[QUOTE=Shrapnel :3;27875292]If you're good the uni will give you a scholarship, or if you come from low income house you can get bursaries.[/QUOTE]
Im an EU student so cant get any of the bursaries or anything, as for scholarships their usually not more than £600py
Not that im going to make that much from XBL but still
I'm getting £1500 per year from a Hull Uni scholarship.
[QUOTE=Shrapnel :3;27875575]I'm getting £1500 per year from a Hull Uni scholarship.[/QUOTE]
Did you have to apply for it by yourself?
BTW best take this to the Uni thread
[QUOTE=Azur;27870373]I think that's so people could add their own levels without worrying if there'd be too many to fit inside the array.[/QUOTE]
Why stop at 5000 then, make it [4294967295] (or don't use arrays, they're horrible)
[QUOTE=jA_cOp;27874446]With that attitude you'll keep writing shit code forever. You're supposed to get stuck when learning - that's what makes you better.[/QUOTE]
True, it is (very) important to not entrench yourself in a small programming skillset, I myself am prone to doing this. However, at what point do you stop researching how to do something, and actually do it? There will always be a better way to do something, and I'm not talking on a manageable, compartmentalized scale, I'm talking overarching design. If you are interesting on actually finishing something, I think that at a certain point you have no option but to take what you have, grit your teeth, and make it work.
Perhaps it would be best to divide ones projects into two categories; those for learning, and those for timely completion.
[QUOTE=shill le 2nd;27875956]Why stop at 5000 then, make it [4294967295] (or don't use arrays, they're horrible)[/QUOTE]
.. if you made an array of ints with size (2^32)-1, it would take up 4 bytes under 16 gigabytes of memory. Even more on a 64 bit system (assuming you use 64 bit integers then)
i imagine thats probably why he didnt
(arrays are quite nice if you understand them, which you dont *entirely* seem to)
OpenGL ES on the android is easy. I probably wrote 10-20 lines of code for this.
[img]http://anyhub.net/file/1IVT-pixcl_blob.png[/img]
[QUOTE=Icedshot;27876355].. if you made an array of ints with size (2^32)-1, it would take up 4 bytes under 16 gigabytes of memory. Even more on a 64 bit system (assuming you use 64 bit integers then)
i imagine thats probably why he didnt
(arrays are quite nice if you understand them, which you dont *entirely* seem to)[/QUOTE]
Did you make a Linux version of your game thing?
The one in your avatar
[QUOTE=DevBug;27876363]OpenGL ES on the android is easy. I probably wrote 10-20 lines of code for this.
[img_thumb]http://anyhub.net/file/1IVT-pixcl_blob.png[/img_thumb][/QUOTE]
yes! more blank project posts in waywo!
[QUOTE=Richy19;27876744]Did you make a Linux version of your game thing?
The one in your avatar[/QUOTE]
No i havent, im not even sure how to cross compile something using mingw from code blocks, ill have a look into it though
[QUOTE=Icedshot;27876355].. if you made an array of ints with size (2^32)-1, it would take up 4 bytes under 16 gigabytes of memory. Even more on a 64 bit system (assuming you use 64 bit integers then)
i imagine thats probably why he didnt
(arrays are quite nice if you understand them, which you dont *entirely* seem to)[/QUOTE]
bitch, my programs require 32 GB ram, if you don't got that, go home
[QUOTE=Icedshot;27876825]No i havent, im not even sure how to cross compile something using mingw from code blocks, ill have a look into it though[/QUOTE]
What was the link for the code repo?
Il give it a go at compiling it
[QUOTE=shill le 2nd;27876881]bitch, my programs require 32 GB ram, if you don't got that, go home[/QUOTE]
If you want to try and allocate 32GB of memory on the stack, have fun?
[editline]5th February 2011[/editline]
[QUOTE=Richy19;27876923]What was the link for the code repo?
Il give it a go at compiling it[/QUOTE]
its mercurial, at
[url]http://2dthingymajig.googlecode.com/hg[/url]
Things that will definitely cause issues
Winsock (though doesnt linux have a send, receive etc as well?)
Windows.h
and a call to SetWindowPos
Its halfway between trying to add in multiplayer, so the source is fairly awful :D
[QUOTE=shill le 2nd;27876881]bitch, my programs require 32 GB ram, if you don't got that, go home[/QUOTE]
Hi
[img]http://ahb.me/1IWs[/img]
"compress2 returns Z_OK if success, Z_MEM_ERROR if there was not enough memory, Z_BUF_ERROR if there was not enough room in the output buffer, Z_STREAM_ERROR if the level parameter is invalid."
Good thing I'm getting Z_STREAM_ERROR . :downs:
[QUOTE=Icedshot;27876355].. if you made an array of ints with size (2^32)-1, it would take up 4 bytes under 16 gigabytes of memory. Even more on a 64 bit system (assuming you use 64 bit integers then)
i imagine thats probably why he didnt
(arrays are quite nice if you understand them, which you dont *entirely* seem to)[/QUOTE]
Pretty sure he is talking about how it's an arbitrary number such as 5000, when it would make much more sense to use something like a vector that reallocates space as needed.
Jumping on the OpenGL bandwagon. Writing a simple, elegant, self-contained, not-in-your-face engine, mostly for personal use. OpenGL 3.0, no deprecated features, only dependencies are GLEW and ([b]temporarily[/b]) freeglut. Now it's time to write some meaningful shaders.
[img]http://i.imgur.com/Z7j5I.png[/img]
1186 lines of C++ just for a spinning teapot. :smithicide:
edit: added emphasis for people who can't read
[QUOTE=q3k;27878425]Jumping on the OpenGL bandwagon. Writing a simple, elegant, self-contained, not-in-your-face engine, mostly for personal use. OpenGL 3.0, no deprecated features, only dependencies are GLEW and (temporarily) freeglut. Now it's time to write some meaningful shaders.
[img_thumb]http://i.imgur.com/Z7j5I.png[/img_thumb]
1186 lines of C++ just for a spinning teapot. :smithicide:[/QUOTE]
Isn't GLUT is deprecated in some way? And why use GLEW? I'm guessing you only use about 6 functions and a couple of constants, just load them yourself :v:.
[QUOTE=q3k;27878425]Jumping on the OpenGL bandwagon. Writing a simple, elegant, [b]self-contained[/b], not-in-your-face engine, mostly for personal use. OpenGL 3.0, no deprecated features, only [b]dependencies are GLEW and (temporarily) freeglut[/b]. Now it's time to write some meaningful shaders.
[img_thumb]http://i.imgur.com/Z7j5I.png[/img_thumb]
1186 lines of C++ just for a spinning teapot. :smithicide:[/QUOTE]
As for the blank project, I was simply stating how the android is a nice platform.
[editline]5th February 2011[/editline]
Overv ninja'd me :ninja:
[editline]5th February 2011[/editline]
Really? Page king?
[QUOTE=DevBug;27878805]As for the blank project, I was simply stating how the android is a nice platform.
[editline]5th February 2011[/editline]
Overv ninja'd me :ninja:
[editline]5th February 2011[/editline]
Really? Page king?[/QUOTE]
Nobody in this thread cares about page kings
[QUOTE=Overv;27878803]Isn't GLUT is deprecated in some way? And why use GLEW? I'm guessing you only use about 6 functions and a couple of constants, just load them yourself :v:.[/QUOTE]
Well, it's only temporary. Once it's worth it I'll whip up some WinAPI and Linux code, wrap that shit up in #ifdefs and leave freeglut. I also intend on using a lot of fancy OpenGL features later on, hence GLEW.
Also, thank gods for glBindVertexArray.
[QUOTE=CarlBooth;27879053]Nobody in this thread cares about page kings[/QUOTE]
However, we do care when people make a fuss about it.
Ohhh, meta!
[QUOTE=Overv;27880332]I think I'm going to work some on OOGL tomorrow. How's the interface so far?
[cpp]
GL::Shader vertexShader( GL::ShaderType::Vertex );
GL::Shader fragmentShader( GL::ShaderType::Fragment );
vertexShader.Source( vertexShaderSource );
fragmentShader.Source( fragmentShaderSource );
try {
vertexShader.Compile();
fragmentShader.Compile();
} catch ( GL::ShaderCompileException& e ) {
std::cerr << "Shader compilation failed:" << std::endl << e.what();
return 1;
}
GL::Program program;
program.Attach( vertexShader );
program.Attach( fragmentShader );
program.BindAttribLocation( 0, "in_Position" );
program.BindAttribLocation( 1, "in_Color" );
try {
program.Link();
} catch ( GL::ProgramLinkException& e ) {
std::cerr << "Program linking failed" << std::endl << e.what();
return 1;
}
program.Use();
[/cpp][/QUOTE]
Have you considered overloading the constructors to allow for less "verbosity" (although it is less than usual already). i.e.,
[cpp]
GL::Shader fragment(GL::Shader::Fragment, fragmentShaderSource);
GL::Shader vertex(GL::Shader::Vertex, vertexShaderSource);
GL::Program program(vertex, fragment);
// Do BindAttribLocation stuff here or whatever
try { program.Link(); }
catch (GL::ShaderCompileException& e) { }
catch (GL::ProgramLinkException& e) { }
[/cpp]
With the Shader class declaration looking like
[cpp]
class Shader
{
public:
Shader(unsigned int type);
Shader(unsigned int type, const char* code, ...) // Who doesn't love a va_list
// Rest of your declaration as-is
};
[/cpp]
and the enum looking something like
[cpp]
namespace {
namespace Shader {
enum {
Fragment = Extensions::GL_FRAGMENT_SHADER,
Vertex = Extensions::GL_VERTEX_SHADER
};
}} /* namespace ::Shader */
[/cpp]
Or something to that effect. Anything that compresses the steps down into fewer ones but still allows people to choose when and where to perform an action.
A wild Ugly Diffuse Shader appears!
[img]http://i.imgur.com/r6kRS.png[/img]
I've just implemented zlib compression in my GNU Unifont compressed file format. I'm pretty proud of it.
The original file size for the GNU Unifont was 3.7MiB. My compressor gets it down to 800KiB.
[QUOTE=q3k;27881790]A wild Ugly Diffuse Shader appears!
[img_thumb]http://i.imgur.com/r6kRS.png[/img_thumb][/QUOTE]
Needs AA :/
[QUOTE=Frugle;27860829]I made my weapon generator dump some weapons into html file for fun. :v:
See here: [url]http://dl.dropbox.com/u/99834/WpnGen/wpnDump.html[/url][/QUOTE]
Do you rank words based on how good or bad they are? Like "Epic" being ranked high while "Rusty" is ranked low.
[QUOTE=Chandler;27881376]Have you considered overloading the constructors to allow for less "verbosity" (although it is less than usual already). i.e.,[/QUOTE]
Yes, that's exactly what I was planning to do. I just wanted to get something on the screen for now. I'm also still thinking about how high/low level it should be. I want to include loaders for textures and models from popular file formats, but on the other hand I want to maintain the special features OpenGL offers. Its goal is essentially simply to make OpenGL easier to use without a lot of external dependencies.
[media]http://www.youtube.com/watch?v=qDAZHQ4wgKk[/media]
As you can tell from my player sprite, I'm not a very good artist. Like, at all.
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