Everytime I have to use Box2D it pisses me off
It just won't listen some of the time
[QUOTE=DrLuke;36112216]Calling an assembler function from C is really easy on AVRs:
[img]http://i47.tinypic.com/2yjzltu.png[/img]
[img]http://i45.tinypic.com/2pplvl4.png[/img][/QUOTE]
just as easy on x86
[img]http://i.imgur.com/Bvcmb.png[/img]
[img]http://i.imgur.com/tubS5.png[/img]
[QUOTE=Naelstrom;36115684][i][u][b]Bridging the Gap[/b][/u][/i]
[img]http://farmpolice.com/content/images/bridgingthegap.png[/img]
Engine compiles and runs flawlessly on both Windows and Linux without any loss of features on either.
I even looked into coloring text output on windows even though I don't use it and it's not essential; I can't wait to actually start making the game now :u.[/QUOTE]
The only part of that that seems good, is that you don't have to compile it on Windows for another month or so just to make sure it works.
[QUOTE=Richy19;36114306]Optimisations FTW
This is what it used to be like:
512 cubes at 0.641375ms AKA 1-2fps[/QUOTE]
How did you draw those? I can do that with immediate mode and still get higher frame rates...
[QUOTE=Overv;36116694]How did you draw those? I can do that with immediate mode and still get higher frame rates...[/QUOTE]
before each cube had its own VBO which held the data for each 6 of its sides,I then drew every single cube no matter where it was.
Now its the chunk that has a VBO and it simply fills it depending on the visibility of each cube so really its 64*64*6 quads that are being drawn
With some help from .nicolas, I was able to get the ASW template running without a hitch, and he directed me to some awesome gooey shader stuff.
[media]http://www.youtube.com/watch?v=9UipXtYR2pA&feature=youtu.be[/media]
Just made my own physgun for fun and practice.
I'm hoping to port my Garry's Mod gamemode into this eventually.
[QUOTE=Map in a box;36115879]Thought this was neat.
[media]http://www.youtube.com/watch?v=KppTmsNFneg[/media]
Cryengine Y u so awesome?[/QUOTE]
Doubt it'll run as good if 2 of those cars crash into eachother.
[QUOTE=ralle105;36117164]Doubt it'll run as good if 2 of those cars crash into eachother.[/QUOTE]
It'd be cool if they fused together though
I've decided to continue work on my deferred renderer again.
[IMG]http://dev.flyingpie.nl/medusa_01.png[/IMG]
For some reason, any transformations flip out when not capping the framerate.
[CODE]
float rotation = (float)(0.6 * gameTime.ElapsedGameTime.TotalSeconds);
cube2.Rotate(new Vector3(0, rotation, 0));
[/CODE]
Anyone a tip on that?
Aww yeah, I can order my Raspberry Pi now!
[thumb]http://i.imgur.com/56vyr.png[/thumb]
Protip: .obj files start indicies with 1, OpenGL doesn't.
A friend wanted a quick way to put <br>'s on the end of a long story a friend of his wrote.
Took me about 5 minutes, I enjoyed it though. I never have the time to do stuff like this anymore.
[IMG]http://filesmelt.com/dl/2sda.PNG[/IMG]
Does this look like the right sort of interface for a component based entity system?
[csharp]using System;
using OpenTK;
using Zombles.Geometry;
using Zombles.Entities;
namespace Zombles.Scripts
{
public class CorePlugin : Plugin
{
private Entity myEnt;
protected override void OnInitialize()
{
Entity.Register( "human", delegate( City city )
{
Entity ent = Entity.Create( city );
Render r = ent.AddComponent<Render>();
r.Size = new Vector2( 0.5f, 1.0f );
r.SetTexture( "human_stand_s" );
return ent;
} );
Entity.Register( "zombie", delegate( City city )
{
Entity ent = Entity.Create( city );
Render r = ent.AddComponent<Render>();
r.Size = new Vector2( 0.5f, 1.0f );
r.SetTexture( "zombie_stand_s" );
return ent;
} );
}
protected override void OnCityGenerated()
{
City city = ( Game.CurrentScene as GameScene ).City;
Random rand = new Random();
for ( int i = 0; i < 13325; ++i )
{
myEnt = Entity.Create( "zombie", city );
myEnt.Position = new Vector3( rand.NextSingle() * city.Width, 0.0f, rand.NextSingle() * city.Height );
myEnt.Spawn();
}
}
protected override void OnThink( double dt )
{
myEnt.GetComponent<Render>().TextureIndex = (ushort) ( (int) ( Game.Time * 4.0 ) % 4 + 4 );
}
}
}[/csharp]
[editline]29th May 2012[/editline]
[QUOTE=Kybalt;36116087]13,324 zombies running around
the map and zombie placement comes from the picture it loads. who needs map editors when you have paint.[/QUOTE]
[t]http://puu.sh/xukc[/t]
13,32[I]5[/I] zombies! Your move.
[QUOTE=Ziks;36118010]Does this look like the right sort of interface for a component based entity system?
[t]http://puu.sh/xukc[/t]
13,32[I]5[/I] zombies! Your move.[/QUOTE]
How are you calculating the memory?
[QUOTE=Richy19;36118150]How are you calculating the memory?[/QUOTE]
[csharp]using System.Diagnostics;
...
Process.GetCurrentProcess().PrivateMemorySize64 / ( 1024d * 1024d )[/csharp]
[QUOTE=Ziks;36118176][csharp]using System.Diagnostics;
...
Process.GetCurrentProcess().PrivateMemorySize64 / ( 1024d * 1024d )[/csharp][/QUOTE]
Ohh, yea I dont tink Cpp has that
[QUOTE=Richy19;36118197]Ohh, yea I dont tink Cpp has that[/QUOTE]
It made with cpp (win32) wtf are you talking about? Its master tool to create everything never forget that. :pwn:
[QUOTE=burak575;36118250]It made with cpp wtf are you talking about? Its master tool to create everything never forget that. :pwn:
[editline]29th May 2012[/editline]
People rating me dumb dont avare of win32 api or something?
[url]http://msdn.microsoft.com/en-us/library/ms683219.aspx[/url][/QUOTE]
What? I mean Cpp doesnt have a one line funtion that just works, you need to get more lowlevel...
Also im on linux
[QUOTE=burak575;36118250]It made with cpp (win32) wtf are you talking about? Its master tool to create everything never forget that. :pwn:
[editline]29th May 2012[/editline]
People rating me dumb dont avare of win32 api or something?
[URL]http://msdn.microsoft.com/en-us/library/ms683219.aspx[/URL][/QUOTE]
Don't think he meant that C++ doesn't have the ability to see how much memory the application is using.
In C++ it's not as easy, but still easy. You simply overload the new/delete functions and keep track of the memory usage yourself. Or use your OS API, but it's probably not as accurate.
[QUOTE=Ziks;36118010]Does this look like the right sort of interface for a component based entity system?
[csharp]
Entity.Register( "human", delegate( City city )
{
Entity ent = Entity.Create( city );
// ...
} );
Entity.Register( "zombie", delegate( City city )
{
Entity ent = Entity.Create( city );
// ...
} );
[/csharp][/QUOTE]
Since Entity ent = Entity.Create( city ); seems to be a universal call for all entities, would it not make more sense to call it before the delegate and then pass the output in by reference?
[csharp]
Entity.Register( "human", delegate( Entity ent, City city )
{
Render r = ent.AddComponent<Render>();
r.Size = new Vector2( 0.5f, 1.0f );
r.SetTexture( "human_stand_s" );
} );
[/csharp]
[QUOTE=Robbis_1;36118372]In C++ it's not as easy, but still easy. You simply overload the new/delete functions and keep track of the memory usage yourself.[/QUOTE]
That wont be necessary. But its in range of memory management stuff. Like it would be cool if you track your memory allocations and deallocations for memory leaks or debugging.
[QUOTE=Richy19;36118197]Ohh, yea I dont tink Cpp has that[/QUOTE]
Yeah its not one line in .net framework anyway. If you think it as a library, you can do it in one line by using a library like that.
And quick google search resulted;
[url]http://stackoverflow.com/questions/63166/how-to-determine-cpu-and-memory-consumption-from-inside-a-process[/url]
It is not one line in linux but not a thousand line stuff either.
I am going to implement this while its on my screen. Thanks for idea Ziks :rolleyes:
[QUOTE=Lexic;36118386]Since Entity ent = Entity.Create( city ); seems to be a universal call for all entities, would it not make more sense to call it before the delegate and then pass the output in by reference?
[csharp]
Entity.Register( "human", delegate( Entity ent, City city )
{
Render r = ent.AddComponent<Render>();
r.Size = new Vector2( 0.5f, 1.0f );
r.SetTexture( "human_stand_s" );
} );
[/csharp][/QUOTE]
Good point, changed to that now.
[editline]29th May 2012[/editline]
Wait sorry I had it like that for a reason. You might want to extend a pre-existing entity type, and not just the default blank entity.
[editline]29th May 2012[/editline]
Kept that functionality by doing this:
[csharp]Entity.Register( "human", delegate( Entity ent )
{
Render r = ent.AddComponent<Render>();
r.Size = new Vector2( 0.5f, 1.0f );
} );
Entity.Register( "survivor", "human", delegate( Entity ent )
{
Render r = ent.GetComponent<Render>();
r.SetTexture( "human_stand_s" );
} );
Entity.Register( "zombie", "human", delegate( Entity ent )
{
Render r = ent.GetComponent<Render>();
r.SetTexture( "zombie_stand_s" );
} );[/csharp]
[QUOTE=burak575;36118453]I am going to implement this while its on my screen. Thanks for idea Ziks :rolleyes:[/QUOTE]
Make a multiplatform library and put it in github or something
[URL]https://play.google.com/store/apps/details?id=com.segfaultsoftware.MathTools[/URL]
If anyone cares to test it and report bugs I'll be grateful.
Holy shit mobile development is harder than I thought it would be. Our artist is making some stunning graphics so I'll have to make it just a Windows game if mobile doesn't work out.
[IMG]http://i.imgur.com/scQtG.png[/IMG]
[QUOTE=Map in a box;36115879]Thought this was neat.
[media]http://www.youtube.com/watch?v=KppTmsNFneg[/media]
Cryengine Y u so awesome?[/QUOTE]
A Burnout/Twisted Metal game with this please.
[QUOTE=Sir Whoopsalot;36123060]A Burnout/Twisted Metal game with this please.[/QUOTE]
You can play rigs of rods, it's the same developers & physics.
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