[QUOTE=Chris220;37088322]Do we really need a browser war in here as well?
How about we all use what we want to use and let other people use what they want to use? It's not like their choices affect you [...][/QUOTE]
Unless you're a sane web developer and other people are using (old versions of) IE.....
[QUOTE=origamiguy;37091828]Unless you're a sane web developer and other people are using (old versions of) IE.....[/QUOTE]
Of course, but that is no reason to clog up the thread with pointless bickering over which browser is 'the best'. :v:
I'd understand just a little bit more if we were in the web dev forum, but we're not.
[IMG]http://puu.sh/ORKm[/IMG]
fixed face flipping
or not
[IMG]http://puu.sh/ORMt[/IMG]
Anyone with experience with OpenSceneGraph? If so, how did you like it?
[editline]5th August 2012[/editline]
[QUOTE=Zyx;37090786]Speaking of sounds. I actually got sounds working as well. Although only 48 of them. Not sure if there are more in other files. Like the music for example. (The video is just playing random sounds read from the original sound file).[/QUOTE]
How are you planning to release this by the way? Like [URL="http://code.google.com/p/corsix-th/"]corsix-th[/URL]?
[QUOTE=voodooattack;37092782]Anyone with experience with OpenSceneGraph? If so, how did you like it?[/QUOTE]
I haven't actually gotten around to using it besides loading a single model in to it, but I think it's the only viable option for a 3D graphics library that you can drop in. Ogre requires messy configuration files, Irrlicht does everything, OSG just acts as a library.
[QUOTE=ECrownofFire;37090994]Adding on to the above, an offset function is essential for proper tiling.[/QUOTE]
I'd like to see a mirror mode. It draws a grayed-out version of the current tile right next to the one you're drawing, so you can see how it tiles and fix the gaps.
[IMG]http://i.imgur.com/NFSHr.png[/IMG]
u dun goofed
[QUOTE=Jookia;37093640]I haven't actually gotten around to using it besides loading a single model in to it, but I think it's the only viable option for a 3D graphics library that you can drop in. Ogre requires messy configuration files, Irrlicht does everything, OSG just acts as a library.[/QUOTE]
Ogre requires no configuration files.
[QUOTE=danharibo;37093926]Ogre requires no configuration files.[/QUOTE]
Which version are you using?
[QUOTE=voodooattack;37092782]Anyone with experience with OpenSceneGraph? If so, how did you like it?
[editline]5th August 2012[/editline]
How are you planning to release this by the way? Like [URL="http://code.google.com/p/corsix-th/"]corsix-th[/URL]?[/QUOTE]
I used OSG for a while, very nice scene graph implementation and culling methods but it is very poorly documented. I stopped using it when I started with deferred rendering because of the way they handle the whole matrix transformation. If you plan on using OSG for simulation/visualization application then go for it but I wouldn't use it for anything else. Also be prepared to familiarize yourself with a compatibility matrix since all of the extensions are not compatible with the latest release (OSGBullet per instance)
Playing around
[img]http://img195.imageshack.us/img195/5517/yuph.png[/img]
[QUOTE=Jookia;37094034]Which version are you using?[/QUOTE]
No version of Ogre requires configuration files.
[editline]5th August 2012[/editline]
[url]http://www.ogre3d.org/docs/api/html/classOgre_1_1Root.html#a293d1580c95101d72f2155e3fe2237bf[/url]
[editline]5th August 2012[/editline]
-snip-
[QUOTE=icantread49;37094320]No version of Ogre requires configuration files.
[editline]5th August 2012[/editline]
[url]http://www.ogre3d.org/docs/api/html/classOgre_1_1Root.html#a293d1580c95101d72f2155e3fe2237bf[/url]
[editline]5th August 2012[/editline]
-snip-[/QUOTE]
Ah, I must've misunderstood then. Guess I'll be looking in to Ogre in the future too.
[IMG]http://filesmelt.com/dl/tanksalot.png[/IMG]
Shootin' stuff with tanks. Still need to figure out Box2D's collision callbacks.
More progress on my Lua GUI, added sliders.
[img]http://puu.sh/OWx9[/img]
I thought about releasing this once it's done, but I doubt it's going to happen. The code is pretty hacky (no z-ordering, so good luck getting the frame under your mouse if two frames are overlapping) and pretty tightly woven into the rest of the codebase.
Can I ask CSS related questions here?
WebDev is kind of slow.
You all probably know how RunConsoleCommand in GMod works. For those who don't, it takes the concommand name as the first argument, then wraps each of the following optional arguments in quotes and inserts it all in a string. The string is then inserted into the command buffer, where it's evaluated next tick.
That sounded pretty complicated for calling a simple concommand, so I wrote a method that calls the command callback directly.
[cpp]static int ConCommand_Dispatch(lua_State *L)
{
auto cc = luaW_check<ConCommand>(L, 1);
lua_remove(L, 1);
std::vector<char const*> arglist;
arglist.push_back(cc->GetName());
int n = lua_gettop(L);
int i;
lua_getglobal(L, "tostring");
for (i=1; i<=n; i++)
{
const char *s;
lua_pushvalue(L, -1);
lua_pushvalue(L, i);
lua_call(L, 1, 1);
s = lua_tostring(L, -1);
if (s == NULL)
return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
arglist.push_back(s);
lua_pop(L, 1);
}
CCommand args(n + 1, &arglist[0]);
cc->Dispatch(args);
return 0;
}[/cpp]
It basically takes a variable number of arguments from Lua, inserts them directly into the command arguments and then calls the callback.
Used like:
[lua]local cc = ConCommand.Get("bind")
if not cc then return end
cc:Dispatch( "shift", "+sprint" )[/lua]
runs the same as "bind shift +sprint" written in the console.
Lua bindings for Source is fun :v:
We finally got C++ working. Excuse the crude test, but it's a motherfucking C++ kernel!!
[thumb]http://i.imgur.com/BpFGZ.jpg[/thumb]
I also extended our file system to support variable length names and other stuff.
I still can't get my GDT to work :(
Programming menu screens, transitions, level select screens, etc is damn hard!
[QUOTE=raBBish;37096436]That sounded pretty complicated for calling a simple concommand, so I wrote a method that calls the command callback directly.
Lua bindings for Source is fun :v:[/QUOTE]
rated artistic for creativity
[QUOTE=raBBish;37095761]More progress on my Lua GUI, added sliders.
[img]http://puu.sh/OWx9[/img]
I thought about releasing this once it's done, but I doubt it's going to happen. The code is pretty hacky (no z-ordering, so good luck getting the frame under your mouse if two frames are overlapping) and pretty tightly woven into the rest of the codebase.[/QUOTE]
I love the color choices. You make me feel bad since I can't make good color choices :v:
Do release it!
[QUOTE=icantread49;37097506]Programming menu screens, transitions, level select screens, etc is damn hard![/QUOTE]
I'd say that 'tedious' is a better word to describe GUI programming.
[QUOTE=Jack Trades;37101451]I'd say that 'tedious' is a better word to describe GUI programming.[/QUOTE]
The only GUI programming i'm comfortable in is windows forms in visual studio. Mostly because it has an awesome designer.
[QUOTE=Jack Trades;37101451]I'd say that 'tedious' is a better word to describe GUI programming.[/QUOTE]
User Interface is the most fun part of game design and programming. :dance:
Flash IDE is for scrubs
flashdevelop's where it's at
[QUOTE=supersnail11;37101885]Flash IDE is for scrubs
flashdevelop's where it's at[/QUOTE]
FlashDevelop can't do art for shit. And I need that.
Flash CS6 does everything I need just fine.
[QUOTE=usa;37102007]FlashDevelop can't do art for shit. And I need that.
Flash CS6 does everything I need just fine.[/QUOTE]
But it costs $699 more than FlashDevelop
[QUOTE=supersnail11;37102079]But it costs $699 more than FlashDevelop[/QUOTE]
Not if you work where I do (free master collection).
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