[QUOTE=Ziks;36051580][url]https://www.assembla.com/code/lewtrpg/subversion/nodes/trunk/LewtShared/World?rev=182[/url]
Chunk based dungeon generation, I guess you could modify it to use procedurally generated chunks instead of prefabricated ones.[/QUOTE]
Cheers dude.
Development has now been dramatically slowed by how I keep finding myself flying around San Andreas looking at stuff
[QUOTE=dajoh;36051890][cpp]
namespace MyProject
{
using std::string;
}
[/cpp][/QUOTE]
Wouldn't this result in MyProject::string being available?
[QUOTE=dajoh;36051890][cpp]
namespace MyProject
{
using std::string;
}
[/cpp][/QUOTE]
If you "use" the library's namespace in another project, you automatically receive all of it's global "using" as well. I know this happens on VisualC++, haven't tested it on any other compilers yet.
[cpp]
namespace nsLibrary{
using std::string;
}
namespace nsProject{
using namespace nsLibrary;
string cow;
}
[/cpp]
If a header file for a specific library is ever meant to be included by an external project, it shouldn't use "using" anywhere globally. And the original question(?) was about .h files and template classes. It's perfectly fine inside of the .cpp of a particular class though.
[QUOTE=T3hGamerDK;36052042]Wouldn't this result in MyProject::string being available?[/QUOTE]
which is why you stick to fully qualified names in hh files, and use 'using namespace' in cc files
[img]http://i.imgur.com/1zSks.gif[/img]
Implemented the gel that was cut.
[editline].[/editline]
[img]http://i.imgur.com/kY5mp.gif[/img]
[QUOTE=Ziks;36051977]Development has now been dramatically slowed by how I keep finding myself flying around San Andreas looking at stuff[/QUOTE]
Congratulations, you reached the infamous stage where your game is fun enough to keep you from developing it any further! This is a major stride, trust me.
[QUOTE=swift and shift;36052053]which is why you stick to fully qualified names in hh files, and use 'using namespace' in cc files[/QUOTE]
Or you use 'using xxxx' within the scope of something because the using statement follows scope rules, even inside of functions.
i.e.
The [I]wrong[/I] way
[cpp]
using namespace std;
int main(void) {
cout << "nerrrrrrrrrrds" << endl
}
[/cpp]
The [I]right[/I] way
[cpp]
int main(void) {
using namespace std;
cout << "nerrrrrrrrds" << endl;
}
[/cpp]
[QUOTE=HeroicPillow;36052046]If you "use" the library's namespace in another project, you automatically receive all of it's global "using" as well. I know this happens on VisualC++, haven't tested it on any other compilers yet.
[cpp]
namespace nsLibrary{
using std::string;
}
namespace nsProject{
using namespace nsLibrary;
string cow;
}
[/cpp][/QUOTE]
Why would anyone ever do that?
[QUOTE=Ziks;36051254][IMG]http://puu.sh/w7H9[/IMG]
Welcome back CJ.
Right now it looks through every object in the whole of San Andreas [I]every frame[/I] to find which to draw, and although I still get a solid 60 FPS I may as well make a spatially partitioned structure to store / query them from. [b]Also I need to do depth sorting for stuff that has transparency.[/b]
But at least the alpha masking bug is mostly fixed.[/QUOTE]
What do the fences and things look like right now (I understand why you need to do that, but I'm just wondering what it actually looks like)?
[QUOTE=Chandler;36052920]Or you use 'using xxxx' within the scope of something because the using statement follows scope rules, even inside of functions.
i.e.
The [I]wrong[/I] way
[cpp]
using namespace std;
int main(void) {
cout << "nerrrrrrrrrrds" << endl
}
[/cpp]
The [I]right[/I] way
[cpp]
int main(void) {
using namespace std;
cout << "nerrrrrrrrds" << endl;
}
[/cpp][/QUOTE]
Holy shit you can do that?
[QUOTE=dajoh;36052944]Why would anyone ever do that?[/QUOTE]
This would of saved me a lot of hassle with collisions/ambiguity and what not.
[QUOTE=COBRAa;36052978]What do the fences and things look like right now (I understand why you need to do that, but I'm just wondering what it actually looks like)?[/QUOTE]
Stuff that has 1 bit alpha / alpha masking I just discard the fragment if the texel has less than 50% alpha, and otherwise use 100% alpha. So fences and trees look fine.
The problem is they implemented texture blending by drawing the second texture on top with some vertices having 0 alpha, so if that gets drawn first then the geometry behind it is invisible.
[editline]22nd May 2012[/editline]
Anyway I managed to get myself to work on it just long enough to completely break it.
[QUOTE=Ziks;36053246]Stuff that has 1 bit alpha / alpha masking I just discard the fragment if the texel has less than 50% alpha, and otherwise use 100% alpha. So fences and trees look fine.
The problem is they implemented texture blending by drawing the second texture on top with some vertices having 0 alpha, so if that gets drawn first then the geometry behind it is invisible.
[editline]22nd May 2012[/editline]
Anyway I managed to get myself to work on it just long enough to completely break it.[/QUOTE]
Another major milestone.
Worked on something for 2 days and on the verge of abandoning it now due to poor planning.
My problem is that when I start a project it's focused and cool. But then I think.. I should make this more general then it could be used for other things. And it gets more and more general until it's 100 times harder to make it do what I want it to do, because I have to keep everything ambiguous so it can be made to do something else.
[QUOTE=garry;36053798]Worked on something for 2 days and on the verge of abandoning it now due to poor planning.
My problem is that when I start a project it's focused and cool. But then I think.. I should make this more general then it could be used for other things. And it gets more and more general until it's 100 times harder to make it do what I want it to do, because I have to keep everything ambiguous so it can be made to do something else.[/QUOTE]
See, I get this too. I think "Hey, I can code this once now and use it later" So I spend days coding one little bit, get bored/frustrated/angry of working on the same thing and abandon the project... And then I forget that I've made something in the past and start coding the thing that made me abandon the original project.
[QUOTE=supersnail11;36049018]It's possible with excel - though you'd have to learn some visual basic to do it. Unless you want to get in to programming for serious, you'd probably want to just learn VB - I know it sounds bad, but it's easy and you already have all the tools to do it.
If you do want to get into programming, it's whatever you want. I'd recommend C#, a lot of people would recommend C++, and more would recommend even more. it depends on your skill, your interests, and your willingness to learn.[/QUOTE]
I know some VB, I've made a few programs with it before. How exactly would I go about doing it?
Okay, apparently external object instances have a Cell Index of 0 or any number greater than 18.
Or 13.
That was fun to find out.
You would think they would just stick to 0, and interiors would have a Cell Index greater than 0.
-snip-
Interiors are working now:
[img]http://puu.sh/wazW[/img]
[QUOTE=Maurice;36052096]
[img]http://i.imgur.com/kY5mp.gif[/img][/QUOTE]
Shouldn't Mario instantly fall downwards once he is no longer touching the gel? I think the sticky-gel doesn't actually change the player's gravity. That's how I interpreted it anyway.
[QUOTE=Mordi;36055188]Shouldn't Mario instantly fall downwards once he is no longer touching the gel? I think the sticky-gel doesn't actually change the player's gravity. That's how I interpreted it anyway.[/QUOTE]
It doesn't have to be 100% accurate. I think that what Maurice has plays better.
[QUOTE=Mordi;36055188]Shouldn't Mario instantly fall downwards once he is no longer touching the gel? I think the sticky-gel doesn't actually change the player's gravity. That's how I interpreted it anyway.[/QUOTE]
This implementation is way more fun.
VVVVVV gel.
Wee! Fixed lighting, unfortunately the lighting direction and position are being annoying so I've opted to move them manually until I like the look rather than setting them at runtime and lighting up a single vertex at the origin.
Here's some pics though!
101 passes:
[img_thumb]http://puu.sh/wbbU[/img_thumb]
503 passes
[img_thumb]http://puu.sh/wbfc[/img_thumb]
and 950
[img_thumb]http://puu.sh/wbjm[/img_thumb]
If anyone's wondering each pass is how many times I've ran an algorithm over the terrain to generate it. Think I'll implement smoothing as well to help make it more natural.
[QUOTE=Nigey Nige;36051365][img]http://4.bp.blogspot.com/_D_Z-D2tzi14/S8TRIo4br3I/AAAAAAAACv4/Zh7_GcMlRKo/s400/ALOT.png[/img][/QUOTE]
why do people feel the need to post stupid shitty image macros like this? especially in this thread, which is pretty fucking terrible as it is.
[QUOTE=synthiackup;36055864]why do people feel the need to post stupid shitty image macros like this? especially in this thread, which is pretty fucking terrible as it is.[/QUOTE]
So we should post shitty videos like this instead?
[video=youtube;YjMCHBCU6mY]http://www.youtube.com/watch?v=YjMCHBCU6mY&feature=plcp[/video]
[QUOTE=Topgamer7;36055897]So we should post shitty videos like this instead?
[video=youtube;YjMCHBCU6mY]http://www.youtube.com/watch?v=YjMCHBCU6mY&feature=plcp[/video][/QUOTE]
To be fair, this is funny. Image macros that don't require any actual effort are... eh.
[QUOTE=Topgamer7;36055897]So we should post shitty videos like this instead?
[video=youtube;YjMCHBCU6mY]http://www.youtube.com/watch?v=YjMCHBCU6mY&feature=plcp[/video][/QUOTE]
it's actually relevant to the thread, so yes.
[editline]22nd May 2012[/editline]
thanks for reposting that though :)
For me, negative comments about image macros are as boring and useless as said image macro. Just use ratings.
I know that this post is almost hypocritical but I can't express this opinion with just a rating.
[url]http://www.facepunch.com/threads/1185781?p=36056103#post36056103[/url]
"Metro is the future, and the only thing Microsoft really cares about."
you have to be shitting me
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