Finished the menu effects, still have to do the actual user interaction but that should be easy compared to the rest of the menu
[img]http://img513.imageshack.us/img513/5438/imagegg.png[/img]
[media]http://www.youtube.com/watch?v=Pcp3-FxjOJM[/media]
I'm not entirely satisfied yet, but here's what I have in mind for the forum view.
[img]http://gyazo.com/43bab65cf5600af03145384f5764efb3.png[/img]
Anything I should change?
[QUOTE=Overv;27637636]I'm not entirely satisfied yet, but here's what I have in mind for the forum view.
[img_thumb]http://gyazo.com/43bab65cf5600af03145384f5764efb3.png[/img_thumb]
Anything I should change?[/QUOTE]
That's fucking sexy
[QUOTE=Overv;27637636]I'm not entirely satisfied yet, but here's what I have in mind for the forum view.
[img_thumb]http://gyazo.com/43bab65cf5600af03145384f5764efb3.png[/img_thumb]
Anything I should change?[/QUOTE]
Give access to the 'Read' page? That would make browsing a tad more efficient for people who just want to check for new replies to their posts.
[QUOTE=Overv;27637636]I'm not entirely satisfied yet, but here's what I have in mind for the forum view.
[img_thumb]http://gyazo.com/43bab65cf5600af03145384f5764efb3.png[/img_thumb]
Anything I should change?[/QUOTE]
A++ Design
all the images seem slightly blurry to me though
[img]http://i52.tinypic.com/25fk3rt.png[/img]
- Saves all the settings automatically.
- A few minor changes in design.
- Alphabetic order.
- Settings are now saved in appdata instead of the exe's location.
Download: [url=http://filesmelt.com/dl/Border_Remover1.exe]Here[/url]
Tell me if i should stop spamming this. :unsmith:
My newest revision of [url="http://dl.dropbox.com/u/5579836/Code/pyUpdater.tar.bz2"]PyUpdater[/url] is out! It's written in Python 3.1 and I recently posted a link to my github where I had it up for a few days, but decided today to take it down since I'm gonna have to get used to git first.
I fucked it up.
But here's the new version! And I switched from using .XML files to JSON (.json)
[QUOTE=eXeC64;27637682]Give access to the 'Read' page? That would make browsing a tad more efficient for people who just want to check for new replies to their posts.[/QUOTE]
Yeah, there will be a button to go to the last read post. Other thread navigation occurs in the thread activity itself.
[QUOTE=looped;27637766]A++ Design
all the images seem slightly blurry to me though[/QUOTE]
That's because of low-quality Photoshop scaling.
[QUOTE=Overv;27637636]I'm not entirely satisfied yet, but here's what I have in mind for the forum view.
[img_thumb]http://gyazo.com/43bab65cf5600af03145384f5764efb3.png[/img_thumb]
Anything I should change?[/QUOTE]
Android has a hardware search button, not sure why there is another one on the screen.
The twitter App has this too, and I find it odd.
[QUOTE=CarlBooth;27631115]Also, what's the preferred way to deal with a queue? foeach through the queue or while not empty, pop?[/QUOTE]
Depends on how it's implemented. If it's based on something like a linked list, pop-while-not-empty is acceptable and maybe slightly preferable since the cost of freeing the elements is amortized over the whole loop. But if it's based on a contiguous array, removing individual elements probably involves copying or moving the ones that remain, so it'd be better to iterate over the elements without removing them, then clear the whole queue in a single call at the end.
[QUOTE=Wyzard;27639115]Depends on how it's implemented. If it's based on something like a linked list, pop-while-not-empty is acceptable and maybe slightly preferable since the cost of freeing the elements is amortized over the whole loop. But if it's based on a contiguous array, removing individual elements probably involves copying or moving the ones that remain, so it'd be better to iterate over the elements without removing them, then clear the whole queue in a single call at the end.[/QUOTE]
Thanks, I decided to go for the while/pop method.
[QUOTE=Layley;27635983]It's pretty common English slang to say 'would of' instead of 'would have' and if you look at it technically, it could be considered grammatically correct.[/QUOTE]
That's not slang, it's just poor writing skills. It's in the same category as "alot": people don't recognize what actual words are being used when they hear it spoken, so they write what they [i]think[/i] they heard.
If you want to shorten "would have", write "would've" — it's the same number of characters as "would of", and it actually [i]is[/i] grammatically correct.
I got mouse control working in my engine (besides hiding), now I'm working on drawing stuff and textures. I think I've finally got an understanding on how they work in OpenGL.
Let me know if I have this right:
Generate the textures to a uint
Bind them
Set texture coordinates between vertexs
A while ago I posted about a game I was considering making, so here are some screenshots of the finished product. It isn't the best quality thing I've made, given that it is due tomorrow and I kind of forgot about the assignment until yesterday, but it gets the job done. Ignore the cheesy character names, I couldn't find a good list of names, so a friend of mine sent me a list of 15,000 warrior cat names: that's right, warrior cat names.
[img]http://i.imgur.com/4TYwa.png[/img]
[img]http://i.imgur.com/c9KXu.png[/img]
[img]http://i.imgur.com/XExKr.png[/img]
Edit: For those of you who don't remember, you basically type in mathematical functions, which then get traced from your character, with the intention of hitting another player and killing them.
43 hours left, still getting a division by 0 error when the player slides against a specific quadrant of another block... We've got it narrowed down to a specific variable and we're trying to think of an efficient way of re-doing that bit of code (finding the two nearest points on the box so that we can get the edge vector, it ends up returning the same point for both, we subtract and normalize, so a vector of <0, 0>, when dividing by the scalar 0, will result in <0/0, 0/0>)
My GLSL environment shader mixed with lightmap.
[img]http://i53.tinypic.com/snewe8.png[/img]
[QUOTE=Rocket;27642694]You stole the sprites :(
And you remind me that I should be doing homework :([/QUOTE]
Of course I stole the sprites: I'm a programmer with zero artistic ability, and a day to make a game.
[QUOTE=HiredK;27642848]My GLSL environment shader mixed with lightmap.
[img_thumb]http://i53.tinypic.com/snewe8.png[/img_thumb][/QUOTE]
That's shaping up to be a truly beautiful engine :downs:
HiredK is making me feel depressed about my problems...
Not that he isn't doing a fine job, but it's mostly the textures.
[QUOTE=Ortzinator;27644085]Not that he isn't doing a fine job, but it's mostly the textures.[/QUOTE]
I'm sorry the word we were looking for was "Maps".
[img]http://ahb.me/1ADX[/img]
Welp, there goes my productivity...
Finally have streaming chunks, I haven't implemented a system to delete chunks outside the screen view, but it doesn't load every chunk in the region folder, it streams only the ones within your (dynamic) range.
[img]http://i52.tinypic.com/zw175x.png[/img]
[code]
test added.
test added.
Grass added.
Grass added.
data/maps/demo/0_0.impChnk added.
data/maps/demo/0_1.impChnk added.
data/maps/demo/1_0.impChnk added.
data/maps/demo/1_1.impChnk added.
[/code]
I also implemented a batch rendering system for SFML for my project to improve performance, or at least what my understanding of a batch system is.
[editline]24th January 2011[/editline]
The map format is like so:
[b]data/maps/demo/0_0.impChnk[/b]
[code]
base,Grass;coll,0,0,16,4;
[/code]
to flood the entire map with one tile you'd use "base,{tilename}", if you use this after placing any tiles it'll replace them. To add a collision block (which can transcend the chunk) you'd add "coll,{x1},{y1},{x2},{y2}". And to add a tile you'd just add "{x},{y},{tilename}".
The next step is to add a tile generation system. I plan on allowing developers (me) to create areas that are defined by map files, as well as areas that are generated in real time and stored to a player profile.
[QUOTE=ZenX2;27643144]That's shaping up to be a truly beautiful engine :downs:[/QUOTE]
He's doing a great job, but most of its beauty is coming from the high res lightmaps and high res textures.
How should I save my entities rotation? Quaternion or Euler?
[editline]25th January 2011[/editline]
Also: Any one mind dumping the header files associated with the Source engine's DATADESC macros? I don't have the Source SDK handy.
[QUOTE=Dotmister;27638585]Android has a hardware search button, not sure why there is another one on the screen.
The twitter App has this too, and I find it odd.[/QUOTE]
Some phones does not have hardware search buttons.
Like some phones don't have take or leave call buttons.
[QUOTE=HiredK;27642848]My GLSL environment shader mixed with lightmap.
[img_thumb]http://i53.tinypic.com/snewe8.png[/img_thumb][/QUOTE]
You should make a video.
[QUOTE=pro ruby dev;27645429][img_thumb]http://ahb.me/1ADX[/img_thumb]
Welp, there goes my productivity...[/QUOTE]
Maybe you should use a local SVN repository in the future...
[QUOTE=shill le 2nd;27648908]Maybe you should use a local SVN repository in the future...[/QUOTE]
As he uses git, he could just commit changes and push them when github.com is back online. Or am I missing something?
Would it be hard to make a program that reads .bsp file's so you don't have to load up Half-Life or GMod to test it.
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