• What are you working on? May 2012
    2,222 replies, posted
[QUOTE=Sir Whoopsalot;36123060]A Burnout/Twisted Metal game with this please.[/QUOTE] Let's just have Stainless put this in [URL="http://www.kickstarter.com/projects/stainlessgames/carmageddon-reincarnation"]Carmageddon: Reincarnation[/URL] and call it a day. Looks badass.
OSX's OpenGL 3.2 seems to have a slightly different opinion on the order vertex shader inputs are parsed compared to AMD's OpenGL 3.3. Still, results in some interesting patterns. Here's the teapot with the normals as position and positions as normals: [thumb]http://i.imgur.com/ITRvK.png[/thumb] Still, thanks to GL_ARB_explicit_attrib_location that was easily sorted out. Woo, loading normals now. [thumb]http://i.imgur.com/7AXx9.png[/thumb]
[media]http://www.youtube.com/watch?v=J7tJ6iFuX24[/media] Got myself a mass on a 2D spring working in Love2D, really happy :D No idea where this is going, a physics sandbox sounds fun (masses, oscillators, springs, strings, ... ) but then I need to start working on user input... Haven't really used the whole love.physics thing yet (seems to have lots of things I could use) By the way, not sure if this way of simulating physics is a bit common (i.e. the Euler method) x(t+dt)=x(t)+v*dt I know there's RK4 which is a lot more accurate, I guess it depends on what you want to do.
[QUOTE=Lexic;36123173]OSX's OpenGL 3.2 seems to have a slightly different opinion on the order vertex shader inputs are parsed compared to AMD's OpenGL 3.3. Still, results in some interesting patterns. Here's the teapot with the normals as position and positions as normals: Still, thanks to GL_ARB_explicit_attrib_location that was easily sorted out. Woo, loading normals now. [/QUOTE] Shame on you for not using glGetAttribLocation! :v: Anyways, I just finished the drawing chapter of [url=http://open.gl/]open.gl[/url]. It was already finished, but with some comments from /r/opengl I improved it. I expect the chapter on texturing to be done tomorrow, transformations will take a bit longer because of math and stuff.
[QUOTE=Overv;36124196]Anyways, I just finished the drawing chapter of [url=http://open.gl/]open.gl[/url]. It was already finished, but with some comments from /r/opengl I improved it. I expect the chapter on texturing to be done tomorrow, transformations will take a bit longer because of math and stuff.[/QUOTE] Are you a wizard? I was just thinking of starting to learn new OpenGL yesterday. Thanks!
Okay, I finally got World:queryBoundingBox to work correctly.
[QUOTE=Overv;36124196]Shame on you for not using glGetAttribLocation! :v:[/QUOTE] Screw that, I'm used to attributes being where I put them and I don't see why I should have to change my way of thinking just because some spack decided to reverse load the locations on one out of date platform. Besides which, the obj loader is currently shader agnostic and it would be kinda messy to change that.
I put pulserlike inputs and text entities in the game, and then.. well. [img]http://i.imgur.com/ngIZ5.gif[/img] Made purely with the level editor.
[QUOTE=Maurice;36124490]I put pulserlike inputs and text entities in the game, and then.. well. [img]http://i.imgur.com/ngIZ5.gif[/img] Made purely with the level editor.[/QUOTE] looks unprofessional with such an awful typo it's spelt "r-a-r-i-t-y", fyi
Fucking Marmalade. x86 Debug/Release run fine and the ARM7 simulator runs fine but I get a segfault with no stack trace when I run on my Android Device.
[QUOTE=Maurice;36124490]I put pulserlike inputs and text entities in the game, and then.. well. [img]http://i.imgur.com/ngIZ5.gif[/img] Made purely with the level editor.[/QUOTE] [QUOTE=amcfaggot;36124657]looks unprofessional with such an awful typo it's spelt "r-a-r-i-t-y", fyi[/QUOTE] Oh god, WAYWO too? There's no safe place anymore.
[QUOTE=Electroholic;36125051]Fucking Marmalade. x86 Debug/Release run fine and the ARM7 simulator runs fine but I get a segfault with no stack trace when I run on my Android Device.[/QUOTE] Install a debug build on your device and check the log with adb logcat
[QUOTE=calzoneman;36125189]Oh god, WAYWO too? There's no safe place anymore.[/QUOTE] [thumb]http://i.imgur.com/iiMB3.png[/thumb] (points if you know what game this is from, bonus points if you read it in his voice)
[QUOTE=Lexic;36125381][thumb]http://i.imgur.com/iiMB3.png[/thumb] (points if you know what game this is from, bonus points if you read it in his voice)[/QUOTE] That logo makes me think Marathon?
[QUOTE=icantread49;36125301]Install a debug build on your device and check the log with adb logcat[/QUOTE] I've tried that, I get no information except for a segfault and a bunch of register dumps, etc. It has a stack trace but it's full of numbers and I don't know how to trace back to source code. I'm currently looking into other cross platform mobile libraries :v:
[URL="http://facepunch.com/converse.php?u=397849&u2=165414"]I hate ponies too but can you at least, I dunno, wait until it drags on for a page or such before lighting fires?[/URL] Going back to lurking. (his title at the time was "rainbow dash best pony" for context but it still applies here)
[QUOTE=Electroholic;36125566]I've tried that, I get no information except for a segfault and a bunch of register dumps, etc. It has a stack trace but it's full of numbers and I don't know how to trace back to source code. I'm currently looking into other cross platform mobile libraries :v:[/QUOTE] Are you sure you actually deployed the *debug* build to the device? There has to be *some* Marmalade output in the log.
[QUOTE=icantread49;36125723]Are you sure you actually deployed the *debug* build to the device? There has to be *some* Marmalade output in the log.[/QUOTE] Yeah I'm sure its the debug version. Sometimes it doesn't even say segfault, the app just dies: [QUOTE]I/marmalade(12558): 29/05/12 18:20:11.514: [0xfa0] done adding queue point I/marmalade(12558): 29/05/12 18:20:11.515: [0xfa0] Queued Dummy Point I/ActivityManager( 181): Process com.mycompany.project (pid 12558) has died.[/QUOTE] Fucking bullshit
[media]http://www.youtube.com/watch?v=mngWFtWQHbU[/media]
[QUOTE=icantread49;36125842]- snip awesomeness -[/QUOTE] I was going to reply "what happens if you walk into the portal" and then you walked into the portal!
[QUOTE=icantread49;36125842][media]http://www.youtube.com/watch?v=mngWFtWQHbU[/media][/QUOTE] One problem I've always had with making portals is when the camera is exactly in the middle of a portal, how do you solve the problem of the near clipping plane touching the portal plane, ruining the whole illusion?
[QUOTE=Ziks;36118010]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] [t]http://puu.sh/xukc[/t] 13,32[I]5[/I] zombies! Your move.[/QUOTE] [t]http://i.imgur.com/mJ5I7.png[/t] 62,500 zombies. check & mate.
[QUOTE=layla;36126173]One problem I've always had with making portals is when the camera is exactly in the middle of a portal, how do you solve the problem of the near clipping plane touching the portal plane, ruining the whole illusion?[/QUOTE] Render the portal with the inside of an extruded box :eng101:
Hmm I find that hard to imagine, would you do it all the time or just when you're just about to touch the portal? This is how far i got with portals if anyone wants to mess around with it [url]https://dl.dropbox.com/u/99765/portals.rar[/url] v for noclip, left and right mouse to place portals
[QUOTE=layla;36126234]Hmm I find that hard to imagine, would you do it all the time or just when you're just about to touch the portal?[/QUOTE] Only when you're "going through it" - render the inside of a box extruded back a tiny bit more than the camera's near-clip
That's genius, thanks! Excited about your project, I'm pretty sure Portalized got me started wanting to learn programming.
[QUOTE=icantread49;36125842][media]http://www.youtube.com/watch?v=mngWFtWQHbU[/media][/QUOTE] it already looks better than pseudoform!
That's awesome layla! Keep up the good work!
[QUOTE=layla;36126234]Hmm I find that hard to imagine, would you do it all the time or just when you're just about to touch the portal? This is how far i got with portals if anyone wants to mess around with it [url]https://dl.dropbox.com/u/99765/portals.rar[/url] v for noclip, left and right mouse to place portals[/QUOTE] Mind sharing the source?
[QUOTE=icantread49;36125842][media]http://www.youtube.com/watch?v=mngWFtWQHbU[/media][/QUOTE] This had better not end up like pseuodoform.
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