• What Are You Working On August 2012
    2,271 replies, posted
If I had a good computer, I could make some cool programs. For now: console programs. I'm trying to use SDL but gcc (MinGW) says that I haven't SDL.h. [img]http://img838.imageshack.us/img838/1579/consolef.jpg[/img] No much knowledge about struct return, but I'm learning and I don't know if it could work.
[QUOTE=Richy19;37112003]Built it, no problem Opened it, wierd button sizing/stretching Clicked new and choose size, it crashed[/QUOTE] I don't have any Linux systems to test and fix it on, and I can't get it running with Mono on Windows at the moment. This program is mainly for my own use, so I wasn't really aiming for Linux support. Since it's open source, if anyone feels like a hero maybe they could have a go at getting it running on Linux. I'm sorry that I can't do it myself.
[t]http://i.imgur.com/qrDpn.png[/t] Finally have Playstation PSF music file tag info parsing all fine through the library now. Kind of happy about this too, considering it's easily the smallest PSF info parser as well at this point (1 method, 11 lines, excluding comments (getters don't count either)). However, it took me around 30/45 minutes to figure out how to implement it like that. Here's the reader source for anyone interested: [URL="https://github.com/lioncash/GameMusicInfoLib/blob/4705646dc6c4736ed8bebade0811b431e35bb7af/GameMusicInfo/PSFReader.cs"]Source[/URL]
[QUOTE=Richy19;37112003]Built it, no problem Opened it, wierd button sizing/stretching Clicked new and choose size, it crashed [editline]6th August 2012[/editline] Nice, is this done all by yourself?[/QUOTE] yeah, 2 of my friends and I have been building a game for the past few months. I wouldn't call it an engine, but a lot of the code can be reused for another type of game. So far we've built up the graphics, networking, and AI code by ourselves and we're using [url=http://jitter-physics.com/wordpress/]Jitter Physics Engine[/url]. Once we've got a better terrain generation system in place, we'll start working on building/structure placement along with road placement.
[QUOTE=robmaister12;37111709]Didn't bother creating a Perlin noise implementation because we already had a diamond-square implementation and it was close enough. In the first few screenshots I only took the distance of the nearest point and in the later ones I averaged the distance to the nearest two points and ran a basic smoothing filter on it to make the cell edges less noticeable. So I took the diamond-square noise scaled 0-1, then multiplied into the Worley noise. It creates some amazing mountains. Largest map I've tested is a 1024x1024 heightmap that generates a 4096x4096m world (just over 4km^2) [/QUOTE] Makes my terrain look silly.
[QUOTE=robmaister12;37112717]yeah, 2 of my friends and I have been building a game for the past few months. I wouldn't call it an engine, but a lot of the code can be reused for another type of game. So far we've built up the graphics, networking, and AI code by ourselves and we're using [url=http://jitter-physics.com/wordpress/]Jitter Physics Engine[/url]. Once we've got a better terrain generation system in place, we'll start working on building/structure placement along with road placement.[/QUOTE] holly shit man, the pictures look amazing take it this is OpenTK?
Building an instagram bot to auto-like tons of pictures for a client. I decided to use Python for this project, and honestly I'm so happy I did. I'm not a huge user of python, but something said to me when I heard what it'd have to do to use Python. It's all worked out so far. For a lot of stuff I'd have to write myself in other languages there are standard library functions to do. Python is really great for this kind of thing.
[QUOTE=robmaister12;37111709]Didn't bother creating a Perlin noise implementation because we already had a diamond-square implementation and it was close enough. In the first few screenshots I only took the distance of the nearest point and in the later ones I averaged the distance to the nearest two points and ran a basic smoothing filter on it to make the cell edges less noticeable. So I took the diamond-square noise scaled 0-1, then multiplied into the Worley noise. It creates some amazing mountains. Largest map I've tested is a 1024x1024 heightmap that generates a 4096x4096m world (just over 4km^2) (image snip) [/QUOTE] I don't suppose there's a chance you could open source the engine (or just provide binaries) for others to use?
[QUOTE=robmaister12;37111709]Didn't bother creating a Perlin noise implementation because we already had a diamond-square implementation and it was close enough. In the first few screenshots I only took the distance of the nearest point and in the later ones I averaged the distance to the nearest two points and ran a basic smoothing filter on it to make the cell edges less noticeable. So I took the diamond-square noise scaled 0-1, then multiplied into the Worley noise. It creates some amazing mountains. Largest map I've tested is a 1024x1024 heightmap that generates a 4096x4096m world (just over 4km^2) -snip img-[/QUOTE] Looks like something out of CrySDK's terrain generator.
Is it ok to use the last stable versiion of openTK? (the 2010 version) I cant get the latest svn to compile (says its missing globalAssemblyInfo.cs on monodevelop)
[QUOTE=Richy19;37113892]Is it ok to use the last stable versiion of openTK? (the 2010 version) I cant get the latest svn to compile (says its missing globalAssemblyInfo.cs on monodevelop)[/QUOTE] If you don't care about having that file (it's non-essential), just delete the file reference to it in the solution browser for MonoDevelop. It should compile.
Uh oh. Much more complicated than I though :( now I'm reverse engineering the Instagram app...
[QUOTE=Jawalt;37114363]Uh oh. Much more complicated than I though :( now I'm reverse engineering the Instagram app...[/QUOTE] How hard could it be? It doesn't just utilize a bunch of HTTP-based API calls?
[QUOTE=Jawalt;37114363]Uh oh. Much more complicated than I though :( now I'm reverse engineering the Instagram app...[/QUOTE] [url]http://instagram.com/developer/endpoints/likes/[/url] ?
[QUOTE=amcfaggot;37114480]How hard could it be? It doesn't just utilize a bunch of HTTP-based API calls?[/QUOTE] Not using the API because it severely limits how many things you can like per hour. The way the app does it is secured with hmac sha256 hashes so I've got to disesemble the app and the shared object library inside to see what's being hashes and what the key is
[vid]http://puu.sh/PjYe[/vid] Good news , Everyone! :D I implemented customisation into my game and the sounds are done :D
[QUOTE=Richy19;37113477]holly shit man, the pictures look amazing take it this is OpenTK?[/QUOTE] Yeah, best OpenGL bindings I've seen so far. The enums that it uses instead of constants helps so much with autocomplete. [editline]6th August 2012[/editline] [QUOTE=thomasfn;37113599]I don't suppose there's a chance you could open source the engine (or just provide binaries) for others to use?[/QUOTE] We're planning on pushing through an implementation of the game's core mechanics through this next semester (though we're all going to different colleges, might make it harder to keep that constant communication going, we're going to talk about that in the next few days), and we're planning on selling in alpha ala Minecraft. (shooting for around December, we'll see how much we get done by then) As for open source, we probably won't open source the engine until way after release, but it's C# so I guess you could just decompile it... I'm not at all opposed to open source though, a lot of my smaller projects are open sourced, even some that I'm using in the game, like my [url=https://github.com/Robmaister/SharpFont]FreeType bindings for .NET[/url] and more importantly, our [url=https://github.com/GoldBlockGames/OpenTK]modifications to OpenTK[/url]. Right now the "engine" is a separate class library that both the client and server executables link to. We're going to leave a lot of that dll public accessible for the possibility of mods. Right now our component-based entity system can register component types that aren't part of the class library, we just need to provide some plumbing to make that easier to invoke. The game is actively tested on Windows and Linux (Mono), and I'm going to borrow a friend's mac to test the game on OS X (apparently OpenTK's new input API doesn't work on OSX, probably going to have to write that myself) Oh yeah and that really nice skybox that we have is licensed in a way that doesn't let us use it in a commercial project, so I'm going to have to remove it soon. I want to do a dynamic day-night cycle, so I'm probably going to look up how to generate a nice looking skybox. Probably just some gradients and more Perlin noise for the clouds... [editline]6th August 2012[/editline] But yeah, I'm not going to release binaries just yet since a lot of our code is very messy and has a lot of weird graphical bugs because of it. And by the time I fix those, we'll probably be ready to start selling it in alpha...
I made a quick weapon randomizer, inspired by [url=http://playstarbound.com/wp-content/uploads/2012/08/testsssgif1.gif]this[/url]. Right now it only generates rocket launchers: [img]http://puu.sh/PnZX[/img] Not too hard to code, but the art was fun to make and I think that most of the results look good.
More progress on my stupid little game [t]http://i.imgur.com/5CYyD.png[/t] Now there are enemies, and you can shoot them! Planning to make them turn into Box2d rectangles on death [editline]7th August 2012[/editline] [QUOTE=TM Gmod;37115059] Good news , Everyone! :D I implemented customisation into my game and the sounds are done :D[/QUOTE] What did you use to make a 2d game in unity?
I made my monkey thing fullscreen and exit on mouse movement/keypress, turned it into and exe and made it my screensaver.
Good news! If someone remembers the VSFL thing I posted about, good. But I think I didn't actually post about it here yet. "VSFL Network" stands for "Virtual SpaceFlight Network". In simple words it's a big aerospace simulator that simulates motion around Earth (includes near-Earth orbit and Moon) and does this 24/7. The server has been up for 118 days so far. It works like this: people who have launch vehicles or want to make use of server features connect to it (using their connection keys), and it shares their state, provides telemetry feeds and everything like that. The server simulates radio transmission (though model will be greatly improved over time), and a lot of physics stuff (motion, magnetic fields, atmosphere, etc). Just a few days ago I finally got a working satellite into orbit. It has basic systems to send out time signals (precise time marker and some extra magnetic field data). Now that this has been demonstrated I will work towards making a development kit for making new satellites - and then offer it to Facepunch. The basic idea is this: you can write some program (currently target platform is 8086, but 68K, ARM, and PPC are all partially available), and then have it running on the (virtual) satellite 24/7. You'll have to make this program work good right away (though should be possible to update it on-orbit if bugs shall appear). For 8086 platform an IBM PC compatible platform is used (it runs FreeDOS just fine, can run unix if you manage to install it there), has something like 40 megabytes of flash memory and 512 KB of RAM. So it might be pretty fun (you talk to sensors via COM ports). This is the website: [URL]http://vsfl.wireos.com/[/URL] Telemetry stream from the satellite: [URL]http://vsfl.wireos.com/screens/xsag_es602.php[/URL] Realtime tracker: [URL]http://vsfl.wireos.com/realtime-tracking[/URL] Telemetry is only available while it's in range, it might actually take a long time for that to happen again.
[QUOTE=BlackPhoenix;37118189]Good news! If someone remembers the VSFL thing I posted about, good. But I think I didn't actually post about it here yet. "VSFL Network" stands for "Virtual SpaceFlight Network". In simple words it's a big aerospace simulator that simulates motion around Earth (includes near-Earth orbit and Moon) and does this 24/7. The server has been up for 118 days so far. It works like this: people who have launch vehicles or want to make use of server features connect to it (using their connection keys), and it shares their state, provides telemetry feeds and everything like that. The server simulates radio transmission (though model will be greatly improved over time), and a lot of physics stuff (motion, magnetic fields, atmosphere, etc). Just a few days ago I finally got a working satellite into orbit. It has basic systems to send out time signals (precise time marker and some extra magnetic field data). Now that this has been demonstrated I will work towards making a development kit for making new satellites - and then offer it to Facepunch. The basic idea is this: you can write some program (currently target platform is 8086, but 68K, ARM, and PPC are all partially available), and then have it running on the (virtual) satellite 24/7. You'll have to make this program work good right away (though should be possible to update it on-orbit if bugs shall appear). For 8086 platform an IBM PC compatible platform is used (it runs FreeDOS just fine, can run unix if you manage to install it there), has something like 40 megabytes of flash memory and 512 KB of RAM. So it might be pretty fun (you talk to sensors via COM ports). This is the website: [url]http://vsfl.wireos.com/[/url] Telemetry stream from the satellite: [url]http://vsfl.wireos.com/screens/xsag_es602.php[/url] Realtime tracker: [url]http://vsfl.wireos.com/realtime-tracking[/url] Telemetry is only available while it's in range, it might actually take a long time for that to happen again.[/QUOTE] Oh god why
[QUOTE=Maurice;37118208]Oh god why[/QUOTE] Had javascript disabled or something. I fixed the line breaks. Ok the actual question is: Facepunch, what's your preferred platform and what debugging tools would you want to use for this. Programming an 8086 will probably require messing with Borland C or something like that (which might be off-putting for some people).
Working on an audio visualizer for a house party. [IMG]http://puu.sh/Ppr4[/IMG]
Before: [IMG]http://i.imgur.com/91SkX.png[/IMG] ... [CODE]import java.awt.AWTException; import java.awt.Robot; import java.awt.event.KeyEvent; public class Main { static Robot r; public static void main(String[] args) { try { r = new Robot(); } catch (AWTException e) { e.printStackTrace(); } long t = System.currentTimeMillis() + 1000; while(System.currentTimeMillis() != t) { r.keyPress(KeyEvent.VK_LEFT); r.keyPress(KeyEvent.VK_RIGHT); } } }[/CODE] After: [IMG]http://i.imgur.com/5KnzO.png[/IMG] Enjoy! :)
[QUOTE=Sonic96PL;37118538]Before: [IMG]http://i.imgur.com/91SkX.png[/IMG] ... After: [IMG]http://i.imgur.com/5KnzO.png[/IMG] Enjoy! :)[/QUOTE] Did you clip through the hurdles.
Nope.
[QUOTE=superstepa;37117728] What did you use to make a 2d game in unity?[/QUOTE] My brain, 2 Axes, and constrained rigidbodies to 2 dimensional movement. Also, orthographic camera + layers of 2D planes with textures on them, alpha'd. [img]http://i.imgur.com/Wb5HM.png[/img]
[QUOTE=BlackPhoenix;37118189][IMG]http://i.imgur.com/kkhI7.gif[/IMG][/QUOTE] That's damn impressive. Crazy as shit, but still impressive. Remind me why you did it again?
[QUOTE=Lexic;37119249]That's damn impressive. Crazy as shit, but still impressive. Remind me why you did it again?[/QUOTE] Don't have resources to build an actual rocket at the moment
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