[QUOTE=thelinx;22302625]Please tell me that will work on Linux.[/QUOTE]
[IMG]http://i45.tinypic.com/2m42c0j.png[/IMG]
:saddowns:
[QUOTE=Xerios3;22307301][IMG_thumb]http://i45.tinypic.com/2m42c0j.png[/IMG_thumb][/QUOTE]
You could probably get a huge speed boost by using sprites instead of models at that zoom level. 7 FPS seems far too low for such an army.
[QUOTE=layla;22304327]You have your whole game in one file? What the fuck?[/QUOTE]
Yeah, how else would I do that?
Unless you're not talking to me.
[QUOTE=Dacheet;22308060]Yeah, how else would I do that?
Unless you're not talking to me.[/QUOTE]
Classes with separate files. Then you can include them. :saddowns:
[editline]03:59PM[/editline]
[QUOTE=Xerios3;22307301][IMG_THUMB]http://i45.tinypic.com/2m42c0j.png[/IMG_THUMB][/QUOTE]
Now you're just showing off. :(
[QUOTE=Robber;22307759]
You could probably get a huge speed boost by using sprites instead of models at that zoom level. 7 FPS seems far too low for such an army.[/QUOTE]
No worries, the low FPS is caused by my lock(this)'ing the whole thread, a dumb temporary fix for a small multi-threading issue.
I usually get 26 FPS with 1000 units on screen , 36+ without shadows and 50 zoomed out. All that in 1280x1024 x6 AA and x8 anisotropic filtering :dance:
There are still a lot of optimizations I must do later, for now 1k units on screen running at 26 fps is more than enough =)
[QUOTE=andersonmat;22308169]Now you're just showing off. :([/QUOTE]
Maybe, maybe not
[QUOTE=Xerios3;22308333]No worries, the low FPS is caused by my lock(this)'ing the whole thread, a dumb temporary fix for a small multi-threading issue.
I usually get 26 FPS with 1000 units on screen , 36+ without shadows and 50 zoomed out. All that in 1280x1024 x6 AA and x8 anisotropic filtering :dance:
There are still a lot of optimizations I must do later, for now 1k units on screen running at 26 fps is more than enough =)
Maybe, maybe not[/QUOTE]
What are your specs?
[QUOTE=Xerios3;22307301][img_thumb]http://i45.tinypic.com/2m42c0j.png[/img_thumb][/QUOTE]
It probably won't. Mono doesn't support C++/CLI which Mogre uses for wrapping Ogre, if I remember correctly.
Dunno about Wine though.
[QUOTE=Kialtia;22308463]What are your specs?[/QUOTE]
An old Athlon 64 Dual Core 4400+ which doesn't even pass the windows index test or whatever it was called
with an underclocked ATI 4850 which doesn't even have ( nor requires ) an external power connector
[QUOTE=noctune9;22308835]It probably won't.[/QUOTE]
Aw c'mon stay optimistic
[QUOTE=Xerios3;22309278]An old Athlon 64 Dual Core 4400+ which doesn't even pass the windows index test or whatever it was called
with an underclocked ATI 4850 which doesn't even have ( nor requires ) an external power connector
Aw c'mon stay optimistic[/QUOTE]
Any idea when (if) we can get some sort of test build? I'd like to give it a go on my hardware, and on linux. Sorry if this has been asked before, by the way.
In other news, what do you guys think works better for file transferring over a network (c++):
a) write some actual transfer code and have the program pass the files from the client to the server itself;
b) have the program mount a remote drive (either the server mounting the client or vice-versa, not relevant) and use some sort of system call to copy over the files;
Any ideas? It seems to me b) would be easier to implement, but has more muck-up potential, while a) would be harder, and if done improperly, disastrous.
[QUOTE=Xerios3;22302525][IMG]http://dl.dropbox.com/u/3591152/images/screenshot57.jpg[/IMG]
BUILDIN' BUILDINGZ and havin' fun[/QUOTE]
Aw man buildings I thought they were air transports.
[QUOTE=cccritical;22294049]Please, God please, make this the 'game over' music:
[media]http://www.youtube.com/watch?v=M6aRwky0W5Y[/media][/QUOTE]
[media]http://www.youtube.com/watch?v=P6iT-lMgfAI[/media]
Don't know if anyone here can help. Looking for a table like this([url]http://ref.x86asm.net/geek32.html[/url]). But with the size of the operands. I want to rewrite the detours library. And I don't feel like digging through its crap for the operand sizes.
Going to jump right in on networking and play around with sockets, time to play around with making an IRC bot, really basic though.
I'm going to attempt to make a game in the vein of 8-bit platformers, primarily in the style of Kyle Pulver's Bonesaw.
I'm wondering if I should add a feature that makes the sprites flicker if there are too many, just like the good ol' days...
I've got a project for my software design class at the moment, it's to design ATM software.
I figured I'd develop the base in C++ then use C# to make the GUI (because it's oh-so-easy). So, I'm using sqlite for all the data storage and such and it seemed to be coming along relatively well, except now I've got sqlite issues where it's not doing what I expect and it's providing no error messages :(
I finished up my RPN calculator today, complete with constants! For example:
[code]
Input: pi e * ceil sqrt
3.0
[/code]Here is the current included functions and constants. All the functions are single parameter only. Does anyone have any suggestions for more?
Functions:
[quote]
ceil
fabs
factorial
floor
log
log10
sqrt
acos
asin
atan
cos
sin
tan
degrees
radians
acoshh
asinh
atanh
cosh
sinh
tanh
[/quote]Constants
[quote]
pi
e
[/quote]
Just posting up concept art for my game :D
[img]http://media.moddb.com/images/games/1/13/12773/SpitterWatermark.jpg[/img]
[url]http://www.moddb.com/games/28-carrots-later/images/the-spitter[/url]
Concept art is cool but [URL="http://www.facepunch.com/"]Home[/URL] > [URL="http://www.facepunch.com/forumdisplay.php?f=3"]Facepunch[/URL] > [URL="http://www.facepunch.com/forumdisplay.php?f=228"]Hardware and Software[/URL] > [URL="http://www.facepunch.com/forumdisplay.php?f=240"]Programming[/URL]
Nothing wrong with that. Concept art is part of game design and as far as I'm concerned it's welcome here. (considering the majority of people are making games)
[QUOTE=iPope;22321981]Concept art is cool but [URL="http://www.facepunch.com/"]Home[/URL] > [URL="http://www.facepunch.com/forumdisplay.php?f=3"]Facepunch[/URL] > [URL="http://www.facepunch.com/forumdisplay.php?f=228"]Hardware and Software[/URL] > [URL="http://www.facepunch.com/forumdisplay.php?f=240"]Programming[/URL][/QUOTE]
I'm the game's programmer :D Just posting up what I was currently doing. Want me to post chunks of code related to the gameplay?
The loading time of [url=http://img9.imageshack.us/img9/5899/screenwmg.png]this map[/url] (except 30 times bigger) just went from 20 seconds to somewhere close to 1 second with a bit more efficient algorithm.
I'm trying to write a program that displays the growth, decline and collapse of historical empires over time, one that gives some kind of an idea of the relative timescales and what was going on in the rest of the ancient world.
Memory is a major constriction and problem here. I'm essentially dealing with a 3D map, with dimensions going several thousand units in each direction.
[QUOTE=Warrozo;22322316]I'm the game's programmer :D Just posting up what I was currently doing. Want me to post chunks of code related to the gameplay?[/QUOTE]
You can post stuff from your game, but stick to ingame screens rather than artwork.
[QUOTE=Clavus;22322493]You can post stuff from your game, but stick to ingame screens rather than artwork.[/QUOTE]
Sure :), ingame shot of 28 Carrots Later (Alpha stage so replacing models, UI and map soon)
[img]http://media.moddb.com/images/games/1/13/12773/Screenshot054.1.png[/img]
Nice. What tools / language / libraries are you using?
[QUOTE=RyanPridgeon;22322632]Nice. What tools / language / libraries are you using?[/QUOTE]
Its C#, NeoAxis Engine i'm using, currently using their stock models whilst my artists work on some new artwork for it.
Currently in a pretty basic state without any of the gameplay elements implemented but things are picking up :)
This was way to much work to prepare
[img]http://filesmelt.com/dl/feature_demo1c.gif[/img]
[QUOTE=ryandaniels;22323018]This was way to much work to prepare
[/QUOTE]
Im confused :P
Ah, yeah, this is just demonstrating that I've got separate viewports working in my project. Although I haven't really said anything about it yet, so it's also demonstrating the hex grid, and technically my system for dealing with user input.
ewww neoaxis, stay away
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