use ShaderProgram.Begin() and ShaderProgram.End(), just ShaderProgram.StartBatch() and ShaderProgram.EndBatch(). Begin and End are mostly for debugging so I can draw vertex data without a VBO.
[editline]21st May 2012[/editline]
The program spends 0.9 seconds loading models and 115 seconds loading textures. I think I can spot where I can optimise.
[QUOTE=Lexic;36038206][url=https://github.com/Metapyziks/SA-World-Viewer/blob/master/GTAMapViewer/Graphics/ShaderProgram.cs#L286]GTAMapViewer/Graphics/ShaderProgram.cs[/url]?[/QUOTE]
It's not used anywhere.
Ah. Sorry for the misunderstanding.
As I said, the structure is kind of hard to follow when just looking at the repo.
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