[QUOTE=HiredK;27901873]Alright but it's far from being a finished project so I'm not sure if it's gonna work for everyone. It's a release version so all the files are compressed in the data.zip archive. Inside the archive you will find a info.dat file that you can modify to fit your preference. By default it's set to 1680x1050 fullscreen and the AA is set to 8 (AA can go up to 16). Don't forget to update the archive if you modify the info.dat file.
[B]DOWNLOAD: [/B][U][url]http://www.megaupload.com/?d=V1J92GPJ[/url][/U][URL="http://www.megaupload.com/?d=6UZ3O9E6"][/URL][/QUOTE]
[img_thumb]http://imgur.com/wHiYo[/img_thumb]
:((
[QUOTE=Quark:;27903380][img_thumb]http://gyazo.com/4c7b922fb731a42962328c95bf388de0.png[/img_thumb]
:(([/QUOTE]
Try setting the resolution of your screen in the info.dat file located in the data.zip archive.
this part:
[code][video]
screen_width = 1680
screen_height = 1050[/code]
Ah, thanks! 8 FPS! :D
Super bowl related applications, GO!
starting to rewrite my raymarcher in c# using system.drawing. i'm probably going to avoid java/processing like the plague for things like this for now on.
[QUOTE=HiredK;27903432]Try setting the resolution of your screen in the info.dat file located in the data.zip archive.
this part:
[code][video]
screen_width = 1680
screen_height = 1050[/code][/QUOTE]
I set my resolution up and it still dies D:
[QUOTE=ZenX2;27904311]I set my resolution up and it still dies D:[/QUOTE]
Log?
[url]http://zenx2.pastebin.com/wdLR1AAe[/url]
At least, that's what I could find. (Windows 7, 64-bit)
I made a maze generator using the depth first search algorithm on Wikipedia. It was much easier than I thought it would be. I'm not going to share the code though because some of it makes no sense.
[code]
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X X X X X X
XXX X XXXXX X XXX XXX X XXXXXXXXX X XXX X
X X X X X X X X X X X X X X
X X XXX X X XXXXX XXX X X X X XXXXXXX X X
X X X X X X X X X X X X
X XXXXXXX XXX X XXX XXXXX X XXX X XXXXX X
X X X X X X X X X X
XXX XXX XXX X XXX X X X XXXXXXXXXXXXX X X
X X X X X X X X X X X X
X XXX XXX XXX X X XXX X XXXXX X XXX XXXXX
X X X X X X X X X X X X X
X X X X XXX X X XXXXXXXXXXX X XXX XXX X X
X X X X X X X X X X X X X X
X X XXXXXXX XXX X X XXXXX X X XXX X X X X
X X X X X X X X X X X X X
X XXXXX X XXX X X XXX X XXXXX X X XXX X X
X X X X X X X X X X X X
X X XXXXXXXXXXX XXXXXXX X X XXXXXXX XXX X
X X X X X X X X X
X XXX X XXXXX XXXXX XXXXXXX X XXXXXXX XXX
X X X X X X X X X X X
X X XXX XXXXX X X XXX XXX X XXXXX X XXX X
X X X X X X X X X X X X
X XXX X X XXXXXXX X XXX XXX X XXXXXXXXX X
X X X X X X X X X X X
X X XXX XXX XXX X X X XXXXXXXXX X XXXXXXX
X X X X X X X X X X X
X X XXXXXXXXX X X X X XXXXX X XXXXX X XXX
X X X X X X X X X X X X X X X
X X X XXX X X X XXX X XXX XXXXX X XXXXX X
X X X X X X X X X X X X
X X X X XXXXXXX X XXXXX X XXXXX X X XXX X
X X X X X X X X X X X X X
X XXX X X XXXXXXX XXX XXX X X XXXXXXX X X
X X X X X X X X X X X
XXX XXX X X XXXXXXX XXX XXX XXXXXXX XXX X
X X X X X X X X X X
X XXXXXXX XXXXXXXXXXX X X XXX X X XXX XXX
X X X X X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[/code]
What is it with people and generating things with search algorithms? A* and depth-first are algorithms for FINDING things, not making them. I feel like everything I know is crumbing around me, because this makes no sense.
Wow, this maze is incredibly easy. The divergent paths rarely continue for more than a few spaces.
[editline]6th February 2011[/editline]
[QUOTE=tobias104;27905611]What is it with people and generating things with search algorithms? A* and depth-first are algorithms for FINDING things, not making them. I feel like everything I know is crumbing around me, because this makes no sense.[/QUOTE]
Yeah, that is pretty funny. The other guy's thing that used A* was really just for finding paths between the rooms though, I think.
[editline]6th February 2011[/editline]
Oh, stack overflow error if I make it too big. I guess I could just record from which cell the current cell was accessed so it wouldn't need to be recursive.
[QUOTE=tobias104;27905611]What is it with people and generating things with search algorithms? A* and depth-first are algorithms for FINDING things, not making them. I feel like everything I know is crumbing around me, because this makes no sense.[/QUOTE]
For certain generation methods, a need to find something is key to making it. These search algorithms were designed to find something where you don't know how to get to them.
Also, using Depth-first search is a known [url=http://en.wikipedia.org/wiki/Maze_generation_algorithm#Depth-first_search]maze generation algorithm[/url].
There's also the case where the behavior of the algorithm in it's common use is what you want, for example, the Depth-first search with maze generation is almost exactly like the Depth-first search in pathfinding, however you don't have a goal or any initially closed coordinates (obstacles, etc.) as well as it randomly chooses one neighbor rather than all adjacent nodes.
[QUOTE=ZenX2;27905458][url]http://zenx2.pastebin.com/wdLR1AAe[/url]
At least, that's what I could find. (Windows 7, 64-bit)[/QUOTE]
Isn't there a cmd window showing up? It should be displaying a log.
[QUOTE=NorthernGate;27890372]That still looks really well made, and it seems like it's progressing very well.[/QUOTE]
It's like that because we spent September through the beginning of December coming up with the larger design and flow of the game and made sure we all understood it.
One thing we didn't have planned initially though was the Trigger system, that was something one of my friends came up with.
Basically, you have a trigger class that contains two references to other classes, one to a Cause class, the other to an Effect class. Both Cause and Effect are abstract, and need to be extended. All triggers are updated each frame, and updating a trigger also calls the Cause's update method, which is what is overridden. Depending on the outcome of the update method, a boolean will stay false or turn true. If it becomes true, the Trigger will fire a method from the Effect class that can do anything, based on what we tell an extended Effect to do.
[QUOTE=robmaister12;27906896]It's like that because we spent September through the beginning of December coming up with the larger design and flow of the game and made sure we all understood it.
One thing we didn't have planned initially though was the Trigger system, that was something one of my friends came up with.
Basically, you have a trigger class that contains two references to other classes, one to a Cause class, the other to an Effect class. Both Cause and Effect are abstract, and need to be extended. All triggers are updated each frame, and updating a trigger also calls the Cause's update method, which is what is overridden. Depending on the outcome of the update method, a boolean will stay false or turn true. If it becomes true, the Trigger will fire a method from the Effect class that can do anything, based on what we tell an extended Effect to do.[/QUOTE]
That's really respectable, I wish I could commit to a defined workflow and design plan like that, I don't have the attention span to come up with one on my own though. I'm also really interested in the trigger system, I've never been able to wrap my head around them, I always end up making mine too abstract and never managing to get them working right.
But yeah, I really look forward to seeing your team's project come together.
Finished the A* base. Now let's do a first compile and see how many syntax/logic errors I get.
27 errors, 5 notes and 1 warning :v:
Working on a top down shooter game engine, probably like some original GTA mock up, but with less grand theft auto and more horrible programming. But hey, worth a shot.
Pretty far into my grapher:
[IMG]http://i51.tinypic.com/2nlacsp.png[/IMG]
Takes functions in RPN. Click + Drag to move around the graph, you can go in any direction as far as a float will go.
[QUOTE=HiredK;27906638]Isn't there a cmd window showing up? It should be displaying a log.[/QUOTE]
I can't get to it, the program just gets a "Program Broken, click here to close", no way to get to the console.
[QUOTE=Jawalt;27907576]Pretty far into my grapher:
[img_thumb]http://i51.tinypic.com/2nlacsp.png[/img_thumb]
Takes functions in RPN. Click + Drag to move around the graph, you can go in any direction as far as a float will go.[/QUOTE]
Make sure to not add plugin support.
Hey guys, shameless advertising, but every now and then someone posts something asking questions like "Hey, would this be good for my game?", "What do you think about this idea", though those questions weren't always related to programming and were more towards how the user would experience the product.
I really like questions like those, but feel like it'd be better if they were in another thread, so I made one, hoping to allow more questions like those to come up as well as friendly discussion between those interested.
[b][url=http://www.facepunch.com/threads/1057500-Game-Design-and-Discussion]The Thread[/url][/b]
I hope you guys may find some use out of that kind of thread, as I see at as something with a good amount of potential.
[QUOTE=DevBug;27908138]Make sure to not add plugin support.[/QUOTE]
I vehemently oppose adding plugin support.
No, but really I plan to allow extensions once I find out how C# works better :P
[QUOTE=NorthernGate;27907149]That's really respectable, I wish I could commit to a defined workflow and design plan like that, I don't have the attention span to come up with one on my own though. I'm also really interested in the trigger system, I've never been able to wrap my head around them, I always end up making mine too abstract and never managing to get them working right.
But yeah, I really look forward to seeing your team's project come together.[/QUOTE]
Thanks, and I actually had a hard time restraining myself from hopping right into the coding. But I managed somehow.
It's also the first time I've been coding on a team, so I've been reading up on different software development patterns. In terms of scheduling, I've found it best to get more and more vague as the time I'm planning gets further away. I'll plan out detailed features for the next week or two, but set aside larger milestones for a month or two away, and general states the game should be in per meeting. I'm also trying to keep everyone on task when we work after school/on weekends, and trying to adhere to the schedules I make. Sometimes we'll do team programming and other times we'll just break off and work on a feature. My only worry is the very tight schedule...
Right now we're just a little bit ahead of my schedule, except I wanted XML parsing done by the end of this week, and the friend who I asked to do that just posted on my Facebook wall asking how a String can be cast to an integer, I think we're going to be a week behind on that...
oh, and our Trigger system is almost as abstract as you can make it, we just extend Causes and Effects, have them pass in specific Entities and check against those values every frame. We are considering open-sourcing our game at the end of the next school year, since we're going to be continuing development next year, using this same project as our independent project, so you can look at our exact implementation then. I could probably just post the skeleton code here though...
wrote the base of my raymarcher in c#. threw in some polar projection too.
[IMG]http://i.imgur.com/lLmF6.png[/IMG]
Hey,
I finally finished step-by-step instructions for limits. For example, here's a meaty problem:
[img]http://anyhub.net/file/1JWF-cool_limit.png[/img]
Unfortunately, the steps can be confusing sometimes. I still need to work on making them better.
Also, some constants (like infinity) seem to render very oddly. Need to fix that, too.
Oh my goodness. I just used a switch statement inside of a switch statement. I'm not sure how this will turn out.
[QUOTE=SamPerson123;27908853]Oh my goodness. I just used a switch statement inside of a switch statement. I'm not sure how this will turn out.[/QUOTE]
It should turn out fine.
so I was explaining to my friend how EGit merging works in Eclipse... the result?
he only deleted the markers that defined where blocks of unmerged code are. So now he has double of certain things and I'm trying to guide him blindly over facebook chat through all the errors that are generated when that happened.
The issue? He decided to ignore all the errors that showed up, complained that commiting wasn't working properly, then continued to write his XML parser, which hasn't been merged in over 3 weeks.
So now I'm copying bits of code over facebook chat to him, then asking him for the next error, and it seems like each error generates another one...
[editline]6th February 2011[/editline]
just told him to revert, going to try this again...
Now my maze generator can make mazes as big as an int. I ended up moving the switch statement outside of the other switch because I realized I needed to compare it to something else. It's a bit nicer now, but I'm sure there's a cleaner way to do it.
[code]
public void depthFirstGen(int X, int Y){
ArrayList<Integer> options;
int rand;
boolean finished = false;
while(!finished){
options = new ArrayList<Integer>();
maze[X][Y][0] = true;
if(X>0 && !maze[X-1][Y][0]){options.add(1);}
if(X<xSize-1 && !maze[X+1][Y][0]){options.add(2);}
if(Y>0 && !maze[X][Y-1][0]){options.add(3);}
if(Y<ySize-1 && !maze[X][Y+1][0]){options.add(4);}
if(options.size()>0){
rand = (int)(Math.random()*options.size());
switch(options.get(rand)){
case 1: maze[X][Y][1] = true; X--; dir[X][Y] = 2; break;
case 2: maze[X+1][Y][1] = true; X++; dir[X][Y] = 1; break;
case 3: maze[X][Y][2] = true; Y--; dir[X][Y] = 4; break;
case 4: maze[X][Y+1][2] = true; Y++; dir[X][Y] = 3; break;
}
}else{
switch(dir[X][Y]){
case 1: X--; break;
case 2: X++; break;
case 3: Y--; break;
case 4: Y++; break;
default: finished = true; break;
}
}
}
}
[/code]
[editline]6th February 2011[/editline]
This can do a 500x500 cell maze in half a second.
[editline]7th February 2011[/editline]
Got it down to .25 seconds by using the clear function instead of making a new ArrayList each time.
[QUOTE=robmaister12;27908312]Thanks, and I actually had a hard time restraining myself from hopping right into the coding. But I managed somehow.
It's also the first time I've been coding on a team, so I've been reading up on different software development patterns. In terms of scheduling, I've found it best to get more and more vague as the time I'm planning gets further away. I'll plan out detailed features for the next week or two, but set aside larger milestones for a month or two away, and general states the game should be in per meeting. I'm also trying to keep everyone on task when we work after school/on weekends, and trying to adhere to the schedules I make. Sometimes we'll do team programming and other times we'll just break off and work on a feature. My only worry is the very tight schedule...
Right now we're just a little bit ahead of my schedule, except I wanted XML parsing done by the end of this week, and the friend who I asked to do that just posted on my Facebook wall asking how a String can be cast to an integer, I think we're going to be a week behind on that...
oh, and our Trigger system is almost as abstract as you can make it, we just extend Causes and Effects, have them pass in specific Entities and check against those values every frame. We are considering open-sourcing our game at the end of the next school year, since we're going to be continuing development next year, using this same project as our independent project, so you can look at our exact implementation then. I could probably just post the skeleton code here though...[/QUOTE]
Whatever's most convenient for you and your team, though any sort of code would be helpful to someone like me.
I like the idea of that vagueness the further down your timeline is, I might adapt something like that if I can get into the groove of one of those task lists.
Sorry, you need to Log In to post a reply to this thread.