• What are you working on? May 2012
    2,222 replies, posted
[QUOTE=AngryChairR;36040819]pls stop talking about git and post pictures[/QUOTE] Why not post some content of yours then?
[QUOTE=jalb;36040930][cpp]std::map<std::string, std::pair<std::pair<void*, unsigned int>, __int64>> resources;[/cpp] *gulp* [cpp]std::map<std::string, void*> pointers; std::map<std::string, unsigned int> sizes; std::map<std::string, __int64> timeStamps;[/cpp] Perhaps this is a better approach?[/QUOTE] Perhaps you might want something like [cpp] #include <stdint.h> struct FarmData { void *pointer; uint32_t size; uint64_t timeStamp; }; typedef std::map<std::string, FarmData> FarmDataMap; [/cpp] Still, void pointers...make sure you have a good reason to use them. Not sure what is important about int size to you, either. You may or may not also want to use a class for the time stamp data. Could save you loads of trouble depending on what you want to do with it.
[QUOTE=jalb;36040930][cpp]std::map<std::string, std::pair<std::pair<void*, unsigned int>, __int64>> resources;[/cpp] *gulp* [cpp]std::map<std::string, void*> pointers; std::map<std::string, unsigned int> sizes; std::map<std::string, __int64> timeStamps;[/cpp] Perhaps this is a better approach?[/QUOTE] If you're going to use that much from the standard namespace, why not import it?
[QUOTE=jalb;36040338]The only disadvantage to using version control is the time it takes to setup (which for git can be a bit of a hassle sometimes if you're new to it) and having to do regular commits. [/QUOTE] [code]git init[/code] Done. The SSH setup and username/email configuration you need to do when you've just installed git takes 2 minutes max. [QUOTE=Darwin226;36040635]As for others, here's a counter question: Have you never closed the IDE, being done with coding for today, and gone to commit, and then realize that you have no idea what to put as a commit message?[/QUOTE] The changelog is there for a reason.
[QUOTE=Night-Eagle;36041032]Perhaps you might want something like [cpp] #include <stdint.h> struct FarmData { void *pointer; uint32_t size; uint64_t timeStamp; }; typedef std::map<std::string, FarmData> FarmDataMap; [/cpp] Still, void pointers...make sure you have a good reason to use them. Not sure what is important about int size to you, either.[/QUOTE] I suppose I could use a struct, not sure why I didn't think of that earlier. I'm writing a resource manager to sync up multiple threads. I can point to any data type (hence void*) and I need to know how large they are for memcpy. [QUOTE=T3hGamerDK;36041069]If you're going to use that much from the standard namespace, why not import it?[/QUOTE] It's a template class so it's in the header. I hate having "using" in .h to force other files to do the same. [QUOTE=Overv;36041084][code]git init[/code] Done.[/QUOTE] The "difficult" part comes with syncing up to a remote. Note that I don't actually find it difficult anymore, but it was my first time around.
[QUOTE=T3hGamerDK;36041069]If you're going to use that much from the standard namespace, why not import it?[/QUOTE] There are probably a [url=http://www.parashift.com/c++-faq-lite/coding-standards.html#faq-27.5]few[/url] good reasons - I'll add that to my list of things to study.
[QUOTE=HiredK;36033585]Box of poop ahah... but reading this it almost seem like you're mad at the dev for trying to sell his product. how can you talk so low about the project of someone else? ... now for the rest of the answer I will quote Lexic since he was a little more constructive. You're talking at the first person... why? Nothing say that the way you code is the same as everyone else ... Alright, you don't need the collaborative option, but some already existing big IDE offer this option because some people really need it. Also you don't [B]HAVE[/B] to buy it... but you should give it a chance, have you even tried it? Now I agree with you about the GUI, it's not the best out there [B]YET[/B] but just give it time, just look at how awful the GUI of Windows 2000 was, does that make it a bad OS for it's time... the answer is no. Seriously it worries me to see a dev being so harsh about the project of someone else, especially when the project itself is really promising. You should really ask yourself this question, Does all the arguments you listed above really are flaws or are they just features I don't like and that I would personally deactivate if I was using the IDE... lots of feature is better then not enough :v: PS: Also should I really remind you how easily a GUI can be fixed? PS2: Also to CountNoobula, judging by the reaction of the users, you should really rework that GUI. Try looking into a style that resemble GWEN, Garry really is a genius with GUI.[/QUOTE] Thanks for the support, we are busy creating alternative themes to demonstrate, we are also updating the main theme as we go along, although it will probably stay along its current scheme
I've got the whole of San Andreas streaming now with automatic LOD model pop-in, but since I started handing textures directly to OpenGL (without my decompression algorithm) everything looks too dark and most alpha masks don't work. I'll try and get a video of me flying around SA when that's fixed. [editline]21st May 2012[/editline] [img]http://puu.sh/vYGO[/img]
[QUOTE=Ziks;36041129]everything looks too dark[/QUOTE] Gamma correction applied??? :v:
[QUOTE=Night-Eagle;36041206]Gamma correction applied??? :v:[/QUOTE] Can I do that on a per-texture basis? Some textures are correct. Also I don't think that will get back the lost alpha values.
Ziks: Sounds dirty! GTA: SA did do some fun stuff with lighting, perhaps they meant to apply gamma correction in the shader. Not sure if you're aware about this topic, but at least some of the readership will find this interesting: [url=http://filmicgames.com/archives/299]Linear-Space Lighting (i.e. Gamma)[/url] As for the alpha values, I have not a clue.
They're probably srgb textures. Instead of PixelInternalFormat.CompressedRgbaS3tcDxt1Ext use PixelInternalFormat.CompressedSrgbaS3tcDxt1Ext etc (notice the s before rgb). I don't know about opentk but that's gotta be the correct enum. [editline]21st May 2012[/editline] Actually I wasn't paying close enough attention and it seems you set all but one to srgb already so you probably want to use an srgb framebuffer. Think I finally edited this so it's correct.
[QUOTE=benjojo;36040980]Why not post some content of yours then?[/QUOTE] [QUOTE][IMG]http://i.imgur.com/pYeNk.jpg[/IMG][/QUOTE] C# + XNA TANK RTS
[QUOTE=Night-Eagle;36041297]Ziks: Sounds dirty! GTA: SA did do some fun stuff with lighting, perhaps they meant to apply gamma correction in the shader. Not sure if you're aware about this topic, but at least some of the readership will find this interesting: [url=http://filmicgames.com/archives/299]Linear-Space Lighting (i.e. Gamma)[/url] As for the alpha values, I have not a clue.[/QUOTE] Thanks, fixed it. I had actually accidentally declared my textures as gamma corrected (the identifier for gamma corrected has one character difference out of a 20+ character name of acronyms).
The proper fix is to keep the textures as srgb and create your window and other relevant framebuffers with an srgb format.
Valley of Ramps [img]http://eagle.undo.it:8083/img/kintel_92.jpg[/img] Why do procedurally generated inclines get me so excited?
[QUOTE=jalb;36041087]It's a template class so it's in the header. I hate having "using" in .h to force other files to do the same.[/QUOTE] [cpp] using std::map; using std::pair; using std::string; [/cpp]
[QUOTE=Lexic;36042006] using std::map; using std::pair; using std::string; [/QUOTE] That is the same problem on a smaller scale.
[QUOTE=Night-Eagle;36041923]Why do procedurally generated inclines get me so excited?[/QUOTE] hopefully not to the point where they're inclining something else
[QUOTE=amcfaggot;36042121]hopefully not to the point where they're inclining something else[/QUOTE] ...you mean, like, other inclines? [img]http://eagle.undo.it:8083/img/kintel_93.jpg[/img]
[QUOTE=Lexic;36042006][cpp] using std::map; using std::pair; using std::string; [/cpp][/QUOTE] Even that could cause ambiguities. The problem here is that if someone uses my .h and I'm doing a "using std::map," then somewhere down the road someone wants to write their own map class in their own namespace, they would be [b]forced[/b] to use the TheirNamespace::map (or using TheirNamespace::map) because otherwise C++ wouldn't know to use their namespace or std. It's a minor problem but a major annoyance sometimes. Like when I wrote a "Window" class that worked fine in Windows and Mac but caused ambiguities in Linux because X11 has a "Window" class in the global namespace. I did find a way around it, however... [cpp]#define Window X11Window #include <X11/Xlib.h> #undef Window[/cpp] .. which probably makes some of you cringe, but I refuse to rename my window class!
Now you just need some smoothing :v:
[img]http://www.leet.cc/Screenshot_from_2012-05-21_19_31_20.png[/img] I finally got around to implementing the methods for setting the window size and position. I'll still have to figure out a way to account for the size of the window decorations (e.g. the title bar) though.
Doesn't X let you access the decorator to acquire such details? [editline]Fuck[/editline] Okay apparently it doesn't
[QUOTE=DarKSunrise;36042542]I finally got around to implementing the methods for setting the window size and position. I'll still have to figure out a way to account for the size of the window decorations (e.g. the title bar) though.[/QUOTE] Oh, I've done that! Let me just get you tha-- [cpp]void Cross::Window::setSize(UInt width, UInt height) { #if defined(_WIN32) RECT rect = {0, 0, width, height}; AdjustWindowRect(&rect, style, false); SetWindowPos(handle, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOMOVE | SWP_NOZORDER); #elif defined(unix) // @TODO #endif }[/cpp] .. oh, nevermind
Onscreen keyboard [IMG]http://i.imgur.com/6uvRG.png[/IMG] Password onscreen keyboard [IMG]http://i.imgur.com/ADsnI.png[/IMG] Xbox 360 onscreen keyboard (Sorry for the crappy photography however the capture frame function of XNA doesn't capture the OSK) [IMG_THUMB]http://i.imgur.com/9fD2f.jpg[/IMG_THUMB]
Quick question: Is there any noticeable difference in performance comparing SDL and GLFW used with OpenGL? SDL/GLFW would be used for window management, of course.
[QUOTE=amcfaggot;36042121]hopefully not to the point where they're inclining something else[/QUOTE] I think I'm starting to see a pattern with your jokes.
[QUOTE=krix;36043903]Quick question: Is there any noticeable difference in performance comparing SDL and GLFW used with OpenGL? SDL/GLFW would be used for window management, of course.[/QUOTE] no.
I'm not to sure how many of you know about this but there is this new device coming out called The Leap. It's a motion detection device for using gesture controls. Whats the big deal? if you have some nice looking projects in your back pocket you can get the device and SDK for free. So [URL="https://live.leapmotion.com/"]check [/URL]it out. I wanted to get one but I'm to cheap and I don't have any awesome projects, but I know a lot of you guys work on some amazing things!
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