[QUOTE=Loli;27351842]Rectangle, I was thinking of creating a matrix and rotating that way...[/QUOTE]
Hmm well try it anyway as this [url]http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Coll_Detection_Overview.php[/url]
Uses rectangles basically (it just then compares the pixels inside that rectangle)
and rotation doesnt seem to affect it so ( and im taking a wild guess here) but maybe when you rotate it in the draw maybe it already knows the rotation and therefore doesnt need any extra stuff
[editline]11th January 2011[/editline]
Oh god whats happened to GameDev.Net?
While making levels for Rotion I got bored and thought about recreating a [url=http://en.wikipedia.org/wiki/Sierpinski_triangle]Sierpinski triangle[/url] just to see if I could.
[IMG]http://i.imgur.com/UutZB.png[/IMG]
not quite...
[IMG]http://i.imgur.com/GTRq3.png[/IMG]
success!
[IMG]http://i.imgur.com/RmSlR.png[/IMG]
close up
[IMG]http://i.imgur.com/QqPLR.png[/IMG]
bonus! an accidental snowflake
It did give me a pretty cool idea for a puzzle level though...
I also worked on a little space shooter in XNA for a uni assignment. Doing stuff in 3D was a lot easier than I expected, but it's probably best if I show it to as few people as possible. Programmer art everywhere...you wouldn't like it.
Just wow.
[QUOTE=NovembrDobby;27352849]Programmer art everywhere...you wouldn't like it.[/QUOTE]
We can take it. :c00lbert:
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/5a23d853-ca03-4fa9-99fb-1c2fa280f4da/2011-01-11_1255.png[/img]
Yay! Finally finished parsing maps! It finally loads all the proper info about each map, and now that I have all the proper information I can begin loading tiles into memory and start on collision and map rendering!
:buddy: :buddy: :buddy:
[QUOTE=Robert64;27351800]Progress on my interpreted language.
[img_thumb]http://anyhub.net/file/1rvE-ml.png[/img_thumb]
The mismatch between ":=" and "=" to assign values is because ":=" sets a constant and "=" sets a variable. Here I've made a Point "table", and showing operator overriding.
[editline]11th January 2011[/editline]
Every second line in the console is the output.[/QUOTE]
This is being pretty cool: I would just say that OCaml currently uses the ".ml" extension, so you might want to change yours to avoid confusion.
[QUOTE=garry;27346448]GWEN is kewl.. it's rendered in game though.
[url]http://gwen.facepunchstudios.com/[/url]
[img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/ModelViewer.png[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/11Jan2011_001.png[/img_thumb]
It's totally skinnable btw.. here's the texture used to draw the GUI above..
[img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/skin.png[/img_thumb][/QUOTE]
Any chance on a .NET wrapper for that? possibly for OpenGL.
[QUOTE=Overv;27350687]It's worse if it works in release, but not in debug.[/QUOTE]
Had this once, turned out to be some stupid antivirus loading a dll into every program you run to make sure they werent doing something useful, and apparently GDB comes under the catagory of something useful
That AV got deleted real fast
May as well quote gwen.
[QUOTE=garry;27346448]GWEN is kewl.. it's rendered in game though.
[url]http://gwen.facepunchstudios.com/[/url]
[img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/ModelViewer.png[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/11Jan2011_001.png[/img_thumb]
It's totally skinnable btw.. here's the texture used to draw the GUI above..
[img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/skin.png[/img_thumb][/QUOTE]
[QUOTE=COBRAa;27353442]Any chance on a .NET wrapper for that? possibly for OpenGL.[/QUOTE]
Or C++ with openGL
by that i mean just make it openGL instead of directX
Hmm.. my noise generator went from taking ~4 seconds to generate a 600x600 square, to 1.8ish seconds, to ~0.5. Without any significant changes to the code. At this rate, itll become skynet in about.. A week?
[QUOTE=Richy19;27353508]May as well quote gwen.
Or C++ with openGL
by that i mean just make it openGL instead of directX[/QUOTE]
Gwen is renderer independent...
[QUOTE=Jallen;27353669]Gwen is renderer independent...[/QUOTE]
Ohh i though i saw some directX stuff in there
[QUOTE=Richy19;27353745]Ohh i though i saw some directX stuff in there[/QUOTE]
You have to provide like, an interface for all of the method GWEN uses, the problem is that it draws text and stuff, and DirectX already provides that whereas with OpenGL you have to use SFML or SDL or some other thing.
Or at least, that's how it was like last time I looked. It could be different now
Has anyone played with Source's vgui stuff so far? Just wondering since there are no real tutorial / tips / whatsoever ...
[QUOTE=The-Stone;27354064]Has anyone played with Source's vgui stuff so far? Just wondering since there are no real tutorial / tips / whatsoever ...[/QUOTE]
Errr, [url]http://developer.valvesoftware.com/wiki/VGUI_Documentation[/url]
My new project is a clone of Money Puzzle/Idol Exchanger. Still in the very early stages but I think I have got all the hard parts out of the way.
[media]http://www.youtube.com/watch?v=7XJjXNn4IWY[/media]
Hey,
Nothing better than "simplifying" 1/(x-1) by factoring out an infinite number of -1's from the denominator :bang:
[QUOTE=Dotmister;27354058]You have to provide like, an interface for all of the method GWEN uses, the problem is that it draws text and stuff, and DirectX already provides that whereas with OpenGL you have to use SFML or SDL or some other thing.
Or at least, that's how it was like last time I looked. It could be different now[/QUOTE]
It is possible to draw text with OpenGL, in fact SFML uses OpenGL to draw text.
[img]http://gyazo.com/ddb2033bf3405fb1a414accfd1439136.png[/img]
Black tiles are due to a recently introduced feature, where tiles that shouldn't be Color Keyed are Color Keyed
[QUOTE=Jallen;27354204]It is possible to draw text with OpenGL, in fact SFML uses OpenGL to draw text.[/QUOTE]
There is a lot of code between you telling SFML to draw the font from a ttf file and then SFML using OpenGL to display the text. That's the different between DirectX and OpenGL for text.
This has been discussed time and time again in WAYWO, you can't really directly compare DirectX and OpenGL. DirectX is way more than a Graphics Library
[QUOTE=Dotmister;27354311]There is a lot of code between you telling SFML to draw the font from a ttf file and then SFML using OpenGL to display the text. That's the different between DirectX and OpenGL for text.
This has been discussed time and time again in WAYWO, you can't really directly compare DirectX and OpenGL. DirectX is way more than a Graphics Library[/QUOTE]
I know, but saying
[QUOTE=Dotmister;27354058]You have to provide like, an interface for all of the method GWEN uses, the problem is that it draws text and stuff, and DirectX already provides that [B]whereas with OpenGL you have to use SFML or SDL or some other thing.[/B]
Or at least, that's how it was like last time I looked. It could be different now[/QUOTE]
Is kind of misleading.
You can't compare DirectX to OpenGL because DirectX is not just a rendering API. D3DX is what handles fonts, file loading etc. and is not part of core Direct3D.
You can compare Direct3D to OpenGL.
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/f2826fc1-b6b8-48ae-a1ef-9e8061c30492/2011-01-11_1401.png[/img]
Words cannot describe how happy I am to finally be looking at this :buddy:
Relevant code that I deleted and rewrote probably 19 times THIS WEEK:
[csharp]void LoadMap(std::string name)
{
//Ouput Vars
std::string backdrop;
std::string tileRefs[8];
std::ifstream in;
in.open(("maps/" + name + ".txt").c_str());
unsigned int i;
if (in.is_open())
{
int line = 0;
bool isDef = false;
bool isTileDef = false;
int tileRefNum = 0;
std::string output;
while (!in.eof())
{
std::getline(in, output);
line++;
if (line == 1)
{
backdrop = output;
gameMap.SetBackdrop(backdrop);
}
else if (isTileDef)
{
std::string tempX = "000.0";
std::string tempY = "000.0";
int tempXIndex = 0;
int tempYIndex = 0;
int type;
bool collide;
float x;
float y;
int z;
for (i=0; i<=output.length(); i++)
{
if (i == 0)
{
std::string typeString = "x";
typeString[0] = output[i];
std::istringstream typeStream(typeString);
typeStream >> type;
}
else if (i == 2)
{
if (output[i] == '1')
{
collide = true;
}
else if (output[i] == '0')
{
collide = false;
}
else
{
std::cout << "Error: Map " << name << " corrupt! Collision value invalid!" << std::endl;
}
}
else if (i == 4 || i == 5 || i == 6 || i == 7 || i == 8) //If we're reading the X value
{
tempX[tempXIndex] = output[i];
tempXIndex++;
}
else if (i == 10 || i == 11 || i == 12 || i == 13 || i == 14) //If we're reading the Y value
{
tempY[tempYIndex] = output[i];
tempYIndex++;
}
else if (i == 16)
{
std::string zString = "x";
zString[0] = output[i];
std::istringstream zStream(zString);
zStream >> z;
}
}
std::istringstream xStream(tempX);
std::istringstream yStream(tempY);
xStream >> x;
yStream >> y;
sf::Image img;
if (img.LoadFromFile(tileRefs[type-1]))
{
gameMap.CreateTile(img, collide, x, y, z);
}
else
{
std::cout << "Error: Unable to open image " << tileRefs[type] << "!" << std::endl;
}
}
else
{
if (output == "startdef")
isDef = true;
if (output == "enddef")
{
isDef = false;
isTileDef = true;
}
if (isDef && output != "startdef" && output != "enddef")
{
tileRefs[tileRefNum] = output;
tileRefNum++;
}
}
}
}
in.close();
}[/csharp]
[QUOTE=Jallen;27354441]I know, but saying
Is kind of misleading.
[/QUOTE]
I don't think it's misleading at all, unless you want to write a whole new TTF library, you're going to want to use "SFML or SDL or some other thing".
I don't see what you disagree with. I said: To get an OpenGL renderer working with GWEN you're going to have to use "SFML or SDL or some other thing"(Be it another TTF library, or something you've written, for the sake of argument?). Unlike the DirectX renderer which does all the fonts etc for you.
Unless you read what I said to mean you can't draw the GUI elements with OpenGL, in which case my bad it's phrased poorly, but that's not what I meant. If it's not that, I don't even see what there is to argue about..
[QUOTE=Jallen;27354441]
You can't compare DirectX to OpenGL because DirectX is not just a rendering API. D3DX is what handles fonts, file loading etc. and is not part of core Direct3D.
You can compare Direct3D to OpenGL.[/QUOTE]
That's what I was saying, also why I said DirectX, not direct3D.
Yea how do you think SFML and SDL do it? Magic?
[editline]11th January 2011[/editline]
Wow so late, clocks.
[img]http://f.anyhub.net/1rya[/img]
I can now explore and change any public properties in any type of object passed to my language.
Now to add calling functions written in C# again.
I've been working more on Droidpad:
[img]http://i.imgur.com/UOtP4.png[/img]
[img]http://i.imgur.com/6eLbb.png[/img]
[img]http://i.imgur.com/e32zn.png[/img]
[img]http://i.imgur.com/Kahqu.png[/img]
Unfortunately if you try to open a saved note...
[img]http://i.imgur.com/YLhRl.png[/img]
I've been stuck with this for a long time now, gonna give up and take it over to the android development forum. Maybe someone over there can help me with it
Edit:
Sorry about your scrollwheels.
[img]http://www.fortfn.co.uk/images/SFML/m1nesweeper1.png[/img]
My first ever proper game in C#. Also my first experience using SFML (I really like it).
[editline]11th January 2011[/editline]
The download is here: [url]http://www.fortfn.co.uk/files/TestMinesweeper.zip[/url]
I dunno why I included the audio dlls, the next version will probably have sound.
[editline]11th January 2011[/editline]
Doesn't work on 64 bit. I'll look into it tomorrow.
[QUOTE=Chris220;27356468]I've been working more on Droidpad:
-image snip-
Unfortunately if you try to open a saved note...
-image snip-
I've been stuck with this for a long time now, gonna give up and take it over to the android development forum. Maybe someone over there can help me with it
Edit:
Sorry about your scrollwheels.[/QUOTE]
You can always get help in #android-dev on FreeNode, too :)
[QUOTE=Jawalt;27354777]Yea how do you think SFML and SDL do it? Magic?
[editline]11th January 2011[/editline]
Wow so late, clocks.[/QUOTE]
The [url=http://www.freetype.org/]Freetype library[/url].
[IMG]http://i56.tinypic.com/262bjih.png[/IMG]
Ported OpenSkyscaper to Linux. I did before, but this is the new branch with an overhauled codebase.
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