• What Are You Working On August 2012
    2,271 replies, posted
[QUOTE=Naelstrom;37208334][img_thumb]http://bit.ly/Nk4fTT[/img_thumb] Finally got a virtual machine running mac os; I'm surprised how many hoops I had to jump through to get my hands on "xcode", but finally I can start compiling stuff for mac from my base system! Oh and it's pretty interesting because I have two monitors up allowing me to run a complete mac os in full screen on one side, move my mouse between them, and copy-paste stuff between them. It's quite fun.[/QUOTE] I had a problem where I wanted OSX in full screen at 1920x1080 and the drivers refused to do it. Did you get around that or are you running OSX on a smaller res?
When I ran OSX as both a vm and hackintosh, I could only choose between 1024x768, 1280x1024 or 1600x1200
[QUOTE=Naelstrom;37208334][img_thumb]http://bit.ly/Nk4fTT[/img_thumb] Finally got a virtual machine running mac os; I'm surprised how many hoops I had to jump through to get my hands on "xcode", but finally I can start compiling stuff for mac from my base system! Oh and it's pretty interesting because I have two monitors up allowing me to run a complete mac os in full screen on one side, move my mouse between them, and copy-paste stuff between them. It's quite fun.[/QUOTE] wow that OS X is ridiculously out of date
[QUOTE=Gran PC;37204078]I've seen this before. :v:[/QUOTE]Yep, it's a remake of my Voxel game Forgotten Voxels with Mono instead of .net I've posted a lot of pics and videos of it before, so it's not strange that you have seen it before!
I'm talking about the background.
Oh, it's from this picture: [img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels/Terrain.PNG[/img]
[QUOTE=dije;37210252]Oh, it's from this picture: [img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels/Terrain.PNG[/img][/QUOTE] I was hoping for it to rotate :/
[QUOTE=dije;37210252]Oh, it's from this picture: [img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels/Terrain.PNG[/img][/QUOTE] I think he's talking about the resemblance to this: [img]http://img.wonderhowto.com/images/gfx/gallery/634512720582675801.jpg[/img] :v:
How does this look now? [vid]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels%20Mono/gui.webm[/vid]
[QUOTE=dije;37210401]How does this look now? <vid snop>[/QUOTE] That's pretty nice, and I have two suggestions: 1.) Make the background stay there for all menus, having it disappear is a bit odd and feels kinda jarring in a way. 2.) Maybe you could animate those buttons somehow so the transitions between various menus are a bit smoother.
[QUOTE=dije;37210401]How does this look now? [/QUOTE] The cornflower blue really ruins it.
The font is terrible.
[QUOTE=Jookia;37209209]How the fuck did you get OS X to run in a VM? I spent a few days trying that and all I got was kernel panics about ACPI.[/QUOTE] It took about 6 tries, found out at the install you need to "customize" it to include the kernel, bootloader, and the os. I mean, what the fuck, shouldn't that install by default ??? [QUOTE=_Undefined;37209232]I had a problem where I wanted OSX in full screen at 1920x1080 and the drivers refused to do it. Did you get around that or are you running OSX on a smaller res?[/QUOTE] [QUOTE=sambooo;37209684]When I ran OSX as both a vm and hackintosh, I could only choose between 1024x768, 1280x1024 or 1600x1200[/QUOTE] Mine actually only supports one resolution, and it doesn't even fill my screen. I'd work to fix it, but I don't really care. [img_thumb]http://bit.ly/PiZ2YR[/img_thumb] [QUOTE=swift and shift;37209880]wow that OS X is ridiculously out of date[/QUOTE] Just found out xcode needs the most up-to-date version of OSX, but updating causes it to break and not boot up ughghg. So glad I have vm snapshots.
[IMG]http://i47.tinypic.com/349cpk0.png[/IMG] aaaahhhh
[img]http://img155.imageshack.us/img155/5200/33239344.png[/img]
I love how a little string magic, [code] subfile.getAbsolutePath().substring(rootPath.length()+1); [/code] can do wonders with filesystem stuff.
kitteh [img]http://i.imgur.com/iMOg3.png[/img] oh yes
Aaand done: [img]http://puu.sh/UWTF[/img] [sub][sub]don't hurt me valve[/sub][/sub] [editline]13th August 2012[/editline] It's a dropbox like thing for managing your steam cloud data
[QUOTE=Map in a box;37214501]Aaand done: [img]http://puu.sh/UWTF[/img] [sub][sub]don't hurt me valve[/sub][/sub] [editline]13th August 2012[/editline] It's a dropbox like thing for managing your steam cloud data[/QUOTE] Where's my download link?
[QUOTE=Map in a box;37214501]Aaand done: [img]http://puu.sh/UWTF[/img] [sub][sub]don't hurt me valve[/sub][/sub] [editline]13th August 2012[/editline] It's a dropbox like thing for managing your steam cloud data[/QUOTE] That looks really useful
Not entirely sure it's legal due to you not being able to get the steamworks api without having request it from steam.
I've spent my last two days trying to get lighting working in my opengl application. It's my first attempt ever at lighting and that's probably why I'm failing so horribly. Anyways, no matter what I try, this is the best I've actually managed to get it: [img_thumb]http://i.imgur.com/AoY5i.jpg[/img_thumb] If someone can figure out my mistake just based on this, that would be awesome. ( no idea what piece of my code that might be interesting ) In any case, does anyone know of any up-to-date normal generation & basic lighting tutorial? All I've been able to find are outdated lighting tutorials using the fixed pipeline or some that either assumed your shader was working perfectly or that your normals were perfect. None that dealt with both issues at the same time. And I still don't know if it's my shader or if it's my normals.
You may want to try colouring your triangles with your normals, will be easier to spot any problems with them.
[QUOTE=laylay;37216070]You may want to try colouring your triangles with your normals, will be easier to spot any problems with them.[/QUOTE] Like so? [img_thumb]http://i.imgur.com/Yd34s.jpg[/img_thumb] I must admit that I am completely new with lighting and normals, but that was a pretty good idea. It seems like they're completely wrong.
How are you even calculating them
[QUOTE=esalaka;37216219]How are you even calculating them[/QUOTE] I have no idea anymore. I've simply tried so many different ways and they all end up with a different weird looking result. So if you know any good resource that gives me a decent idea about how to go about it, please, let me know. Because I've probably tried just about any method I could think of.
Triangle ABC. Normal is the cross product of AB and AC. Right? [editline]13th August 2012[/editline] Basically I'm assuming you can take the cross product, but to get the operands, assuming the location vectors of the three points are a, b and c, use [B]b-a[/B] as the first operand and [B]c-a[/B] as the second. I believe. It's been a while since I've done vectors.
Yeah, that's one of the things I tried. Like so, right? [code] for (int z = 0; z < MAP_Z; z++) { for (int x = 0; x < MAP_X; x++) { glm::vec3 A = glm::vec3( terrain[x][z][0], terrain[x][z][1], terrain[x][z][2] ); glm::vec3 B = glm::vec3( terrain[x+1][z][0], terrain[x+1][z][1], terrain[x+1][z][2] ); glm::vec3 C = glm::vec3( terrain[x][z+1][0], terrain[x][z+1][1], terrain[x][z+1][2] ); normals.push_back( glm::normalize( glm::cross( B - A, C - A ) ) ); } } [/code]
Yes. Just keep in mind that the cross product can point both up and down and I've no clue of how that cross function determines the direction. Maybe you're flipping the normals on every other triangle and that's what's causing the issues?
Working on porting OOGL to OS X. [IMG]http://i.imgur.com/fYP3B.png[/IMG]
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