• What are you working on? v15
    5,001 replies, posted
[QUOTE=graymic;27319614]Well, I'm thinking of adding things as I go, so open to suggestions really. I was thinking of adding some planetary orbits etc, perhaps even experiment with "boids" which was done in processing before but not in this sense... Anyway, like I said i'm open to suggestions really.[/QUOTE] Got any triangles yet?
[QUOTE=deloc;27319402]mediocrity isn't a preference.[/QUOTE] your posts aren't a preference, I agree.
[QUOTE=BipolarPanda;27319670]Got any triangles yet?[/QUOTE] I do have the class I just haven't bothered to call it's draw method yet as it's 3 in the morning here and i'm shattered. Once I get the triangle working. I think i've concluded I'll probably make sure the joints and constraints are functioning. Then i'll try the free draw ability which i've been working on for custom shapes.
In 5 hours I wrote a infinite world block game in XNA that uses the top down perspective. I currently have... [code] Saving and loading Chunk creation Chunk editing using the mouse 4 different blocks Basic physics that works across chunks 216 frames per second on integrated graphics (if i profile it) [/code] All in under 500 lines of code. What should I do with this next?
[QUOTE=geel9;27319728]your posts aren't a preference, I agree.[/QUOTE] enjoy the pizza.
[QUOTE=dag10;27319152]Awesome. I posted a comment on it. :D[/QUOTE] Thanks! Also, I updated it so URLs when your right click and add it does not show as a URL but the text you clicked on, bit buggy because it doesn't come with the API. :( [editline]10th January 2011[/editline] /sleep
[QUOTE=deloc;27319886]enjoy the pizza.[/QUOTE] Holy fucking shit, you sent that didn't you
Just as a update to my game I want to add a image and profiling results here [img]http://dl.dropbox.com/u/2014606/dev_town.png[/img] 396 bytes per chunk in memory 256 bytes on hard drive 50MB base usage 216fps using the average call time of the draw method
I think I'll just limit saving to the player in my game. Maybe certain other things will save too.
Unfortunetly debugging my game has become extremely counter productive. I now have a Township to develop from. [img]http://dl.dropbox.com/u/2014606/dev_town2.png[/img]
I'm using Quake III textures for now, I need to find a way to import custom texture into Q3Radiant... [img]http://i52.tinypic.com/2hxwwph.png[/img]
[QUOTE=COBRAa;27314892] Can't find anything about it :S[/QUOTE] Damn it was on the [u][url=http://code.google.com/chrome/extensions/experimental.html]experimental APIs page[/url][/u], I guess they removed it again =(
[img]http://localhostr.com/file/8wk5MpU/Capture.PNG[/img] I'll build Box 2D and get started on game play tomorrow.
"You're objective" I am objective? :frown: [editline]10th January 2011[/editline] [QUOTE=Vbits;27320956]Unfortunetly debugging my game has become extremely counter productive. I now have a Township to develop from. [img_thumb]http://dl.dropbox.com/u/2014606/dev_town2.png[/img_thumb][/QUOTE] Those black and grey tiles look slanted, it's weird. Nice optical illusion
[QUOTE=DevBug;27323744][img_thumb]http://localhostr.com/file/8wk5MpU/Capture.PNG[/img_thumb] I'll build Box 2D and get started on game play tomorrow.[/QUOTE] i hope "you're" next objective is to fix that shitty image scaling.
[QUOTE=deloc;27324008]i hope "you're" next objective is to fix that shitty image scaling.[/QUOTE] That may just be the font he's using.
[QUOTE=Aw_Hell;27324123]That may just be the font he's using.[/QUOTE] it's not.
[QUOTE=DevBug;27323744][img_thumb]http://localhostr.com/file/8wk5MpU/Capture.PNG[/img_thumb] I'll build Box 2D and get started on game play tomorrow.[/QUOTE] Like deloc said, your font scaling is terrible. Try only scaling your font by an integer, since it is a pixel font that will ensure that 1px becomes 2px, 2px becomes 4px etc. You won't get floored or rounded widths and heights of lines which produce that wierd effect of thin and thick lines all over your text. Oh and where did you get the font? What's the licence?
[QUOTE=Chris220;27323871]"You're objective" I am objective? :frown: [editline]10th January 2011[/editline] Those black and grey tiles look slanted, it's weird. Nice optical illusion[/QUOTE] That was unintended though as another point that town was just recently swallowed up by the underworld, big sink hole down 100 layers, too bad really that was a nice town.
Oh boy I sure do love writing wrappers for atomic operations. :kraken: [cpp] void increment(size_t& value) { #if defined(_WIN64) InterlockedIncrement64(reinterpret_cast<LONGLONG*>(&value)); #else InterlockedIncrement(reinterpret_cast<LONG*>(&value)); #endif /* _WIN64 */ } void decrement(size_t& value) { #if defined(_WIN64) InterlockedDecrement64(reinterpret_cast<LONGLONG*>(&value)); #else InterlockedDecrement(reinterpret_cast<LONG*>(&value)); #endif /* _WIN64 */ } bool compare(bool& left, bool is) { InterlockedAnd8(&is, left); return is; } [/cpp] There are so many things that could go wrong by doing a simple atomic increment on each platform, but the possibility of a race condition for a few small operations sure does seem a lot more dangerous in some situations. Also, I'm undergoing a massive refactor right now (mostly to cleanup the mess I've made over the past few days, as well as introduce a few optimizations). The good news is that my collector is now going to be able to target Windows XP, as well as all Intel Macs (instead of just 10.6), and common implementations of gcc (rather than the latest and greatest) due to my removing the dependency on my threading library (which is also going to need a serious rewrite after this, as I'm effectively retargeting my libraries for a larger audience for several projects) I have to hand it to LLVM though. Their LLVM IR language comes with builtin atomics instructions and they sure as hell seem a lot easier than every single platform I'm currently trying to support for.
More work on my squirrel interface for Botch. Lazy function caller - because pushing and counting arguments sucks. [cpp] virtual ISquirrelObject* CallFunction( const char* strName, bool bErrors, bool bReturns, const char* cArgs = "", ... ) = 0; ... m_pSquirrel->Root()->CallFunction( "dosomething", true, true, "isi", 5, "Garry's Hairy Balls", 7 ); [/cpp] script [code]function dosomething( a, b, c ) { print( "dosomething args: ( "+a+", "+b+", "+c+" )\n" ); return b; }[/code] output [code]dosomething args: ( 5, Garry's Hairy Balls, 7 )[/code] I'm sure it won't cover every situation, and it's not as fast as pushing each argument then calling. But it feels good to call a function using one line!
[QUOTE=Jallen;27324751]Like deloc said, your font scaling is terrible. Try only scaling your font by an integer, since it is a pixel font that will ensure that 1px becomes 2px, 2px becomes 4px etc. You won't get floored or rounded widths and heights of lines which produce that wierd effect of thin and thick lines all over your text. Oh and where did you get the font? What's the licence?[/QUOTE] He should not scale the font by adding an integer, he should multiply.
[img]http://i.imgur.com/daGUM.png[/img] His name is John and apparently needs to save the world. (the font is going to need replacing.)
[QUOTE=likesoursugar;27325801]He should not scale the font by adding an integer, he should multiply.[/QUOTE] derp, that's an extremely obvious statement. Scaling is always multiplication based :downs: I never said anything about addition.
[QUOTE=Jallen;27326329]derp, that's an extremely obvious statement. Scaling is always multiplication based :downs: I never said anything about addition.[/QUOTE] Not obvious for everyone :P
[QUOTE=ifaux;27326165][img_thumb]http://i.imgur.com/daGUM.png[/img_thumb] His name is John and apparently needs to save the world. (the font is going to need replacing.)[/QUOTE] You should try[URL="http://www.dafont.com/04b-03.font"][/URL] 04b_03, I think its public domain [editline]10th January 2011[/editline] Or maybe "Volter (Goldfish)" [url]http://www.dafont.com/volter-goldfish.font[/url]
[QUOTE=HiredK;27321832]I'm using Quake III textures for now, I need to find a way to import custom texture into Q3Radiant... [img_thumb]http://i52.tinypic.com/2hxwwph.png[/img_thumb][/QUOTE] Why are you using Q3Radiant? Why not GtkRadiant? Unless thats what you meant. Or even QuArK.
[QUOTE=garry;27325318]More work on my squirrel interface for Botch. Lazy function caller - because pushing and counting arguments sucks. [cpp] virtual ISquirrelObject* CallFunction( const char* strName, bool bErrors, bool bReturns, const char* cArgs = "", ... ) = 0; ... m_pSquirrel->Root()->CallFunction( "dosomething", true, true, "isi", 5, "Garry's Hairy Balls", 7 ); [/cpp] script [code]function dosomething( a, b, c ) { print( "dosomething args: ( "+a+", "+b+", "+c+" )\n" ); return b; }[/code] output [code]dosomething args: ( 5, Garry's Hairy Balls, 7 )[/code] I'm sure it won't cover every situation, and it's not as fast as pushing each argument then calling. But it feels good to call a function using one line![/QUOTE] What happened to GameMonkey? Weren't you all "Oh guys gamemonkey is so fucking sweet yeeahhh bro, fuck lua, this is where its at!" or something similar.
So, I started to learn LOVE: [img]http://anyhub.net/file/1qPI-lualovetext.png[/img] So far it's awesome!
Is squirrel going to be an alternative to lua or a replacement?
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