[QUOTE=Xerios3;21879518]Reuploaded in a bit higher definition (Xvid that is) ( and no porn music this time )
[hd]http://www.youtube.com/watch?v=WHAAYN7SrDw[/hd]
THE FREAKING SAME VIDEO[/QUOTE]
Just wondering, how about using a simple heightmap texture for collision detection? f.e. a 1024x1024 texture and then simply adjust the height of the units by the pixel color?
You wouldn't have to do ray/terrain collision.
You could also interpolate the height between the different pixels and it would save alot of performance.
Just an idea ;D
[QUOTE=i300;21891442]14 going on 15 in august. My voice is different every other time I speak. It'll be lower one time, and higher the next.[/QUOTE]
Do you have any apps on the store?
[QUOTE=jmazouri;21894529]Reminds me of Code Monkeys. Good work![/QUOTE]
The show was a big inspiration, and I used the sprites as a reference when I went to make my own, i'll have to add a game programmer job for further reference
[QUOTE=CPPNOOB;21888352]i think we all get it now
you can graph things
ok move on[/QUOTE]
I don't understand your problem. I thought this was "post what you're working on?" That's exactly what I'm doing. For example, I worked on adding rand() as an available function, then I made a funny little graph with it, and decided to show you guys. Whether you care or not doesn't really matter; if you don't care, don't post about it and just comment on other's projects.
Another cool little thing was this:
[img]http://img27.imageshack.us/img27/8986/3dpointsandlines.png[/img]
I generated a bunch of random 3D points and output them to CSV (which you can import/export to/from Excel and other programs), then loaded them as a table and plotted the vertices and connections via:
[code]
plot3pts table1
plot3lines table1
[/code]
[b]Edit:[/b] I imagine this could be useful for scientific data and what-not.
That's cute null, looking forward to a release since you current have more features than anyone needs. :P
[QUOTE=andersonmat;21896461]That's cute null, looking forward to a release since you current have more features than anyone needs. :P[/QUOTE]
That's kind of funny because I wanted to make an updated video showcasing the features and it went to 17 minutes :v: I really need to shorten it a bit because I want to demonstrate some stuff in real-time. For example, you can animate the theta-maximum window of a polar equation and then draw an animated spiral.
:haw:
[QUOTE=andersonmat;21896526]:haw:[/QUOTE]
[QUOTE=nullsquared;21888703]I like fuzzy circles :saddowns:
[editline]08:54PM[/editline]
That's true, and it's a drawback I had to go with... But in my opinion developing in C# far outweighed the benefit of having it work as an applet. And it should run under Mono so Linux and Mac aren't really too far off. Just no internet-based.[/QUOTE]
Silver/Moonlight? I have no idea how to develop with it, but I imagine it wouldn't be too hard to port if you properly distinguished UI and logic :)
[QUOTE=Luafox;21897538]Unnecessary Real Time Translator:
Something I've been working on, no idea why... :v:
It's in Swedish for now, gonna make an english version sometime.[/QUOTE]
wow. I would love to have something like that, and I like the sms-language(still it's not working but the idea was cool) Im from sweden too.
Guys, you know how with Java and Netbeans, you can have multiple classes with a main function, and you rightclick->run the file in the tree view. Is there anything like that in C# and visual studio? Just wondering, I found it really useful...
Null, feature request:
Nodes on the graph you can drag about and it updates the equation.
[QUOTE=nullsquared;21896489]That's kind of funny because I wanted to make an updated video showcasing the features and it went to 17 minutes :v: I really need to shorten it a bit because I want to demonstrate some stuff in real-time. For example, you can animate the theta-maximum window of a polar equation and then draw an animated spiral.[/QUOTE]
Meh, just upload it in multiple parts. As long as you don't waffle on nobody will mind.
Hey guys, I wanted to check out the Box2D Testbed program, but it fails at all my attempts to build the bastard. Cmake in any version simply chucks up errors, and the B2D forums weren't any help. Can someone just throw me a compiled .exe so I can use that?
I don't think anyone has posted this but [URL="http://www.bit-blot.com/aquaria/"]Aquaria[/URL], [URL="http://www.crypticsea.com/gish/"]Gish[/URL], [URL="http://www.wolfire.com/lugaru"]Lugaru HD[/URL], and [URL="http://www.penumbragame.com/"]Penumbra Overture[/URL] are now all open source because the Humble Indie Bundle earned over £1,000,000. This should bring some cool mods.
[QUOTE=Libertas;21900250]Hey guys, I wanted to check out the Box2D Testbed program, but it fails at all my attempts to build the bastard. Cmake in any version simply chucks up errors, and the B2D forums weren't any help. Can someone just throw me a compiled .exe so I can use that?[/QUOTE]
Don't you need glut or something?
I just said "screw it" and started testing with sdl doing the visuals.
[QUOTE=iPope;21900594]I don't think anyone has posted this but [URL="http://www.bit-blot.com/aquaria/"]Aquaria[/URL], [URL="http://www.crypticsea.com/gish/"]Gish[/URL], [URL="http://www.wolfire.com/lugaru"]Lugaru HD[/URL], and [URL="http://www.penumbragame.com/"]Penumbra Overture[/URL] are now all open source because the Humble Indie Bundle earned over £1,000,000. This should bring some cool mods.[/QUOTE]
I think alot of good will come from it but you're going to end up trying to understand most of it / rewriting most of it. I'd rather just work on my own stuff.
ANOTHER FREAKING VIDEO, added a bit of multi-threading and optimized the fuck out of height checking shit, it's FUCKING FAST NOW !! 30FPS for 1K units on my
crappy 4400+ dual core Athlon , WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO !!!
[hd]http://www.youtube.com/watch?v=pfuf5lDN18w[/hd]
( Only 500 units on da video for now, fraps crashes when I set to 1k units )
Release it so we can test how fast it runs on our computers.
[QUOTE=ZeekyHBomb;21896886]Silver/Moonlight? I have no idea how to develop with it, but I imagine it wouldn't be too hard to port if you properly distinguished UI and logic :)[/QUOTE]
Hm, good point. I'll look into it, thanks for bringing it up :smile:. One thing I definitely want to try is compiling natively for Linux with Mono.
[editline]03:27PM[/editline]
[QUOTE=CarlBooth;21899895]Null, feature request:
Nodes on the graph you can drag about and it updates the equation.[/QUOTE]
What do you mean? Equations can't just be dragged like that. Are you talking about a Bézier curve or something?
[editline]03:28PM[/editline]
[QUOTE=Xera;21900149]Meh, just upload it in multiple parts. As long as you don't waffle on nobody will mind.[/QUOTE]
Yeah but some people are extremely lazy and won't actually click on the next video, regardless if they're interested or not. The wonders of humans :v:
[editline]03:29PM[/editline]
I actually need to find a business class in my school and take it, there is [i]so much[/i] to learn about people and how they behave as potential users and/or customers.
[editline]03:55PM[/editline]
Actually, CarlBooth, are you talking about polynomial interpolation? Basically, given a set of N points, constructing an N-1 degree polynomial? (Except in real-time, so you can drag the points and see the polynomial?)
[QUOTE=nullsquared;21903243]
What do you mean? Equations can't just be dragged like that. Are you talking about a Bézier curve or something?
:29PM[/editline]
[/QUOTE]
You can pan pretty much every function really easily. You could also work out the simultaneous equations so that you could move the vertices of polynomials, but I'm not sure how difficult/even possible it would be for an nth order polynomial.
If I wasn't nackered I would current be furiously scribbling on a piece of paper.
What is the best way to do class metadata in C++? How would I tell my GUI Manager class that a certain class of GUI Element (widget, essentially) wants to listen to only certain sfml events? I was thinking of a constant static array, but is it possible for subclasses to override the parent classes one?
Null: Nevermind
[QUOTE=iPope;21902683]Release it so we can test how fast it runs on our computers.[/QUOTE]
Patience, still have lots of sync issues and other problems =)
[QUOTE=CarlBooth;21904759]Null: Nevermind[/QUOTE]
No, actually, it'd be pretty cool (and possibly useful?) to do something like "poly2fit table1" and end up with a polynomial that goes exactly through the points in table1
[QUOTE=nullsquared;21904885]No, actually, it'd be pretty cool (and possibly useful?) to do something like "poly2fit table1" and end up with a polynomial that goes exactly through the points in table1[/QUOTE]
I think he means you can physically move the graphed object and it shows the equation updated in real time.
I havn't been posting my projects much this semester but here's a screenshot of a gravity based puzzle-platformer we are making in XNA:
[img]http://filebox.me/files/xpkm9ci9a_screenhot.png[/img]
[QUOTE=r4nk_;21905438]I havn't been posting my projects much this semester but here's a screenshot of a gravity based puzzle-platformer we are making in XNA:
[img_thumb]http://filebox.me/files/xpkm9ci9a_screenhot.png[/img_thumb][/QUOTE]
Why is the robot standing like a homosexual :v:
But really, looks interesting. Keep waywo updated dawg.
Wow, that's a lot of bloom.
Just started with SFML a couple of days ago.
I still suck at C++, but I want to make my 'completed' DOS game, with graphics.
It kinda fails right now, but I would like to get some input on this.
[Media]http://www.youtube.com/watch?v=3FffK8ZXDN4[/media]
Also, could someone please point me in the right direction, about the ball physics? Right now this ball/stone just travels with +1 to x and -1 to y each frame, and then exits when a amount of frames has passed (to stop it).
And, I must be doing it wrong, since it doesnt respond at some point. (watch the cursor)
[QUOTE=AGMadsAG;21906150]Just started with SFML a couple of days ago.
I still suck at C++, but I want to make my 'completed' DOS game, with graphics.
It kinda fails right now, but I would like to get some input on this.
[Media]http://www.youtube.com/watch?v=3FffK8ZXDN4[/media]
Also, could someone please point me in the right direction, about the ball physics? Right now this ball/stone just travels with +1 to x and -1 to y each frame, and then exits when a amount of frames has passed (to stop it).
And, I must be doing it wrong, since it doesnt respond at some point. (watch the cursor)[/QUOTE]
I've been working on a Newtonian mechanics simulator lately using exactly SFML with C++.
What I did is have an Obj class that has a series of vector2f that represent velocity and force being applied.Then Obj also has a Sprite object which is what actually shows up.
On each iteration, Obj::think() calculates the velocity based upon the forces being applied by the user (and series of other stuff. If it's impacting anything it'll calculate restitution, it takes into account drag and, of course, gravity, etc etc). Then it moves the sprite based on that velocity (hint the sfml move method takes a vector2f, and the velocity is represented by a vector 2f :D).
I'm still working on it, at the moment there's no object<->object collision and it all runs on the same thread, but as far as physics goes, that approach worked for me.
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