• What are you working on? May 2012
    2,222 replies, posted
[QUOTE=Dotmister;35811798]For 95% of music, it gets it close enough to right that the user doesn't notice it. It doesn't have to be perfect. [/QUOTE] And with Ninja Mono the player is too busy dodging the gray death-traps to notice any possible imperfections or faulty beat detection.
[QUOTE=Darwin226;35811408]I believe that every language has a gap it can fill so it's never wasted effort (unless it's unusably slow or something)[/QUOTE] I mean trying to make the language fit all gaps, or at least a pretty huge number of gaps.
[QUOTE=Eudoxia;35812354]I mean trying to make the language fit all gaps, or at least a pretty huge number of gaps.[/QUOTE] umm, well brainfuck fulfills all the gaps, you just need to program it.
[QUOTE=iPope;35812419]umm, well brainfuck fulfills all the gaps, you just need to program it.[/QUOTE] There's a big gap between 'Turing complete'and 'general purpose'.
[QUOTE=iPope;35812419]umm, well brainfuck fulfills all the gaps, you just need to program it.[/QUOTE] If you can live without graphical applications, and without including other files, and without anything but symbolic syntax, then yeah, it fills a few gaps.
I think if you think a little bit outside of the box then it makes more sense.
[QUOTE=Richy19;35810602]All done, BTW is imgur working yet? [IMG]http://img94.imageshack.us/img94/2042/201205031929171280x800s.png[/IMG][/QUOTE] So then, what do you think of libRocket? Your results look promising and I'm probably going to have to start a project soon to toy around with it myself!
[quote=RiotGames]Thank you so much for your time and interest at Riot Games. Unfortunately, we will not be able to offer you a position at this time. The number of applicants in our pipeline right now far outweighs the positions available, and as such, we regret that even qualified candidates such as yourself must be cut early on in the evaluation process.[/quote] Figures. At this point I am better off starting my own company. Getting no where with recruiters and have had no luck contacting companies directly. I so far have only had recruiters contact me about senior positions which my resume and profile(Dice/CB/etc) show that I am not. This whole ordeal of trying to find a job has been very depressing. I just want to develop software :(. The main thing stopping me from starting a company is that I have really no interest in running a company. Seems like it would be a lot of extra work.
[QUOTE=Eudoxia;35812570]There's a big gap between 'Turing complete'and 'general purpose'.[/QUOTE] [code]++++++++++[>+++++++>++++++++++>+++>+<<<<-]>++.>+.+++++++..+++.>++.<<+++++++++++++++.>.+++.------.--------.>+.>.[/code] See that? No more gaps!
[QUOTE=Topgamer7;35811954]They made the stack grow downwards, because the heap grows from the other end upwards. In order to not have them overflow all the fucking time, this is how they did it. Hence you get a stack overflow. Or at least that's how they explained it to me in school ;).[/QUOTE] Seems like an odd choice, since, AFAIK, the hardware has no notion of heap memory.
[QUOTE=ROBO_DONUT;35812933]Seems like an odd choice, since, AFAIK, the hardware has no notion of heap memory.[/QUOTE] Since the stack and the heap will be sharing memory it makes sense to separate them. If they had chosen the stack to grow from the bottom up, then the heap would likely grow from the top down. Flip a coin, it shouldn't matter one way or the other.
[QUOTE=high;35812742]Figures. At this point I am better off starting my own company. Getting no where with recruiters and have had no luck contacting companies directly. I so far have only had recruiters contact me about senior positions which my resume and profile(Dice/CB/etc) show that I am not. This whole ordeal of trying to find a job has been very depressing. I just want to develop software :(. The main thing stopping me from starting a company is that I have really no interest in running a company. Seems like it would be a lot of extra work.[/QUOTE] It sucks man. I basically had someone tell me that the skills I've been developing since I was fifteen are useless for getting me into the game industry. Apparently knowing Unity or Unreal Script is a lot more important than knowing how to program. And this wasn't from some small guy either, was from a guy who knew his shit.
[QUOTE=darkrei9n;35813263]It sucks man. I basically had someone tell me that the skills I've been developing since I was fifteen are useless for getting me into the game industry. Apparently knowing Unity or Unreal Script is a lot more important than knowing how to program. And this wasn't from some small guy either, was from a guy who knew his shit.[/QUOTE] No major commercially succesful game has been written for Unity as far as I'm aware. On the other hand, indie games [B]can[/B] use [B]any[/B] technology and still be succesful. It's about the idea and how well you can actually manage to make it into reality. With larger companies you have to at least try to make a profit because companies that don't profit, well, go bankrupt.
This guy managed to create a 45 byte working executable by putting the program inside the ELF headers. Very impressive. [url]http://www.muppetlabs.com/~breadbox/software/tiny/teensy.html[/url]
[QUOTE=Overv;35813887]This guy managed to create a 45 byte working executable by putting the program inside the ELF headers. Very impressive. [url]http://www.muppetlabs.com/~breadbox/software/tiny/teensy.html[/url][/QUOTE] crinkler has been doing the same thing more or less for a few years
[QUOTE=synthiackup;35814027]crinkler has been doing the same thing more or less for a few years[/QUOTE] Undoubtedly not as thorough as hand editing the bytes, though.
I apparently made a new kind of shading system. [img_thumb]http://i155.photobucket.com/albums/s301/darkrei9n/newshading.png[/img_thumb] I did it by fucking up my indices horribly. The thing is I don't know why the lines are black, there is nothing even remotely close to lighting in my shader file yet.
[QUOTE=Tyco RC;35812740]So then, what do you think of libRocket? Your results look promising and I'm probably going to have to start a project soon to toy around with it myself![/QUOTE] In terms of setting it up with your project, its not that hard. The html files differ abit from standard html so might get a bit of time to get used to it, but all in all seems to do the job well
[QUOTE=Richy19;35814199]In terms of setting it up with your project, its not that hard. The html files differ abit from standard html so might get a bit of time to get used to it, but all in all seems to do the job well[/QUOTE] If that's the case I would just rather use Awesomium or CEF.
[QUOTE=Overv;35813887]This guy managed to create a 45 byte working executable by putting the program inside the ELF headers. Very impressive. [url]http://www.muppetlabs.com/~breadbox/software/tiny/teensy.html[/url][/QUOTE] Pretty old but fitting a working executable into a size [B]smaller[/B] than the size of the ELF header never ceases to be very impressive.
Omnidirectional shadows: [img]http://i50.tinypic.com/6zoaoj.png[/img] Except, there's no filtering because I'm using a cube-map instead of a single texture. I can't do the same tricks with texture coordinates.
[QUOTE=SteveUK;35814241]If that's the case I would just rather use Awesomium or CEF.[/QUOTE] You'd rather embed an entire browser into your application just to avoid a few minor syntax differences from standard HTML? I'm not discounting any options yet but seeing as I'm not a dedicated web developer I really couldn't care less how how different the files are as long as the result is a quality library I can use to get the job done and it's not bloated or making too many assumptions about my platform.
I'm updating my [url=https://play.google.com/store/apps/details?id=com.jakemadethis.source]android game[/url] I implemented zooming and bigger levels [img]http://i.imgur.com/RNe5l.png[/img] A friend tried a 50x50 grid and it took over an hour. This one is 300*300 and will probably take a bit longer
[QUOTE=Tyco RC;35814794]You'd rather embed an entire browser into your application just to avoid a few minor syntax differences from standard HTML? I'm not discounting any options yet but seeing as I'm not a dedicated web developer I really couldn't care less how how different the files are as long as the result is a quality library I can use to get the job done and it's not bloated or making too many assumptions about my platform.[/QUOTE] Chromium comes with support for Javascript and CSS3
[QUOTE=Vampired;35815251]I'm updating my [url=https://play.google.com/store/apps/details?id=com.jakemadethis.source]android game[/url] I implemented zooming and bigger levels [img]http://i.imgur.com/RNe5l.png[/img] A friend tried a 50x50 grid and it took over an hour. This one is 300*300 and will probably take a bit longer[/QUOTE] Congrats on 10-50k installs!
Since I can't use regular filtering when working with the texture array extension I had to find a way to handle texture lod on the GPU, the result is still not as good as mipmapping but I get a good performance boost, also I added normal mapping. [img]http://i48.tinypic.com/el30c8.png[/img] [img]http://i45.tinypic.com/dvrgwp.png[/img] [img]http://i47.tinypic.com/25rfqxg.png[/img]
Love the 100% useful clip-space coordinates texture. Uhh but yeah, pretty. Good job.
[QUOTE=Smashmaster;35815841]Love the 100% useful clip-space coordinates texture. Uhh but yeah, pretty. Good job.[/QUOTE] RGBA16F position buffer for deferred rendering, sometime it can display a wrong matrix transformation so it's pretty useful :v:
[media]http://www.youtube.com/watch?v=qZGiUfGZFFU[/media] Working on a cool music visualizer.
Just fixed a terrible bug in my project. [sp] and introduced a memory leak.. asdfdsfskfajsfskj;k';ls[/sp]
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