This is just a small problem with a program like that, but a problem nonetheless
You're basically executing it like this:
s1{ s1torch{ s2{ s2back{ s1zombie{ ... } } } } }
The old function never finishes before you call the new one. If your program was long enough, or looped, this would result in a stack overflow.
You should try designing it so that it calls them like this
main loop {
s1{}
s1torch{}
s2{}
...
}
[editline]11:10PM[/editline]
In fact, it already does loop. If you go from s1 to s1torch and then back, you can keep doing that until it overflows.
[QUOTE=Canary;22238310]It's both I think, in that pick the lighting hadn't been rendered though.
It's on the Unreal 3 Engine.[/QUOTE]
UDK explains it all ;)
Thought you programmed it all by yourself ;D
[QUOTE=Xerios3;22238053]PROGRESS PICS ! YAY
*pics*
If you look close enough, you may see my shitty water implementation[/QUOTE]
That looks amazing, what is it made in?
[QUOTE=s0ul0r;22240736]UDK explains it all ;)
Thought you programmed it all by yourself ;D[/QUOTE]
Dunno why he hasn't, doesn't take that long to draw a few polys with poor lighting.
[QUOTE=layla;22242326]Dunno why he hasn't, doesn't take that long to draw a few polys with poor lighting.[/QUOTE]
Because everyone has adequate programming experience for that :downs:
[QUOTE=layla;22242326]Dunno why he hasn't, doesn't take that long to draw a few polys with poor lighting.[/QUOTE]
Because there's a lot more going on behind the scenes, and when he decides to something else, it'll take him 5 lines of code instead of 500.
[QUOTE=nullsquared;22242469]Because there's a lot more going on behind the scenes, and when he decides to something else, it'll take him 5 lines of code instead of 500.[/QUOTE]
Sure but can't tell much from the screenshots
Neat, I found out blurring textures gives a very TF2 like effect.
[img]http://anyhub.net/file/texture-blur.png[/img]
There's alot of fun shit you can do :P
I'm working on a login system for fun with
c++, opengl, sockets, and mysql.
I'm using my own text class and the same class I used for
my console project.
But I improved the text input aloooot for this project.
Take a look:
image:
[IMG]http://img31.imageshack.us/img31/4373/chatme1.png[/IMG]
(there's a typo in the error mesage :P it should be or not of :P)
video:
[media]http://www.youtube.com/watch?v=fqqH5jIBOCk[/media]
So was the colour scheme randomly generated or something? :v:
[QUOTE=jA_cOp;22243353]So was the colour scheme randomly generated or something? :v:[/QUOTE]
kinda
and I'm a programmer, not an artist.
[QUOTE=klukk;22241200][QUOTE=Xerios3;22238053]PROGRESS PICS ! YAY
*ORGASMIC PICS HERE*
If you look close enough, you may see my shitty water implementation[/QUOTE]
That looks amazing, what is it made in?[/QUOTE]
Also curious as to what it is.
[QUOTE=dark_moo;22243516]Also curious as to what it is.[/QUOTE]
It's OGRE 3D if I remember correctly.
Exactly!
[editline]10:48PM[/editline]
[QUOTE=slayer20;22243152]Xerios3, I seriously want to touch your game.[/QUOTE]
You will, one day =)
I definitely got to look into mogre soon :D
going to sleep now first of all =)
Edit:
Oh right, I did look into mogre, but when I built the example apps (under Win 7 64) it gave out errors when launching them :(
I have a time scale variable used for powerups that affects most things in my game, never thought of setting it to -1 to see what happens:
[IMG]http://i163.photobucket.com/albums/t315/novemberdobby/rotion45.png[/IMG]
graphical errors ahoy, no idea what's causing that
[QUOTE=s0ul0r;22244188]I definitely got to look into mogre soon :D
going to sleep now first of all =)
Edit:
Oh right, I did look into mogre, but when I built the example apps (under Win 7 64) it gave out errors when launching them :([/QUOTE]
I heard that the latest debug dlls were bugged or something like
that, try replacing them with release dlls or just launching the
examples in release mode.
[QUOTE=Xerios3;22244618]I heard that the latest debug dlls were bugged or something like
that, try replacing them with release dlls or just launching the
examples in release mode.[/QUOTE]
Yeah I rebuilt the whole samples clean and in release mode, and also launched them in release, and now it works :)
[QUOTE=Robber;22239254]I don't know if you care, but Google Latitude does that already.[/QUOTE]
Yeah, I know there's a bunch of apps like that but I want to try some client/server stuff and I didn't really come up with any better idea.
The tutorials for ODE and Newton Game Dynamics suck. They're bloated with all this OpenGL rendering shit, I mean it's not too overly complex that I can't just figure it out from the docs, but it's annoying that a 'getting started' tut brings me not only through using ODE or Newton but also through OpenGL rendering with scenegraphs!
[QUOTE=Jawalt;22245589]The tutorials for ODE and Newton Game Dynamics suck. They're bloated with all this OpenGL rendering shit, I mean it's not too overly complex that I can't just figure it out from the docs, but it's annoying that a 'getting started' tut brings me not only through using ODE or Newton but also through OpenGL rendering with scenegraphs![/QUOTE]
How exactly do you expect to learn to use a 3D physics library without using a 3D renderer? Are you going to learn it all just by observing the position in a console window? :downs:
[b]Edit:[/b]
Right now I'm just playing around with some graphs; trying to find good looking ones to put on my website. (I think this doesn't count as web development because I'm using my C# stuff)
[img]http://img412.imageshack.us/img412/5326/shiny2.png[/img]
[QUOTE=nullsquared;22245627]How exactly do you expect to learn to use a 3D physics library without using a 3D renderer? Are you going to learn it all just by observing the position in a console window? :downs:[/QUOTE]
I don't plan on using their renderer to render the physics objects.
[editline]08:26PM[/editline]
Actually I don't think ODE was the other one with the ass 'getting started' tut.
[QUOTE=Jawalt;22245677]I don't plan on using their renderer to render the physics objects.[/QUOTE]
Okay, great. What's your point? Tutorials are for teaching. When you learn to use the physics library, you're free to use whatever graphics library you like.
[QUOTE=nullsquared;22245809]Okay, great. What's your point? Tutorials are for teaching. When you learn to use the physics library, you're free to use whatever graphics library you like.[/QUOTE]
My point is a tutorial for a physics library doesn't need to give a me a crash course on OpenGL.
[QUOTE=Jawalt;22245880]My point is a tutorial for a physics library doesn't need to give a me a crash course on OpenGL.[/QUOTE]
Newton's tutorials don't.
Maybe it wasn't, but one of the tutorials I was looking at went so far as to have classes and OpenGL calls.
[editline]08:46PM[/editline]
Looking at it now Newton goes into specifics about scenegraphs an things, but since it's aimed specifically at games I can see that.
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