Damn, was a new Random for each class, so it must have been using the same seed and then giving me the same numbers, made it a static Random and now it's all good.
Thanks for the replies.
[QUOTE=Richy19;27244547]I think its that mythical time of the day that only few of us from the WAYWO have heard of.
Thats right its content time :D
[media]http://www.youtube.com/watch?v=f8Zyibm8Szg[/media][/QUOTE]
Looks awesome, you should make it dim to night instead of instantly :v:
Also I was thinking, how come the world is seen from 2d with perspective (you can see the walls front, not only the top), but the character is from topdown? (just a thought)
[QUOTE=sLysdal;27244900]Looks awesome, you should make it dim to night instead of instantly :v:
Also I was thinking, how come the world is seen from 2d with perspective (you can see the walls front, not only the top), but the character is from topdown? (just a thought)[/QUOTE]
It was the only spritesheet i could find :v:
[QUOTE=Richy19;27245084]It was the only spritesheet i could find :v:[/QUOTE]
Okay then :b I guess its okay, doesn't really ruin the game.
Anyways I like what I see :v:
I've not been in the mood for complex coding today so here's more time-killing stuff. I added a new thing to my library:
[img]https://dl.dropbox.com/u/286964/netcraft/console.png[/img]
I work in a school and one of my colleagues had been asked to make a program which would pick a student at random and then if they had 100% attendance for the week they get a prize. He made the app and used a transparent form to show a web page behind the form with some javascript fireworks which went off when the student was chosen. We tested it this morning on the machine it was going on and the fireworks ran like ass so I've made an XNA app with some fireworks, now I just need to port his student picking code into C# from VB and put it in and it's all done.
Unfortunately the screen shot I got had some rather drearily coloured fireworks on it:
[img]http://img713.imageshack.us/img713/9848/fireworksu.png[/img]
Just hoping that it will run at a decent framerate :ohdear:
Now that the Facepunch API is finally up, I started making plans for an Android client. Should I go for a custom style, like the Twitter application?
[QUOTE=Overv;27246584]Now that the Facepunch API is finally up, I started making plans for an Android client. Should I go for a custom style, like the Twitter application?[/QUOTE]
Twitter.
I just tried graphing my variance formula for generating stats (x + random(-(x / 4), x / 4) in pseudocode), and I noticed that it tends to give less low numbers than high numbers. Sadly, because of rounding, there less opportunity for variance with low base numbers.
Spent the last few hours making the interpreter. It's quite cool, cause if it hits a dead end, it just stops, and I'll just write that bit for it.
This is now valid Bragi code:
[code]
This = 10
print( 3.14 + 2 + This )
[/code]
(It's 15.14 if anyone is curious)
It only supports numbers at the moment, but implementing other types is just a matter of adding it to the compiler.
[QUOTE=Dr Magnusson;27246842]Spent the last few hours making the interpreter. It's quite cool, cause if it hits a dead end, it just stops, and I'll just write that bit for it.
This is now valid Bragi code:
[code]
This = 10
print( 3.14 + 2 + This )
[/code]
(It's 15.14 if anyone is curious)
It only supports numbers at the moment, but implementing other types is just a matter of adding it to the compiler.[/QUOTE]
Make it compile into Kari :v:
Dont know if its because i have just finished watching tron, but i feel the sudden urge to create a virtual environment where the inhabitants can live, reproduce, die...
Im thinking EnviroSYS
Never really liked HLSW, always felt it was just too bloated and always wanted something that was simple and straight forward for source servers. This is my first real project I have attempted in C# and it is great to learn on. The console part is working so far, once I get all the bugs out I plan to recode it because I have thrown this together for a test.
First content ever :D
[img]http://img.darkflaw.com/shane/1294363796.png[/img]
[QUOTE=Richy19;27244547]I think its that mythical time of the day that only few of us from the WAYWO have heard of.
Thats right its content time :D
[media]http://www.youtube.com/watch?v=f8Zyibm8Szg[/media][/QUOTE]
You seem to learn very fast, did you code the "particle system" yourself and all that stuff?
[QUOTE=Combino;27236450]Cool, have fun getting rooted by the next zero day that hits whatever browser you use. UAC keeps you safe from this kind of thing.[/QUOTE]
Sorry for bringing this up again, but I'm just wondering if there's any proof of UAC protecting against drive-by's, because I haven't heard a thing about that?
I just turned off UAC right after I got Vista x64 and never regretted it. It was awfully annoying in Vista, but very easily turned off. SuperFetch never bothered me, but 7 does start up and shut down much faster, not only due to SuperFetch improvements.
That's about it for the differences. Both are very good and people were/are complaining about aesthetical and default configuration differences and new features, instead of focusing on the important security improvements. Then suddenly 7 is being worshipped and it's nothing, but Vista with a few not [i]that[/i] major updates. Utterly irrational.
In other news, my MX518 mouse scroll wheel broke after over 5 years of heavy usage. It still sounds and feels like it's alright, but it misses a lot of turns. I looked for a new mouse and I'm disappointed, because it seems like nothing has changed in 5 years, they've only added useless crap like weights and profiles for games. I'm interested in Logitech G500, for the dual-mode scroll wheel, but it only comes with a 1 year warranty and the scroll wheel is what broke first on this one, so I'm thinking I'm just going to buy another MX518, which STILL costs 35€ and is the top-seller mouse in the same online store.
But, before I go buy a new mouse I've decided to write a program for keeping statistics of mouse presses and cursor movement. I want to keep track of the physical distance my cursor travels across the screen, so I spent like 5 hours today digging around trying to find a way to get an accurate display monitor DPI reading using the Windows API, and this has gotten me absolutely NOWHERE. Apparently, there's no way to do this apart from using [URL=http://en.wikipedia.org/wiki/Extended_display_identification_data]EDID[/URL]/[URL=http://en.wikipedia.org/wiki/Display_Data_Channel]DDC[/URL], which also seems to be unreliable and hacky, because not all monitors support this. I'm probably just going to let the user input the DPI or dot pitch or screen diagonal or something else for each monitor. Maybe let it use the Windows supplied DPI by default (which is about always 96). It'll be fun to see how many times if any my mouse has travelled around the earth when it breaks again. Assuming I can make this work reliably enough.
Now that my dad has given me his monitor that he had in his trunk for three years, I feel a need to work on a project so complex that I need to make use of both screens.
[QUOTE=ZenX2;27227773]
How should I handle saving and messages?
Currently, messages pop up at the bottom screen, and don't take kindly to other messages trying to been seen at the same time, and I was thinking of having them scroll up the main screen.
As for saving, I have nothing so far. If it means anything, all entities (the walls, npcs, players) are all stored in a table.[/QUOTE]
5 pages have gone by, and I would really like some input.
[QUOTE=Spoco;27248257]Sorry for bringing this up again, but I'm just wondering if there's any proof of UAC protecting against drive-by's, because I haven't heard a thing about that?[/QUOTE]
It won't do a thing against drive-bys and other exploits, but it will stop them wreaking havoc with the entire system.
[QUOTE=SamPerson123;27248345]Now that my dad has given me his monitor that he had in his trunk for three years, I feel a need to work on a project so complex that I need to make use of both screens.[/QUOTE]
Code two projects at the same time.
Just a small update on my garbage collector: It runs now! AND it doesn't segfault! All I need to do is make sure the collector actually, you know, RUNS. One step closer to simple memory management in C++ :v:
My only concerns right now though, are the fact that I use a single delete queue. This queue cannot obviously be written to, and if this were a window only library this wouldn't be a problem (You can use the new conditon variable with the SRW locks, which were introduced at the same time). However POSIX does not do this, and instead requires a normal mutex, which means that for cross platform reasons, I need to use a mutex with the windows condition variable. So the actual collection results in a stop the world scenario, though you can allocate as much as you'd like in the main thread.
I guess a possible solution to this, would be to change the current delete queue to a "to free queue", and when the collector is signaled, it'll pop everything off, then place those in a small static array which is then run through and deallocated, and it'll do this every 20 or so objects, or something like that. I'm not entirely sure right now.
On the (very) bright side, I've also learned a great deal about the C++ allocator implementations. Knowing the C++ STL is great, but knowing the "standard" portions that aren't normally used is even better I think. :)
Ok now I got myself a nice little particle system too, at least basic emitters with these settings:
[IMG]http://img203.imageshack.us/img203/773/ss20110107035815.png[/IMG]
[hd][URL="http://youtube.com/watch?v=6cvLhSDYzcg&hd=1"]http://youtube.com/watch?v=6cvLhSDYzcg[/URL][/hd] [URL="http://youtube.com/watch?v=6cvLhSDYzcg&hd=1"][/URL]
[QUOTE=s0ul0r;27248106]You seem to learn very fast, did you code the "particle system" yourself and all that stuff?[/QUOTE]
Yep its all done by me (well all the programming is, art is from the internetz)
I took a couple things from my old space game thing, but its mainly all recoded and new
BTW nice to see your spaceship game is back :D
just finished this so il upload a fast video for you to see
Basic weapons selection HUD currently has a bug which doesnt make it disappear after you have selected something but i will tackle that in the morning.
I also am going to make it fade in and out.
[media]http://www.youtube.com/watch?v=i2keIVQdqn8[/media]
Ahh crap forgot to include the new night transition, basically now it fades to night time/ day time instead of just switching
I have no gameplay ideas for my "game" :D
That's basically why it's not coming along so well.
Maybe weapons would be a good start oO
[editline]7th January 2011[/editline]
When everything is nice and managed, stuff like projectiles aren't really hard :D
[img]http://img411.imageshack.us/img411/5848/ss20110107044051.jpg[/img]
[QUOTE=Spoco;27248257]I'm interested in Logitech G500, for the dual-mode scroll wheel[/QUOTE]
FWIW, I have an MX1000, which has that same dual-mode wheel, and I don't really like it that much. Even in click-to-click mode, it's "looser" than a conventional scroll wheel, so it's easy to accidentally scroll more steps than you intended, or to scroll while middle-clicking.
[QUOTE=Wyzard;27251054]FWIW, I have an MX1000, which has that same dual-mode wheel, and I don't really like it that much. Even in click-to-click mode, it's "looser" than a conventional scroll wheel, so it's easy to accidentally scroll more steps than you intended, or to scroll while middle-clicking.[/QUOTE]
I actually really like the dual scrolling feature of my G500, I usually just free scroll for everything except games. It's a lot different coming from a standard mouse with a regular scroll wheel, but after getting used to it, it's actually really nice.
[img]http://ahb.me/1o96[/img]
[editline]7th January 2011[/editline]
:argh:
[QUOTE=Wyzard;27251054]FWIW, I have an MX1000, which has that same dual-mode wheel, and I don't really like it that much. Even in click-to-click mode, it's "looser" than a conventional scroll wheel, so it's easy to accidentally scroll more steps than you intended, or to scroll while middle-clicking.[/QUOTE]
I have the G500. I have no such problems.
Rewriting that project i started a long time ago, called Silk. This time I am following a guide on writing good code, so it will eventually become a finished project!
[img]http://imgs.xkcd.com/comics/good_code.png[/img]
is using instanceof considered bad when you have a ArrayList of entities that are all subclasses in a class tree? It seems to be alright performance-wise, but I've read it's not good OO design. My alternative idea is to have ArrayLists for some smaller subcategories, but management would be a bit more complicated and I'd have to have object references in multiple ArrayLists as well...
Will there be any sort of performance boost from using that alternate method, or is there another one that will work even better?
[editline]6th January 2011[/editline]
and I was about to post that xkcd because the first question is what I'm wondering here
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