[QUOTE=HeroicPillow;36099735]They make the best drivers for openGL after all![/QUOTE]
ATI cards are like London buses - big, red, loud, and they have shit drivers
[QUOTE=swift and shift;36107535]ATI cards are like London buses - big, red, loud, and they have shit drivers[/QUOTE]
But its like ferrari too, it goes from 0 to 4 teraflops under a second :v:
Been messing around in Love2d.
[IMG_thumb]http://dl.dropbox.com/u/17216535/screengrab_20120528140123.png[/IMG_thumb]
You can choose the cell size, and whether it shows the axis coordinates (also the random coordinates in the middle follow your mouse cursor).
Now to get my framerate under control and do some physics!
Anyone got an idea how I would "add" my current view to the previous one? (so I can see traces of points drawn)
[img_thumb]http://dl.dropbox.com/u/17216535/screengrab_20120528154104.png[/img_thumb]
Integral function is up and running :v:
FYI, the normal love.run() function has a short sleep built in to limit framerates to 60 fps. In my opinion it's a pretty idiotic thing to do, but it can easily be fixed by declaring your own love.run() function. Simply copy paste it, and remove the sleep call.
See here for more: [url]https://love2d.org/wiki/love.run[/url]
[QUOTE=DrLuke;36107684]FYI, the normal love.run() function has a short sleep built in to limit framerates to 60 fps. [b]In my opinion it's a pretty idiotic thing to do[/b], but it can easily be fixed by declaring your own love.run() function. Simply copy paste it, and remove the sleep call.
See here for more: [url]https://love2d.org/wiki/love.run[/url][/QUOTE]
why
[QUOTE=swift and shift;36107696]why[/QUOTE]
I'd go out on a limb and say it's no use capping a frame rate unless you're going to interpolate when it's under 60fps.
I want to cap my framerate so I know what my timestep is when I try to simulate stuff...
How do you guys handle shaders when dealing with OpenGL (Or DX, I guess)?
I mean, how do you make sure that you enable the right shaders for the right objects, and so on?
[QUOTE=Dr Magnusson;36107996]How do you guys handle shaders when dealing with OpenGL (Or DX, I guess)?
I mean, how do you make sure that you enable the right shaders for the right objects, and so on?[/QUOTE]
How do you mean? I just have a shader class and then an instance of each shader in each drawable class. then I enable the shader in the drawables draw method
[QUOTE=Richy19;36108224]How do you mean? I just have a shader class and then an instance of each shader in each drawable class. then I enable the shader in the drawables draw method[/QUOTE]
That's sort of the way I was thinking of doing it, but it seems like a bit of an awkward way of doing it. I looked into using a scene graph, which seems like a much more versatile way of doing it.
I just got to the point in development where I had a shader class, and wasn't really sure how I'd tie it into the mesh and texture classes.
[QUOTE=Dr Magnusson;36108520]That's sort of the way I was thinking of doing it, but it seems like a bit of an awkward way of doing it. I looked into using a scene graph, which seems like a much more versatile way of doing it.
I just got to the point in development where I had a shader class, and wasn't really sure how I'd tie it into the mesh and texture classes.[/QUOTE]
If you're using OpenGL you can simply store the ShaderID inside the object, I'm not sure about DX.
[QUOTE=Natrox;36106986]Keep in mind that if compression is used, it may have an impact on the speed of your program. (Obviously)[/QUOTE]
I'm aware of this, thanks for the tip though! I'm probably going to ship with everything in an archive unless I notice any specific performance problems; it only affects load times which I don't care much for.
[QUOTE=Eric95;36107203]That is the grittiest UI that I have ever seen[/QUOTE]
Is that a complement? I think it's pretty.
Actually learning some Lisp now. Found out that you can do recursion with lambdas by using a lambda to pass the first function into itself. Fuck my brain.
Here's a lambda factorial function:
[img]http://i.imgur.com/B0Lht.png[/img]
I've added the quote form as well, I'll probably add some more stuff once I'm back from training.
[editline]28th May 2012[/editline]
That looks horrible, I'm still not sure of the idiomatic Lisp indentation/style.
[code]
(
(lambda (f a) (f f a))
(lambda (f x)
(if (> x 1)
(* x (f f (- x 1)))
1
)
)
5
)
[/code]
Or something. IDK lol
Got that shitty rocket launcher working and missiles now launch, but those fucking missiles are turning around it's own Y axis. What the fuck. Enraged atm to unbelievable levels.
[img]http://i49.tinypic.com/28uk486.png[/img]
Quick traveling-salesman algorithm thing I made for a school assignment. The purple lines are remnants of the initial heuristic.
[QUOTE=Naelstrom;36108672]I'm aware of this, thanks for the tip though! I'm probably going to ship with everything in an archive unless I notice any specific performance problems; it only affects load times which I don't care much for.[/QUOTE]
You could go full speed ahead, and have the build process convert the data archive to a zip, include it, then use [url=http://icculus.org/physfs/docs-devel/html/physfs_8h.html#ac80d0bc4d170b52cc2fc5b7771837cb6]PhysFS to mount a zip that's in memory.[/url]
[vid]https://dl.dropbox.com/u/1010868/video/morecodecabuse.webm[/vid]
made a tile system, organized into a 2d table so that if I want to draw a pixel at 1246,783, I would call tiles[12][7][1]:setPixel(46, 83, r,g,b, 255) and then replace the image in tiles[12][7][2] when finished drawing pixels
[QUOTE=DrLuke;36107684]FYI, the normal love.run() function has a short sleep built in to limit framerates to 60 fps. In my opinion it's a pretty idiotic thing to do, but it can easily be fixed by declaring your own love.run() function. Simply copy paste it, and remove the sleep call.
See here for more: [url]https://love2d.org/wiki/love.run[/url][/QUOTE]
Is it just me or does it sleep even if it's running at <60FPS? Sleeping when it's already running at like 5FPS seems like a very stupid thing to do.
[QUOTE=Robber;36109530]Is it just me or does it sleep even if it's running at <60FPS? Sleeping when it's already running at like 5FPS seems like a very stupid thing to do.[/QUOTE]
At 5 fps you already have a frametime of 200 ms. A sleep of 1ms is not going to do very much.
Am reading about differed rendering and hoped someone could clarify a few things....
1. Does one shader program handle everything? What if I want to do something like multitexture rendering on terrain using a mask...how do I achieve that?
2. What are the limitations in respect to alpha blending and AA?
[THUMB]http://i.imgur.com/Muqjp.png[/THUMB]
Finally got the damn thing to actually translate properly and it looks like I might've messed up the obj loader a bit. Unless it's a very odd teapot.
[QUOTE=Robber;36109530]Is it just me or does it sleep even if it's running at <60FPS? Sleeping when it's already running at like 5FPS seems like a very stupid thing to do.[/QUOTE]
Yes, that's why a system which reacts to the current fps is to be more desired.
[img]http://puu.sh/xkxe[/img]
Got the dedicated server working. It's made very simple by the fact that the actual game server is contained in a library, so anybody can create a dedicated server without needing to recode the server. It contains ways to handle console input/output and whatnot, so if you're hosting a listen server, the server will write to the in-game console.
I don't know if you guys remember, but I was working on a book a while ago. I've just re-found it and decided to pick up work on it again... But in true programmer fashion, I'm starting from scratch and redoing the poorly done sections.
[QUOTE=DrLuke;36107684]FYI, the normal love.run() function has a short sleep built in to limit framerates to 60 fps. In my opinion it's a pretty idiotic thing to do, but it can easily be fixed by declaring your own love.run() function. Simply copy paste it, and remove the sleep call.
See here for more: [url]https://love2d.org/wiki/love.run[/url][/QUOTE]The default love.run caps fps to 1000, not 60. It saves a ton of wasted CPU and GPU usage for barely any cost. LÖVE also has vsync on by default, which would cap fps to 60 on most monitors. If you turn vsync off and your game gets 60fps, removing the 1ms sleep in love.run will only increase fps to 63.8, and also increase CPU usage a lot at the same time. If you get 30fps and remove the sleep, you will get 30.9fps. Oh boy, 0.9fps gain for hugely increased heat, fan, and power usage!
[QUOTE=geel9;36110275][img]http://puu.sh/xkxe[/img]
Got the dedicated server working. It's made very simple by the fact that the actual game server is contained in a library, so anybody can create a dedicated server without needing to recode the server. It contains ways to handle console input/output and whatnot, so if you're hosting a listen server, the server will write to the in-game console.[/QUOTE]
Hey geel, your facepunch app isn't working for me. Whenever I try to load a thread it says "Could not load thread". But it loads the list of threads.
[QUOTE=ShaunOfTheLive;36110624]Hey geel, your facepunch app isn't working for me. Whenever I try to load a thread it says "Could not load thread". But it loads the list of threads.[/QUOTE]
I until now thought it was due to the DDoS issues, but upon further inspection, it would appear it's my fault. I'll fix that.