• What are you working on? May 2012
    2,222 replies, posted
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
IT'S ALIVEEEEEEEEEEEEEEEEEEEEEEEEEE. [IMG]http://i.imgur.com/GXBgD.png[/IMG]
Use DataOutputStream as well as DataInputStream.
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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