[QUOTE=Dlaor-guy;28129432]
Also, the physics engine doesn't allow meshes with more than 8 vertices, which is bullshit.[/QUOTE]
Blame Box2D.
[QUOTE=thelinx;28129332]Do you [u]need[/u] 3D? If not, I'd say LÖVE.[/QUOTE]
Seconded. It's so, so easy to make a game with.
[QUOTE=Darwin226;28129440]SFML and C#?[/QUOTE]
I'm not sure but wasn't the SFML.NET binding a complete bunch of crap?
[QUOTE=Nigey Nige;28129271]Learning Python, working on a simple text adventure game: [url]http://codepad.org/wyLmdFVd[/url]
I'm herping hard enough to derp here, anyone got advice on how to set this out?[/QUOTE]
[code]speed = "No size yet."[/code]
:raise:
Edit: Waste of a 1500th post right there. :v:
What? It's a .NET equivalent of the C++ version as far as I know.
[QUOTE=Dlaor-guy;28129467]I'm not sure but wasn't the SFML.NET binding a complete bunch of crap?[/QUOTE]
It's working great for me. A few minor issues like it throws random error messages when your program closes in debug mode, but since your players will never play in debug mode...
[QUOTE=Dlaor-guy;28129312]I'm having a hard time to choosing what language/library to make a game with/in.
[list]
[*]LÖVE, Lua: Very nice & easy language and framework but no 3d nor drawing textured polygons;
[*]OpenTK, C#: Nice & easy language and framework but no TrueType text drawing;
[*]XNA, C#: Nice & easy language but clumsy polygon drawing and clumsy SpriteBatch bullshit;
[*]SFML, C++: Framework has everything I need but C++ is just too hard for me right now;
[*]Game Maker: Extremely easy but not a powerful framework and also laggy + Windows only;
[*]Processing: Easy language but it's very tough to make a complete game with it.
[/list]
Any help here?[/QUOTE]
[QUOTE=Darwin226;28129440]SFML and C#?[/QUOTE]
Yes, this! SFML.NET. Use the SVN version.
[editline]18th February 2011[/editline]
[QUOTE=Dlaor-guy;28129467]I'm not sure but wasn't the SFML.NET binding a complete bunch of crap?[/QUOTE]
Oh I should refresh more. The SVN version (2.0) is great. The only problem, like mentionned before me, is it crashes when you close it in Visual Studio Debug mode, which isn't an issue at all. I just do something like this on close:
[code]
if (Debugger.IsAttached)
Application.Exit();
[/code]
Had a go at a skybox, its a bit crap but mehh
[img]http://img843.imageshack.us/img843/4549/86679835.png[/img]
[QUOTE=Richy19;28130225]Had a go at a skybox, its a bit crap but mehh[/QUOTE]
a crappy... cube?
[QUOTE=Xeon06;28130156]Yes, this! SFML.NET. Use the SVN version.
[/QUOTE]
Can't agree more at the moment for C Sharp. It's very easy to use and you'll see productivity quickly.
[QUOTE=Nigey Nige;28129271]Learning Python, working on a simple text adventure game: [url]http://codepad.org/wyLmdFVd[/url]
I'm herping hard enough to derp here, anyone got advice on how to set this out?[/QUOTE]
Why are you creating a class inside a function? It isn't neccesary, just define the class externally. In createCharacter you will want to use a dictionary that works like so:
[code]
classes = {
0:{"description":"Awesome", "age":0, "speed":100, "strength":4, "alignment":"evil}
}
[/code]
Also make player derive from creature, so that you can add the fighting mechanic to creature for example and custom mechanics for player. You can then use the above dict to set they various variables in the player class.
[IMG]http://i.cubeupload.com/aGraBW.png[/IMG]
It's a LÖVE-version of the [URL="http://en.wikipedia.org/wiki/Prisoner%27s_dilemma#Iterated_prisoners_dilemma_experiments"]Iterated Prisoner's Dilemma.[/URL]
A number of strategies are put in a pool, and pitted against every other in the pool. Number of offspring is decided by the amount of points a strategy got the last round.
The number at the top is the generation, other numbers specify the number of offspring in that generation.
This was inspired by Richard Dawkin's book "The Selfish Gene", who was in turn inspired by Robert Axelrod's experiments.
[QUOTE=Mr_Razzums;28123200]I made my first program in problem in C++ yesterday in my 'solving problems with computer application I' class. Am I a programming king yet
[code]#include <iostream>
using namespace std;
//
int main()
{
//Declaring variables
float ticketA,
ticketB,
ticketC,
ticketAprofit,
ticketBprofit,
ticketCprofit,
totalprofit;
//
float ticketAprice = 15.50,
ticketBprice = 12.75,
ticketCprice = 9.25;
//Promt for user to get input
cout << "Please enter the tickets sold for Ticket A";
cin >> ticketA;
//
cout << "Please enter the tickets sold for Ticket B";
cin >> ticketB;
//
cout << "Please enter the tickets sold for Ticket C";
cin >> ticketC;
//
//Performing calculations
ticketAprofit = (ticketAprice * ticketA);
ticketBprofit = (ticketBprice * ticketB);
ticketCprofit = (ticketCprice * ticketC);
totalprofit = (ticketAprofit + ticketBprofit + ticketCprofit);
//Output results
cout << "The total amount made is $" << totalprofit << ".";
//End the program
return 0;
}
[/code][/QUOTE]
Making a 'Ticket' class instead of 3 sets of duplicated variables would make you a programming king.
Nevermind about that, how would I work on collisions? I can already tell if a collision has happened, but how do I scale back on those collisions?
[QUOTE=iPope;28132070]Why are you creating a class inside a function? It isn't neccesary, just define the class externally. In createCharacter you will want to use a dictionary that works like so:
[code]
classes = {
0:{"description":"Awesome", "age":0, "speed":100, "strength":4, "alignment":"evil}
}
[/code]
Also make player derive from creature, so that you can add the fighting mechanic to creature for example and custom mechanics for player. You can then use the above dict to set they various variables in the player class.[/QUOTE]
Thanks! Should I have my classes in a separate file, then?
(That's programming classes, not character classes)
wait what am I doing
I'm gonna go plan it out on paper then come back
Hey, if you are applying a force to a physics body, should you apply it once and let friction/gravity slow it down(should you have it degrade by .5 or so every frame?) or constantly add it to the velocity every frame?
[QUOTE=neos300;28133530]Hey, if you are applying a force to a physics body, should you apply it once and let friction/gravity slow it down(should you have it degrade by .5 or so every frame?) or constantly add it to the velocity every frame?[/QUOTE]
I'm assuming you should just apply force for the actual duration of the application of said force and then let friction slow it down; Gravity should only add negative z (or y) movement.
[QUOTE=esalaka;28133578]I'm assuming you should just apply force for the actual duration of the application of said force and then let friction slow it down; Gravity should only add negative z (or y) movement.[/QUOTE]
But I don't really know how long I want the force to be, is it a good idea to keep applying it and then degrade it by .5 or so every frame? (AKA air resistance)
Air resistance is a [i]force[/i] that causes [i]acceleration[/i] that decreases an object's [i]velocity[/i] (relative to air).
[editline]19th February 2011[/editline]
Here's a simple particle struct:
[code]public Vector position;
public Vector velocity;
public Vector acceleration;
public double mass;
public void Tick(double time)
{
velocity += time * acceleration;
position += time * velocity;
acceleration.Zero();
}
public void ApplyForce(Vector force) // Useful for springs, air resistance, gravity, soft collisions...
{
acceleration += force / mass;
}
public void ApplyAcceleration(Vector a) // Useful for gravity and optimizations
{
acceleration += a;
}
public void ApplyImpulse(Vector i) // Possibly useful for particle-particle collisions
{
velocity += i / mass;
}
[/code]
[editline]19th February 2011[/editline]
Acceleration is zeroed every tick. You're supposed to stack forces for the particles during the tick: apply gravity, air resistance based on velocity, collision response forces + friction etc.
I found my glasses after a whole year of them missing.
I never knew what stuff looked like. Things are so clear, and sharp. I never would of thought things looked...
Yeah...fuck, my code looks like shit.
I am short sighted but have no glasses and my code looks shittier.
I just found my glasses too. Turns out I've been writing VB all this time.
I found my glasses too. Turns out someone stole my PC :/
[QUOTE=Darwin226;28135441]I found my glasses too. Turns out someone stole my PC :/[/QUOTE]
You killed it.
Completely...
Sooooo... ignoring my pathetic attempt at humor:
Got textures to work in my wrapper thing along with saving and loading shapes to and from a binary format file.
[img]http://i54.tinypic.com/s6hpg0.png[/img]
This is the code that generates is (the matrices are completely done so rotating, scaling, translating or anything like that is very easy to do)
[csharp] Firefly.Window.ClearColor = System.Drawing.Color.CornflowerBlue;
Texture textTexture = new Texture( "texturesWork.png" );
TexturedPolygon testShape = new TexturedPolygon();
testShape.Texture = textTexture;
//testShape.FilledPolygons.AddLast( new Polygon( true,
// 0, 0, 0, 0,
// 256, 0, 1, 0,
// 256, 256, 1, 1,
// 0, 256, 0, 1
// ) );
//testShape.SetPolygons();
//testShape.SaveToFile( "Test.txt" );
testShape.LoadFromFile( "Test.txt" );
Firefly.RenderList.AddLast( testShape );[/csharp]
[QUOTE=ThePuska;28134510]Air resistance is a [i]force[/i] that causes [i]acceleration[/i] that decreases an object's [i]velocity[/i] (relative to air).
[editline]19th February 2011[/editline]
Here's a simple particle struct:
[code]public Vector position;
public Vector velocity;
public Vector acceleration;
public double mass;
public void Tick(double time)
{
velocity += time * acceleration;
position += time * velocity;
acceleration.Zero();
}
public void ApplyForce(Vector force) // Useful for springs, air resistance, gravity, soft collisions...
{
acceleration += force / mass;
}
public void ApplyAcceleration(Vector a) // Useful for gravity and optimizations
{
acceleration += a;
}
public void ApplyImpulse(Vector i) // Possibly useful for particle-particle collisions
{
velocity += i / mass;
}
[/code]
[editline]19th February 2011[/editline]
Acceleration is zeroed every tick. You're supposed to stack forces for the particles during the tick: apply gravity, air resistance based on velocity, collision response forces + friction etc.[/QUOTE]
Can you define what time would be? Ex. 1, 100, 1.0005, etc.
[editline]18th February 2011[/editline]
Why is layla rating me funny?
I think he means frame time.
It's to keep things happening at the same speed regardless of framerate.
[QUOTE=Irtimid;28135929]I think he means frame time.
It's to keep things happening at the same speed regardless of framerate.[/QUOTE]
So the time since the last frame?
Clever girl.
[QUOTE=layla;28136006]Clever girl.[/QUOTE]
What
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