[QUOTE=geel9;37239255]And over what UI engine to use.[/QUOTE]
and what rendering library to use
[IMG]http://i.imgur.com/IiYw1.png[/IMG]
spherical voronoi with polar projection
[QUOTE=supersnail11;37239361]and what rendering library to use[/QUOTE]
I think it could use some Lua, too. Have you considered integrating Lua?
[QUOTE=amcfaggot;37239483]I think it could use some Lua, too. Have you considered integrating Lua?[/QUOTE]
We should also completely ignore unicode.
[url=http://powdertoy.co.uk/]Oh look, an open-source cross-platform OpenGL powered falling sand game with Lua scripting capabilities[/url].
If you guys are making a game, you're gonna need a build system.
[sub][sub][sub][sub][sub][sub][sub]The nightmares. I can still taste them. A writhing mess of m4 macros, compiler specific flags, and c preprocessor hacks. I look for an exit, but there is none. Just more of the same. Terror. Within this darkness, I dare not tread, lest I feel the itch upon my teeth. With one last wheezing gasp, I raise my finger to the sky, curse this abomination with all of this void that I still call my heart. "Fuck you! CMake!"[/sub][/sub][/sub][/sub][/sub][/sub][/sub]
falling sand games are really fun. i also enjoy watching grass grow in my spare time.
Oh how embarrassing..
Lately my game has been getting more and more unstable, and even non-functional on windows. Decided to crack down and figure out what was up.
After hours of searching I realized I've never once had the compiler spit out warning messages, at closer inspection I found this:
[img]http://bit.ly/PiqbNb[/img]
NOTICE ANYTHING WRONG??
aaaaaaaaa that simple typo made my compiler not report any warnings; which made me create LOTS and LOTS of bad code.
After ironing out the several hundred warnings, my game is squeaky clean and works on windows again!
Feels nice squashing all those bugs that were impossible to pinpoint.
[QUOTE=supersnail11;37239361]and what rendering library to use[/QUOTE]
and what colour the sand should be
[QUOTE=Lexic;37239546][url=http://powdertoy.co.uk/]Oh look, an open-source cross-platform OpenGL powered falling sand game with Lua scripting capabilities[/url].[/QUOTE]
:tinfoil:
I decided because tomorrow I start school, I might as well get the corner and edge logic in one of my games done.
Here's a single corner, with connected corners in green and the corners connected to those in blue (including the starting point)
[img]http://puu.sh/Vndz[/img]
[QUOTE=supersnail11;37239017]oh god YES
I still play those at school because they're really lightweight and surprisingly fun.
(I remember trying to make a falling sand game when I was younger - copied a tutorial and couldn't figure out how to do anything else)[/QUOTE]
I did that too. I used an Image on WinForms with GetPixel and SetPixel I think. It was horribly slow, but at least I managed to draw about 100-200 [B]very[/B] blurry randomly coloured pixels over the desktop. At some point it ended up as a "virus" on my sister's friend's brother's computer :v:
[QUOTE=Lexic;37239546][url=http://powdertoy.co.uk/]Oh look, an open-source cross-platform OpenGL powered falling sand game with Lua scripting capabilities[/url].[/QUOTE]
Try looking at their code.
Are there any good pages containing the basics of how the sand physics work and just some pointers on how to get started? These games were a massive part of my life years ago.
[QUOTE=leontodd;37240726]Are there any good pages containing the basics of how the sand physics work and just some pointers on how to get started? These games were a massive part of my life years ago.[/QUOTE]
The source code for a lot of the Falling Sand Games are available on the forums, you could look at those.
[QUOTE=voodooattack;37240682]Try looking at their code.[/QUOTE]
We're working on a C++ rewrite. The code is a lot better.
Been looking at OOGL source and anyone mind explaining the difference between VAO and VBO, and the difference between FBO and RBO?
[QUOTE=ief014;37240772]We're working on a C++ rewrite. The code is a lot better.[/QUOTE]
Awesome! Is the code available on github or somewhere else? I'd love to browse through it.
[QUOTE=Chris220;37239640]and what colour the sand should be[/QUOTE]
and Unicode support. No? I'd be the only one to argue that? Okay. :(
Started on a farming game with a couple twists, 10 minutes later i've got this.
[img]http://niggaupload.com/images/HvYLV.gif[/img]
[QUOTE=Richy19;37241833]Been looking at OOGL source and anyone mind explaining the difference between VAO and VBO, and the difference between FBO and RBO?[/QUOTE]
Well if I remember correctly a VAO (Vertex Array Object) is purely a state based object while a VBO (Vertex Buffer Object) actually holds data. Also RBOs are optimized for render targets, you could use one to hold a depth buffer per instance.
[QUOTE=voodooattack;37243112]Awesome! Is the code available on github or somewhere else? I'd love to browse through it.[/QUOTE]
[url]https://github.com/FacialTurd/PowderToypp/tree/master/src[/url]
[vid]http://bit.ly/SkKibX[/vid]
Google translated languages!
It's entirely extensible too, meaning people can add their own languages as well as correct badly translated ones; simply by editing a lua file like [url=http://bit.ly/SkLkop]this one.[/url]
[QUOTE=Naelstrom;37244410]-video snip-[/QUOTE]
That text looks oddly over-antialiased, is that a result of your video processing software or does it look like that for you?
The video blurs it a little but it's hardly noticeable. I think the over-anti-aliased look comes from trying to draw the font so small.
All the big text looks pixel-perfect outside the video.
[QUOTE=Naelstrom;37244410][vid]http://bit.ly/SkKibX[/vid]
Google translated languages!
It's entirely extensible too, meaning people can add their own languages as well as correct badly translated ones; simply by editing a lua file like [url=http://bit.ly/SkLkop]this one.[/url][/QUOTE]
Nice!
[QUOTE=Jookia;37245428]Nice![/QUOTE]
Thanks! The only thing I need to test is if I can take multi-lingual text input. Right now glfw doesn't support text input from things like IBus so I can't fake a non-english keyboard. (but I submitted a feature request for it)
So uh, anyone have a non-english keyboard out there?
[editline]asdf[/editline]
You can grab a binary here:
[url=http://farmpolice.com/content/files/astrostruct-win64.tar.gz]win64[/url]
[url=http://farmpolice.com/content/files/astrostruct-win32.tar.gz]win32[/url]
[url=https://github.com/naelstrof/Astrostruct]source[/url]
Start up the map editor, press escape, then attempt to type in non-english characters into the text input box.
Post results please!
Fixed a huge bug. Time to sleep.
I love that feeling.
[QUOTE=Mr Kirill;37217831]More progress on my weird game. This time a short video showing the concept of the gameplay:
[media]http://www.youtube.com/watch?v=N5VttvaH_E8[/media]
[img]http://i.imgur.com/xA74i.png[/img][/QUOTE]
Gotta love memory leaks :v:
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