• What are you working on? May 2012
    2,222 replies, posted
Anybody seen [url=www.haxe.org]Haxe[/url]? Looks pretty neat.
[QUOTE=Ziks;36059934]Just implemented something I felt GTA really needed at times: models and textures are now loaded on a separate thread, so the game is completely smooth when entering an unloaded area.[/QUOTE] I can't recall how many times I hit a tree that spawned in my face while flying a plane. What is your end game with this project?
[QUOTE=geel9;36060034]Anybody seen [url=www.haxe.org]Haxe[/url]? Looks pretty neat.[/QUOTE] Suddenly, this comes to mind. [img]http://imgs.xkcd.com/comics/standards.png[/img] But who knows, this could be very promising.
Starting to get a...Swing...at this. [IMG]http://i.imgur.com/qhQIb.png[/IMG] What's the problem with NetBeans?
[QUOTE=Ziks;36057790]Fog! [img]http://puu.sh/wd6p[/img] [img]http://puu.sh/wd7h[/img][/QUOTE] You should implement mipmapping, it'll make the textures in the distance look a lot better. For OpenGL 1.4 - 3.0 (although it'll probably work on 3.0+, haven't tried it) [csharp]GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, 1);[/csharp] For OpenGL 3.0+ [csharp]GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);[/csharp] [editline]22nd May 2012[/editline] oh wait, just looked at the source, turns out you do have mipmapping... just enable it then.
Used AFNetworking to get stuff from the Facepunch API in Objective-C. Right now it just outputs to the console, but I should have it going to iPhone UI stuff soon. Forgive my ignorance, but what happened to Hexxeh's iPhone app? Was it just lost forever in App Store limbo? I know he's a busy guy. [IMG]http://i289.photobucket.com/albums/ll227/atl101x/fptest.png[/IMG]
[QUOTE=atl101;36062724]Used AFNetworking to get stuff from the Facepunch API in Objective-C. Right now it just outputs to the console, but I should have it going to iPhone UI stuff soon. Forgive my ignorance, but what happened to Hexxeh's iPhone app? Was it just lost forever in App Store limbo? I know he's a busy guy.[/QUOTE] It never bore fruit. The current cross-platform FP mobile app is being worked on [url=http://facepunch.com/threads/1179000]here[/url], if you want to help.
[QUOTE=Lexic;36063000]It never bore fruit. The current cross-platform FP mobile app is being worked on [url=http://facepunch.com/threads/1179000]here[/url], if you want to help.[/QUOTE] Yeah, multiplatform is probably better regardless
I've been experimenting with 4-bit sound generation with microcontrollers. [url]http://dl.dropbox.com/u/28079852/4bitsynth/FirstRecording.wav[/url] The first part is a square wave, the second part a sawtooth, and the third was 2 sawtooths. They all had a varying frequency, giving them this boopy sound. And this is the hardware used [t]http://i.imgur.com/DKR8T.jpg[/t] The code for this is fairly easy: (sawtooth wave example) [img]http://i.imgur.com/HIX5q.png[/img]
[QUOTE=robmaister12;36061992]You should implement mipmapping, it'll make the textures in the distance look a lot better. For OpenGL 1.4 - 3.0 (although it'll probably work on 3.0+, haven't tried it) [csharp]GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.GenerateMipmap, 1);[/csharp] For OpenGL 3.0+ [csharp]GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);[/csharp] [editline]22nd May 2012[/editline] oh wait, just looked at the source, turns out you do have mipmapping... just enable it then.[/QUOTE] For the sake of being true to the original game, I'm only using the mipmaps that were stored in the game's data files or generating them if a texture tells me to. Although at the moment the stored mipmaps don't seem to be read correctly so I disabled them while I work on other stuff.
Decided to clear my head with a day of manual labour, usually gives me time to think and put stuff in perspective. Digging up all my grass in the back garden.
[QUOTE=garry;36063893]Decided to clear my head with a day of manual labour, usually gives me time to think and put stuff in perspective. Digging up all my grass in the back garden.[/QUOTE] I usually use the same technique to "clear my head" after incidents. I just hope the police doesn't want to dig up the grass in my garden too. [editline]23rd May 2012[/editline] [QUOTE=Xeon06;36060991]I can't recall how many times I hit a tree that spawned in my face while flying a plane. What is your end game with this project?[/QUOTE] Implementing hookers and blow. [editline]23rd May 2012[/editline] Also I've altered the LOD system so that all major geometry and things like the "pilot's bane" pine trees are rendered up to the maximum view distance.
For my summer break game project I inevitably need to create some content myself, so I loaded up Streetview, picked a neighbourhood that looked like it had the properties needed for my game and booted up SketchUp! [t]http://puu.sh/wj2P[/t] Turns out it worked better than I expected. Looks like I'll able to do some nice placeholders of my own for my game.
[QUOTE=geel9;36060034]Anybody seen [url=www.haxe.org]Haxe[/url]? Looks pretty neat.[/QUOTE] Int extends float. That seems very wrong.
[QUOTE=Maurice;36058476][img]http://i.imgur.com/fZfqC.png[/img] Excursion Funnels![/QUOTE] Maurice is back to make our work look bad :P
[QUOTE=Darwin226;36064035]Int extends float. That seems very wrong.[/QUOTE] It seems fine as long as the full 32 bits are used for the int instead of just using the integer approximation in float form.
[QUOTE=Overv;36064029]For my summer break game project I inevitably need to create some content myself, so I loaded up Streetview, picked a neighbourhood that looked like it had the properties needed for my game and booted up SketchUp! [t]http://puu.sh/wj2P[/t] Turns out it worked better than I expected. Looks like I'll able to do some nice placeholders of my own for my game.[/QUOTE] iirc, Sketchup outputs a shit ton of polygons... I'll ask my mate who does 3D Modelling at Uni and get back to you on that one.
[QUOTE=Loli;36064181]iirc, Sketchup outputs a shit ton of polygons... I'll ask my mate who does 3D Modelling at Uni and get back to you on that one.[/QUOTE] I doubt it. Besides, there's no reason he can't go back and optimise it a little in 3DS Max or something.
[QUOTE=Ziks;36064107]It seems fine as long as the full 32 bits are used for the int instead of just using the integer approximation in float form.[/QUOTE] I doubt that it does. Something as low level as handling separate bits shouldn't touch anything as high lever as inheritance.
[QUOTE=Darwin226;36064299]I doubt that it does. Something as low level as handling separate bits shouldn't touch anything as high lever as inheritance.[/QUOTE] it wouldn't, the inheritance is just an illusion.
[QUOTE=Loli;36064181]iirc, Sketchup outputs a shit ton of polygons... I'll ask my mate who does 3D Modelling at Uni and get back to you on that one.[/QUOTE] I wrote a SketchUp importer for Garry's Mod once and found that it isn't actually that bad.
Curved surfaces are the only real problem I can see with Sketchup, but I don't make massive things with it so there could be other problems. [img]http://i.imgur.com/E6Oww.png[/img] I'd use other modelling programs like Blender or 3DS Max, but Max's interface scares me, and fuck UV mapping.
Fooling around with shaders... Can you recognize the map ? [quote] [img]http://i.imgur.com/MCpTz.png[/img] [img]http://i.imgur.com/r695h.png[/img] [/quote]
Facewound?
Well, quite simply sketchup is a tool for artists and architects, who don't want to get into anything as comlicated as blender or 3dsmax.
[media]http://www.youtube.com/watch?v=Nu9HYa4inQo[/media] More funnels, this time as a motion picture featureā„¢. [editline].[/editline] [img]http://i.imgur.com/yvaOA.gif[/img]
[media]http://www.youtube.com/watch?v=CDMCioWBax8[/media] No more programming today, got an exam to revise for. [editline]23rd May 2012[/editline] Got to love that compression.
[t]http://s.hruhf.in/2012-05/Project_TPC-2012-05-23_20.40.44.png[/t] Typical, you let them edit the world and this happens.
Does anyone have a decent textured obj model on hand?
[img]http://i.imgur.com/L6p0d.png[/img] Markers that show offscreen players, complete with their current animationframe and stuff.
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