• What are you working on? v15
    5,001 replies, posted
[QUOTE=Cassel;28176191]How many points are you going for? That's project 2, right?[/QUOTE] Small world is it not? Yes, It's Project 2. Me and my co-worker are going for at least 30 points. So how are things working out for you?
Cool, I just got map loading from a char array :woop:
[QUOTE=Sakarias88;28176458]Small world is it not? Yes, It's Project 2. Me and my co-worker are going for at least 30 points. So how are things working out for you?[/QUOTE] Not too good. I missed a lot of the first course, so I have given up on everything except the theoretical parts.
[QUOTE=neos300;28174470]Acceleration is set to zero every tick. I got the air density from wikipedia so I'm pretty sure. [editline]20th February 2011[/editline] Alright, so far I've got: drag = .1 * (AIR_DENSITY * .0001) * (pow(phys.GetVel().y, 2) * 64*64) / 2; if(ceil(drag) != phys.GetWeight()) { phys.ApplyAccel(physVec2(0, phys.GetWeight() - drag)); cout << drag << " " << phys.GetWeight() << " " << phys.GetWeight() - drag << endl; } Which gives me a not so nice terminal velocity of ~18 [editline]20th February 2011[/editline] Alright, I got the terminal velocity to 8.7 by replacing .0001 with .0005, so that's a temporary solution. I'm going to take a look at the box 2d source code and see what they do for it.[/QUOTE] I meant acceleration in general, you said the velocity was changing; that's acceleration. [editline]20th February 2011[/editline] More simply; was drag acceleration increasing at all as the velocity increased?
[QUOTE=Overv;28176226]Maybe this will make translating and scaling a bit more clear: [img_thumb]http://gyazo.com/22700c9fb1ac2432102116bdd679a6b4.png[/img_thumb][/QUOTE] Ooooooooh... Can't believe I didn't understand that. I don't know why but I'm pretty sure I thought of that and discarded it for some reason. Well anyways, thanks for clearing it up.
Does anyone know of any opensource games/examples that use both SFML and Box2D? I really want to use both of them but i dont understand how to do it
[QUOTE=CarlBooth;28173797]What happened to that HTML event system logger you were making? Did you ever finish it?[/QUOTE] Do you mean my logging system? It's done, but I wouldn't really trust it for much. It was a C++ logging framework with templated output, which came with a rather nice HTML template which would use javascript to do filtering for you. I'm not even sure when it was finished, and I don't have the code if I'm at uni, but I think it's probably on my dropbox, if you want me to dig it out for you
[QUOTE=Richy19;28176832]Does anyone know of any opensource games/examples that use both SFML and Box2D? I really want to use both of them but i dont understand how to do it[/QUOTE] I haven't done much with the combination of them, but you can just set them both up separately, then in the the game loop update the box2d world, and then move a sprite accordingly to a box2d body. Something like [cpp] //set up sfml window here //set up box2d world and body here while (App.IsOpened()) { sf::Event Event; while (App.GetEvent(Event)) { if (Event.Type == sf::Event::Closed) App.Close(); } world.Step(timeStep, iterations); SFMLSprite.setPosition(box2dbody->getPosition()); SFMLSprite.setRotation(box2dbody->getAngle()); App.Clear(); App.draw(SFMLSprite); App.Display(); } [/cpp] (probably need to change/convert the position/angle a bit) Also here is a Bejeweld clone I'm working on [img]http://i.imgur.com/wMoQG.gif[/img]
[QUOTE=ZomBuster;28177435]I haven't done much with the combination of them, but you can just set them both up separately, then in the the game loop update the box2d world, and then move a sprite accordingly to a box2d body. Something like [cpp] //set up sfml window here //set up box2d world and body here while (App.IsOpened()) { sf::Event Event; while (App.GetEvent(Event)) { if (Event.Type == sf::Event::Closed) App.Close(); } world.Step(timeStep, iterations); SFMLSprite.setPosition(box2dbody->getPosition()); SFMLSprite.setRotation(box2dbody->getAngle()); App.Clear(); App.draw(SFMLSprite); App.Display(); } [/cpp] (probably need to change/convert the position/angle a bit) Also here is a Bejeweld clone I'm working on [img_thumb]http://i.imgur.com/wMoQG.gif[/img_thumb][/QUOTE] Wow, send me that, I'll finally be able to beat my friend at that damn game.
[QUOTE=ZomBuster;28177435]I haven't done much with the combination of them, but you can just set them both up separately, then in the the game loop update the box2d world, and then move a sprite accordingly to a box2d body. Something like [cpp] //set up sfml window here //set up box2d world and body here while (App.IsOpened()) { sf::Event Event; while (App.GetEvent(Event)) { if (Event.Type == sf::Event::Closed) App.Close(); } world.Step(timeStep, iterations); SFMLSprite.setPosition(box2dbody->getPosition()); SFMLSprite.setRotation(box2dbody->getAngle()); App.Clear(); App.draw(SFMLSprite); App.Display(); } [/cpp] (probably need to change/convert the position/angle a bit) Also here is a Bejeweld clone I'm working on [img_thumb]http://i.imgur.com/wMoQG.gif[/img_thumb][/QUOTE] Quick question: what do you use to record to .gif?
Collision detection on JAGMARLG is done :buddy: It was surprisingly easy. [editline]20th February 2011[/editline] Should I combine sprite layers and collision?
[QUOTE=BlkDucky;28177849]Quick question: what do you use to record to .gif?[/QUOTE] I just used FRAPS, then opened the avi with [url=http://www.virtualdub.org/]VirtualDub[/url], resize, then export->Animated Gif
[QUOTE=Sakarias88;28175524]Bloom. [img_thumb]http://img836.imageshack.us/img836/648/99682549.jpg[/img_thumb][/QUOTE] decreasing white point != bloom
For anyone who might be using my lightmap stuff, there is a few issues with it. For bump mapped faces there's 4 times as much luxel data, at the time I thought the styles[4] array had something to do with it. It turns out there's just 4 times as many luxels in the lump which is obvious but I was trying to access it if the styles array told me to. Lightmaps also need to be gamma corrected by 2.2 (I still need to find out if you need to gamma correct the other 3 lightmaps)
[img]http://img.meteornet.net/uploads/2jj5u4g8b/ss.PNG[/img] Progress is good - I have my networking mostly sorted now. We did a little test earlier. This video is kinda fucked because fraps does some seriously weird shit to my timing code while recording so the predicted position is often wrong (you can see me snapping about). I get about 100-130fps normally and there is no lag, which is pretty good considering I have a weak system and there is little optimisation. [hd]http://www.youtube.com/watch?v=Gu9iZEK4Tw4[/hd] The clients have no idea what a gun is. It's all done by the server. They're just told an "item" is being held by them. The server dispatches the effects etc (currently without prediction but it is possible). I currently have two items, a "gun" and a flare. The gun doesn't do anything but dispatch an effect over the network at the moment. I've done it like this to allow some neat scripting on the server in the future. Most of the network traffic is compressed and queued, too. I'm not sure how to do the map transfer when connecting - Should I have the server send the map? Should it tell the client where to download it? Should it stream it? There are images and other data embedded into the map file too. I think hosting the map on a web server would probably be best.
[QUOTE=deloc;28178509]decreasing white point != bloom[/QUOTE] But brighter == higher art quality and more realism :downs: which reminds me, Sakarias88, your post-processing needs more brown. it doesn't look realistic enough yet. In other, more serious news, I've been working on a level editor. 1.5 days work so far, copied over our entire entity structure and adapted the OpenGL ES 1.0 code to work with a GLControl / OpenGL 3.1 There's still a lot to do, a lot that's still just empty shells, and a lot that could be made to work a lot more intuitively. [img]http://i.imgur.com/8yGkr.png[/img] [editline]idk[/editline] top left: all the things contained in this specific level bottom left: propertygrid for the currently selected entity middle: GLControl top right: touch mode, view lets you drag a camera around the GLControl, select lets you select entities directly from the GLControl (not yet implemented), and World will bring up world properties in the propertygrid. bottom right: all the entities that you can drag into the GLControl to create a new instance of it
That's looking good, cat
-snip- ninja'd
[url= http://www.facepunch.com/threads/1044832-What-are-you-working-on-v15?p=27431147&viewfull=1#post27431147]First Screenshots Here[/url] Latest Screenshots: [media]http://i.imgur.com/VQKq0.png[/media] [media]http://i.imgur.com/d0BaX.png[/media] Are my maps interesting yet?
[QUOTE=Catdaemon;28178794][img_thumb]http://img.meteornet.net/uploads/2jj5u4g8b/ss.PNG[/img_thumb] Progress is good - I have my networking mostly sorted now. We did a little test earlier. This video is kinda fucked because fraps does some seriously weird shit to my timing code while recording so the predicted position is often wrong (you can see me snapping about). I get about 100-130fps normally and there is no lag, which is pretty good considering I have a weak system and there is little optimisation. [hd]http://www.youtube.com/watch?v=Gu9iZEK4Tw4[/hd] The clients have no idea what a gun is. It's all done by the server. They're just told an "item" is being held by them. The server dispatches the effects etc (currently without prediction but it is possible). I currently have two items, a "gun" and a flare. The gun doesn't do anything but dispatch an effect over the network at the moment. I've done it like this to allow some neat scripting on the server in the future. Most of the network traffic is compressed and queued, too. I'm not sure how to do the map transfer when connecting - Should I have the server send the map? Should it tell the client where to download it? Should it stream it? There are images and other data embedded into the map file too. I think hosting the map on a web server would probably be best.[/QUOTE] Should have the server send it, what if the website goes down? If the server is up, the map is guaranteed to be up as well.
[QUOTE=NorthernGate;28179019]Should have the server send it, what if the website goes down? If the server is up, the map is guaranteed to be up as well.[/QUOTE] Both, like source.
[QUOTE=Rohans;28179018][url= http://www.facepunch.com/threads/1044832-What-are-you-working-on-v15?p=27431147&viewfull=1#post27431147]First Screenshots Here[/url] Latest Screenshots: [media]http://i.imgur.com/VQKq0.png[/media] [media]http://i.imgur.com/d0BaX.png[/media] Are my maps interesting yet?[/QUOTE] Needs a lot more variety, I almost thought they were the same map at first. Though they look really nice.
Update to my previous post. Prior to working on this randomized world, I've been toying around with SFML on both animation and tilesets, and just generally learning how to use it. All I had to do was translate and integrate my Java prototype into C++ (which was a bit fun having to play with pointers, especially an array of pointers) My end result: [img]http://img140.imageshack.us/img140/1779/randomized.png[/img] I still think something's off with the tile generation though.
Looks nice Jaguar! To be honest I think you should change the grass texture, and when it comes into contact into water it turns to a sand/shore/clifface texture?
I found an island tileset on OpenGameArt and have been just playing with that. It's more of a placeholder than anything.
I'm not an amazing artist but I could help. [img]http://gyazo.com/74aeb0e18fcfd683726fa2745f42604c.png[/img] I think you should do something like that but with a more pixelated look. [editline]21st February 2011[/editline] ( to the shores ) [editline]21st February 2011[/editline] [img]http://gyazo.com/eaf1c14b518d0124e4af583508332e96.png[/img] alternatively [editline]21st February 2011[/editline] It would be a learning experience!
I got loading maps from strings done on JAGMARLG, a basic game is not too far ahead.
Thanks, but no thanks. Like I said, the island tileset was more of a placeholder since I don't have any real good tilesets yet. However, since the pixelated theme seems to be in, I might do something akin to that.
Note to self: Releasing spare cpu via delay() is a terrible idea in an intensive game. Strike off the biggest performance issue I was having :v:
[QUOTE=KillerJaguar;28181001]Thanks, but no thanks. Like I said, the island tileset was more of a placeholder since I don't have any real good tilesets yet. However, since the pixelated theme seems to be in, I might do something akin to that.[/QUOTE] I wasn't talking for the tileset, I was talking for a learning experience. What else can you do with a static island besides throw grass on it?
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