[QUOTE=Eudoxia;36136662]Datagram is a nice word.[/QUOTE]
Sounds like a buzz word CSI would try to use: "we managed to intercept the suspect's datagrams which revealed he researched bomb making"
There is now dirt instead of grass on slopes. Also, I added triplanar texture mapping in order to reduce stretching.
[img]http://i49.tinypic.com/2q9cnwn.png[/img]
[QUOTE=esalaka;36135942]What [B]is[/B] his issue with UDP
Does he not grasp the concept of datagrams or something[/QUOTE]
He's talking about the communication between the virtual computers, you know. Not the actual game. He would still use TCP for that though.
[QUOTE=Lexic;36135566]Really? What's bad about it? Admittedly I've been using it for pure C++ work with no actual cocoa interactiones, but so far it's actually been more pleasant than Visual Studio in terms of general usage and I had become quite a fan of VS lately.[/QUOTE]
The one thing that bugs the shit out of me when in XCode versus VS is that I can't know what type something is when I mouse over it. It's not like clang is going to shit itself if you tell me XCode!
I added the ability to pick up/throw objects in my sidescroller
So it's time to sacrifice this pig
[img]http://dl.dropbox.com/u/45554193/images/SACRIFICE%20THE%20PIG.png[/img]
I'm going to start posting smaller pictures because I seem to be posting a ton of them.
Anyway, sky:
[img]http://i46.tinypic.com/jrz629.png[/img]
[QUOTE=esalaka;36135942]What [B]is[/B] his issue with UDP
Does he not grasp the concept of datagrams or something[/QUOTE]
Uhh.. I think he's joking because of the hate he's gotten from using TCP with Minecraft.
[QUOTE=Smashmaster;36137910]Fog.
[img]http://i50.tinypic.com/1zl69e8.png[/img][/QUOTE]
looks like a painting, nice work :)
Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?
[QUOTE]These are my shaders for diffused lighting:
[cpp]
#version 120
uniform mat4 MVP;
uniform mat4 Model;
attribute vec4 Position;
attribute vec2 UV;
attribute vec3 Normals;
varying vec2 uv;
varying vec3 normals;
void main(){
vec3 norm = (Model * Position * vec4(Normals, 1.0f) ).xyz;
normals = normalize( norm );
uv = UV;
gl_Position = MVP * Position;
}
[/cpp]
and:
[cpp]
#version 120
varying vec2 uv;
uniform sampler2D Texture;
uniform bool DrawLines;
varying vec3 normals;
uniform vec4 AmbientLight;
uniform vec4 DiffuseLight;
void main(){
vec4 textureColor = texture2D( Texture, uv ).rgba;
vec4 AmbientColor = vec4(AmbientLight.rgb, 1.0f) * AmbientLight.a;
float DiffuseFactor = dot(normals, -1 * DiffuseLight.rgb);
vec4 DiffuseColor = vec4(0, 0, 0, 0);
if (DiffuseFactor > 0.0f) {
DiffuseColor = vec4(AmbientLight.rgb, 1.0f) * DiffuseLight.a * DiffuseFactor;
}
vec4 color = textureColor * (AmbientColor + DiffuseColor);
gl_FragColor = vec4(color.rgb, textureColor.a);
}
[/cpp]
The normals for the blocks are calculated as:
[cpp]
if( !(v[0].HasNormals() && v[1].HasNormals() && v[2].HasNormals() ) )
{
glm::vec3 U = (v2.Position - v1.Position);
glm::vec3 V = (v3.Position - v1.Position);
glm::vec3 norm = glm::cross(U, V);
v[0].Normal = norm;
v[1].Normal = norm;
v[2].Normal = norm;
}[/cpp]
when I apply this lighting setting it seems to work fine:
[code]
chunk->SetAmbient(glm::vec4(0.8f, 0.6f, 0.5f, 0.5f) );
chunk->SetDiffuse(glm::vec4(0.0f, 0.0f, 0.6f, 0.9f) );[/code]
producing:
[img]http://i.imgur.com/IlKd8.png[/img]
Yet when I use this:
[cpp]
chunk->SetAmbient(glm::vec4(0.8f, 0.6f, 0.5f, 0.5f) );
chunk->SetDiffuse(glm::vec4(0.6f, 0.0f, 0.0f, 0.9f) );[/cpp]
Which I would have assumed gives only the right side lighting i get this:
[IMG]http://i.imgur.com/8U0UF.png[/IMG]
Is that normal?[/QUOTE]
Got a lot of work done on my game because I didn't have work.
[img]http://i.imgur.com/JMqZE.png[/img]
Everything going well so far...
[QUOTE=Mr_Razzums;36138168]Got a lot of work done on my game because I didn't have work.
picture here
Everything going well so far...[/QUOTE]Great job! It would have taken me weeks to make that drawing.
Lookin' good. What kind of game is it?
[QUOTE=CmdrMatthew;36138274]Great job! It would have taken me weeks to make that drawing.
Lookin' good. What kind of game is it?[/QUOTE]
Mmm... I'm hoping it will become a open world village builder with perma-death pvp... But we'll see how far I get!
So I added some AI and accidentally created the Pig Herding Simulator of the Year 2012
[img]http://dl.dropbox.com/u/45554193/PIGHERDING/pig%20herding%20simulator.png[/img]
[editline]31st May 2012[/editline]
They started climbing on top of each other and making towers they can climb to escape the pit. I never programmed them to do that :v:
[QUOTE=nekosune;36130227]I cant give full details of what I am doing, but I am making the backend to an online board game, getting paid for this one at 20 an hour, my laptop is finally paid off fully![/QUOTE]
$20 an hour for a good programmer is an insult
[QUOTE=swift and shift;36140407]$20 an hour for a good programmer is an insult[/QUOTE]
With $20 an hour you would live like a god damn king here...
And then someone from the US judges people here for piracy.
[editline]31st May 2012[/editline]
Also, didn't people give Geel extreme amounts of shit for pricing his Flash game at $1000?
That's like 50 hours with an "insulting" pay.
[QUOTE=Richy19;36138158]Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?[/QUOTE]
I only know HLSL and Diffuse Lighting is one of the first things I learned so I might be a little rusty, but the normal values should be between -1 and 1.
[QUOTE=Darwin226;36140696]Also, didn't people give Geel extreme amounts of shit for pricing his Flash game at $1000?
That's like 50 hours with an "insulting" pay.[/QUOTE]
'good programmer'
[QUOTE=Richy19;36138158]Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?[/QUOTE]
Anyone voting me dumb mind explaining what I did that was so wrong? because I genuinely dont know and I followed [url]http://ogldev.atspace.co.uk/www/tutorial18/tutorial18.html[/url] to the letter
[QUOTE=swift and shift;36141291]'good programmer'[/QUOTE]
'outsourced'
I'd say $20/hour is hardly insulting if your previous pay was $0/hour.
[QUOTE=Asgard;36141675]I'd say $20/hour is hardly insulting if your previous pay was $0/hour.[/QUOTE]
doesn't work that way - you're being exploited at $20 an hour
Implemented a simple animation system, that supports dynamic creation using code, or loading from plaintext files.
[img]http://localhostr.com/files/inxwQru/capture.png[/img]
The right and left arm wiggle up and down:
[code]
Bone leftArm
Frame
Time 0.25
Scale -1 0.5
Rotate 0
Frame
Time 0.25
Scale -1 0.5
Rotate 1
[/code]
The C++ code for creating the body and limbs, loading the textures, shaders, and applying the animations., comes out to about 80 lines of code. The limbs actually make use of the same mesh object, so there's no need to upload 3 different VBOs to the GPU. Same goes for texture and shaders.
The complete code from main.cpp is here: [URL]http://pastebin.com/Z2UXX1bJ[/URL]
I wish it was easier to get a job as a programmer if you don't study CompSci (yet). I've sent an offer to remake the mobile website and make an app for this Dutch transit company, because their mobile site is from the 90s ([url]http://mobiel.htm.nl/[/url]) and I hope they will take me seriously.
[QUOTE=Richy19;36141491]Anyone voting me dumb mind explaining what I did that was so wrong? because I genuinely dont know and I followed [url]http://ogldev.atspace.co.uk/www/tutorial18/tutorial18.html[/url] to the letter[/QUOTE]
I reckon it's because this ain't WDYNHW.
[QUOTE=Overv;36141812]their mobile site is from the 90s ([url]http://mobiel.htm.nl/[/url])[/QUOTE]
you weren't joking
[QUOTE=dije;36132558]So facepunch, I need your help again:
[URL]http://dl.dropbox.com/u/41041550/C%23/3DTest.exe[/URL]
Give me the FPS and eventual errors.
(For the people that do not like Bundler: [URL]http://dl.dropbox.com/u/41041550/C%23/3DTest/3DTest.zip[/URL] )[/QUOTE]
I get that it is what you are working on, but is it possible to get people to PM you FPS etc, it always ends up with everybody wanting to show off their newest GTX/HD 10000 graphics card.
Most of the time pure FPS is a horrible metric to measure performance anyway, especially in an uncontrolled environment.
[img]http://puu.sh/xToY[/img]
Entity - Entity collision detection / resolution done. Supports two types, repel and box. Repel just pushes them away from each other when they collide, and box is proper AABB rigid collision resolution.
Haven't done World - Entity collision yet.
[QUOTE=Overv;36141812]I wish it was easier to get a job as a programmer if you don't study CompSci (yet). I've sent an offer to remake the mobile website and make an app for this Dutch transit company, because their mobile site is from the 90s ([url]http://mobiel.htm.nl/[/url]) and I hope they will take me seriously.[/QUOTE]
Wow, that website must be so old, they didn't even have HTML back then, only HTM
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