• What are you working on? v15
    5,001 replies, posted
[QUOTE=ZenX2;28065028]I'm planning on working on an FPS with some other people, what 3D engine do you guys recommend?[/QUOTE] Since you don't have $750,000 to use Source or Unreal with a license to sell on console or such, try Unity. Free for computer, $400 for iOS, $2000 something for Xbox, Ps3, etc.
[img]http://gyazo.com/4236670dd233468a6bb4013bbda87ad5.png[/img] Placeholder monsters. They spawn at random tiles (assuming they're floor tiles) and are only visible if they're inside your FOV. They aren't solid and don't move or attack yet, though.
[QUOTE=CrashSpyro;28146789]Since you don't have $750,000 to use Source or Unreal with a license to sell on console or such, try Unity. Free for computer, $400 for iOS, $2000 something for Xbox, Ps3, etc.[/QUOTE] Uh, why not the Unreal Engine 3? Read the UDK licensing ;-)
Is there a way to avoid this kind of code? [cpp] /**************************************** * * * Menu Adders (ANSI) * * * ****************************************/ Menu* Menu::AddMenuA( char* Name ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuA( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuA( char* Name, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuA( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuA( char* Name, Bragi::Classes::Bitmap* Bmp ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuA( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } Menu* Menu::AddMenuA( char* Name, Bragi::Classes::Bitmap* Bmp, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuA( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } /**************************************** * * * Menu Adders (UNICODE) * * * ****************************************/ Menu* Menu::AddMenuW( wchar_t* Name ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuW( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuW( wchar_t* Name, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuW( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuW( wchar_t* Name, Bragi::Classes::Bitmap* Bmp ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuW( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } Menu* Menu::AddMenuW( wchar_t* Name, Bragi::Classes::Bitmap* Bmp, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuW( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } [/cpp]
It's also free to make a game yourself. Remember when people used to make games instead of buying other peoples work?
[QUOTE=TheBoff;28144246]Actually, drag is proportional to a constant dependent on the shape of the object (which is a bit sort of shit, I know: I think you have to calculate it numerically using a computer), the area of the shape which is facing into direction of travel (hence fat people have more drag than thin people) and the square of the velocity.[/QUOTE] It's directly proportional for low velocities (no turbulence), proportional to the square of the velocity for higher velocities and something completely different AFAIK when you approach the speed of sound
[QUOTE=layla;28146915]It's also free to make a game yourself. Remember when people used to make games instead of buying other peoples work?[/QUOTE] Unreal Engine is hardly 'not making your own game'. It supplies you with a lot of shit you'd probably write the same way or worse anyway, and all the logic and features of the game are up to you, it doesn't hold your hand.
Sure, no doubt you can make a fun game, look at Monday Night Combat. But as a programmer, I think It takes away most of the fun.
[QUOTE=Vbits;28144711][media]http://dl.dropbox.com/u/2014606/noise_raw.png[/media] Media'd due to 4.3MB file size The image you saw had different 2 blurs applied The first one still has one.[/QUOTE] It looks a bit like dark denim now, which imo, is a lot better than the previous "paper-like" texture. Oh and media tagged images are still downloaded even if the member does not click on the "View Image" box.
[QUOTE=Dr Magnusson;28146905]Is there a way to avoid this kind of code? [cpp] /**************************************** * * * Menu Adders (ANSI) * * * ****************************************/ Menu* Menu::AddMenuA( char* Name ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuA( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuA( char* Name, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuA( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuA( char* Name, Bragi::Classes::Bitmap* Bmp ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuA( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } Menu* Menu::AddMenuA( char* Name, Bragi::Classes::Bitmap* Bmp, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuA( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } /**************************************** * * * Menu Adders (UNICODE) * * * ****************************************/ Menu* Menu::AddMenuW( wchar_t* Name ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuW( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuW( wchar_t* Name, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuW( _Handle, MF_STRING | MF_POPUP, (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } Menu* Menu::AddMenuW( wchar_t* Name, Bragi::Classes::Bitmap* Bmp ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( NULL ); AppendMenuW( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } Menu* Menu::AddMenuW( wchar_t* Name, Bragi::Classes::Bitmap* Bmp, DWORD Style ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenuW( _Handle, MF_STRING | MF_POPUP | MF_CHECKED, (UINT)NewMenu->GetHandle(), Name ); NewMenu->SetImage( Bmp ); return NewMenu; } [/cpp][/QUOTE] [cpp]template< typename CharType > Menu* Menu::AddMenu( CharType* Name, DWORD Style = NULL ) { return AddMenu< CharType >( Name, Style, false ); } template< typename CharType > Menu* Menu::AddMenu( CharType* Name, Bragi::Classes::Bitmap* Bmp, DWORD Style = NULL ) { Menu *NewMenu = AddMenu< CharType >( Name, Style, true ); NewMenu->SetImage( Bmp ); return NewMenu; } //private: template< typename CharType > Menu* Menu::AddMenu( CharType* Name, DWORD Style, const bool Checked ) { Menu* NewMenu = new Menu( this ); NewMenu->SetStyle( Style ); AppendMenu< CharType >( _Handle, MF_STRING | MF_POPUP | ( Checked ? MF_CHECKED : 0 ), (UINT)NewMenu->GetHandle(), Name ); return NewMenu; } //also takes arguments to avoid confusing error-messages template< typename CharType > void Menu::AppendMenu( Args... ) { static_assert( false, "Invalid CharType" ); } template<> void Menu::AppendMenu< char >( Args... ) { AppendMenuA( Args... ); } template<> void Menu::AppendMenu< wchar_t >( Args... ) { AppendMenuW( Args... ); }[/cpp] Also think about what arguments can be marked const.
[img]http://i.cubeupload.com/mQFwcK.png[/img] you can't be serious
[QUOTE=RyanDv3;28147519][img_thumb]http://i.cubeupload.com/mQFwcK.png[/img_thumb] you can't be serious[/QUOTE] Geel gets rated dumb because it's geel, to be honest. I never really got the whole geel hate thing anyway.
[QUOTE=BlkDucky;28147604]Geel gets rated dumb because it's geel, to be honest. I never really got the whole geel hate thing anyway.[/QUOTE] Occasionally geel overreacts, and says slightly stupid things so everyone jumps on and rates him dumb.
What do you think to my App Idea? You are given a random Movie, and from there you can rate it +1, -1 or 0 (if you haven't seen it) in effect getting a large list of films people actually like. From here you can ask the app to suggest you a movie and it will pick one from the top 100.
Construct the suggestion list based on what others that have liked what you have liked have liked. [editline]19th February 2011[/editline] If you just want the top rated films you can look up IMDB's stats or something. I think something that functions like StumbleUpon would work better.
[QUOTE=BlkDucky;28147604]Geel gets rated dumb because it's geel, to be honest. I never really got the whole geel hate thing anyway.[/QUOTE] I don't think its that we have a problem with geel as such, its just that many of us wish he engaged his brain more often before clicking reply.
MovieMash.
[QUOTE=CarlBooth;28148903]I don't think its that we have a problem with geel as such, its just that many of us wish he engaged his brain more often before clicking reply.[/QUOTE] ...aaaand because it's a fad just as much as efeX's sexuality.
Speaking of fads, do we have a current one? :v: Edit: Besides the geel thing, o' course.
[QUOTE=BlkDucky;28149180]Speaking of fads, do we have a current one? :v: Edit: Besides the geel thing, o' course.[/QUOTE] Text adventures! Just so I can learn things. :saddowns:
I thought it was calculators?
[QUOTE=BlkDucky;28149180]Speaking of fads, do we have a current one? :v: Edit: Besides the geel thing, o' course.[/QUOTE] 3D or rogue like games
[QUOTE=BlkDucky;28149180]Speaking of fads, do we have a current one? :v: Edit: Besides the geel thing, o' course.[/QUOTE] I thought we were on stuff made with A*?
[QUOTE=Nigey Nige;28149398]Text adventures! Just so I can learn things. :saddowns:[/QUOTE] Why don't you just make one? You don't need it to be a fad :3:
Working on some shaders again. Working on a water fog shader. The water gets more murky the deeper it is and it gets less murky if you are closer to the surface. [img]http://img403.imageshack.us/img403/9825/39521511.jpg[/img] I also managed to transform the water shader into a plastic blow-up tent shader. [img]http://img827.imageshack.us/img827/3443/plastic.jpg[/img]
That looks really nice.
[QUOTE=Icedshot;28147646]Occasionally geel overreacts, and says slightly stupid things so everyone jumps on and rates him dumb.[/QUOTE]And him fucking swearing every fucking second to show how fucking mature he is doesn't fucking help either, fuck.
[img]http://puu.sh/ZUj[/img] Made a static class for simple drawing instructions. I made them as easy as possible.
[QUOTE=RyanDv3;28147519][img_thumb]http://i.cubeupload.com/mQFwcK.png[/img_thumb] you can't be serious[/QUOTE] thank you once again RyanDv3 for another fantastic worthwhile post.
[QUOTE=deloc;28150160]thank you once again RyanDv3 for another fantastic worthwhile post.[/QUOTE] :irony: [editline]19th February 2011[/editline] Got some basic combat going. Still don't have any text output on the actual screen, but, eh. :effort: [media]http://gyazo.com/b589587f7545bf522e8e115e372f21de.png[/media]
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