[vid]http://bit.ly/Nc2zGx[/vid]
Completed lua entity integration as well as some basic gamemode stuff like spawning players on entities; oh and I polished up the editor. All in one massive 2k line commit. Feels good man.
[QUOTE=Jookia;37039804]If you need to decode the passwords, store them as plain text instead of obfuscating them.
Otherwise just use bcrypt.[/QUOTE]
quoted for correctness
[editline]2nd August 2012[/editline]
[QUOTE=ace13;37038446]On the note of the .cpp extension, why do so many C++ projects use .h/.cpp? Or for that matter .h/.cc?
I realize there's no direct standard for them, but why not use the extensions that at least seem to fit together?[/QUOTE]
.hh/.cc supremacy
I use .h for classes, but .hpp for classes with the implementation of functions in the same file.
Just died a little inside, currently working on a tile based game and it has chunks in it that each contain tiles. I haven't implemented any sort of culling yet so it currently has 4 loops saying for each chunk x, for each chunk y, for each tile x, for each tile y :(
Does anyone know of good tutorials/articles about isometric game design? With the basics, like how to set up a simple isometric grid.
[QUOTE=quincy18;37047375]Just died a little inside, currently working on a tile based game and it has chunks in it that each contain tiles. I haven't implemented any sort of culling yet so it currently has 4 loops saying for each chunk x, for each chunk y, for each tile x, for each tile y :([/QUOTE]
Give each chunk a draw function that loops through its tiles. Then you just have to loop through the chunk x and y coordinates and draw the chunks.
[QUOTE=r0b0tsquid;37047409]Give each chunk a draw function that loops through its tiles. Then you just have to loop through the chunk x and y coordinates and draw the chunks.[/QUOTE]
I'll do that, I am trying not to add too much that I don't need yet since I never finish anything. Just adding stuff as I go and not thinking about the future for once.
[QUOTE=esalaka;37038468]There's loads of GNU extensions for C because they implement C++ functionality, but they do also have a bunch of stuff for that language as well, I believe. Let's see... [url=http://gcc.gnu.org/onlinedocs/gcc/C_002b_002b-Extensions.html]Ah[/url].[/QUOTE]
I meant the preprocessor. Still, though, thanks - though not as exiciting as I'd hoped the GNU C++ extensions would be.
[img]http://puu.sh/NUxu[/img]
Started working on Zombles again. Working on path network generation to make humans a bit smarter. This is just a quick generation method, I have a few ideas for how to improve it.
[editline]2nd August 2012[/editline]
A cool thing about a component based entity system is that I have a Waypoint component that I can add to any entity (although it wouldn't work very well with moving ones). So I can add it to a item like a weapon, and it will automatically integrate itself with the path network and humans will be able to path to it.
I gave up on WPF, so clunky :s
JQuery and HTML5 canvas it is!
[img]https://dl.dropbox.com/u/286964/Softmix/2012-08-02_1401.png[/img]
On the plus side it solves my "Must work on mobile devices" problem...
But now I am confused where to put this, it's an interface for a networked desktop application written in javascript for offline use. So is it web development or here... I say here. :P
[video=youtube;zxqWnp8Fljg]http://www.youtube.com/watch?v=zxqWnp8Fljg[/video]
Additive animation blending for fortblox character animations.
[QUOTE=bean_xp;37049877][video=youtube;zxqWnp8Fljg]http://www.youtube.com/watch?v=zxqWnp8Fljg[/video]
Additive animation blending for fortblox character animations.[/QUOTE]
You could probably convince a lot of people this is actually a source mod.
[QUOTE=bean_xp;37049877][video=youtube;zxqWnp8Fljg]http://www.youtube.com/watch?v=zxqWnp8Fljg[/video]
Additive animation blending for fortblox character animations.[/QUOTE]
I know that railgun sound! <3
[QUOTE=Ziks;37048178][img]http://puu.sh/NUxu[/img]
Started working on Zombles again. Working on path network generation to make humans a bit smarter. This is just a quick generation method, I have a few ideas for how to improve it.
[editline]2nd August 2012[/editline]
A cool thing about a component based entity system is that I have a Waypoint component that I can add to any entity (although it wouldn't work very well with moving ones). So I can add it to a item like a weapon, and it will automatically integrate itself with the path network and humans will be able to path to it.[/QUOTE]
That's awesome, every time I try to write an entity based framework for a project I find it very difficult to design and inevitably mess it all up though.
I tried to use it with the visitor pattern before, never again. :v:
[QUOTE=Dlaor-guy;37050007]You could probably convince a lot of people this is actually a source mod.[/QUOTE]
I think the terrible normals on the viewmodels gives it away. Blender seems to be fucking them up.
Keep in mind we're only using other peoples art assets so artists will be more interested in making some assets for us.
This is what I'm working on:
[video=youtube;FtjkdbXAug0]http://www.youtube.com/watch?v=FtjkdbXAug0[/video]
It's going to be a turn-based strategy game for Android and iPhone.
All graphics are still placeholders.
Finished making source engine style pose parameters, blending 8 animations (not having a center anim) in a 2D coordination.
In case of head rotating, X = sideways and Y = up and down. Now I just need to adjust them with a view target. *sigh*
[vid]https://dl.dropbox.com/u/45530518/Unity%202012-08-02%2018-45-10-29.webmvp8.webm[/vid]
Aand I forgot my music on but it kinda fits.. somehow.
[QUOTE=Winded;37051291]Finished making source engine style pose parameters, blending 8 animations (not having a center anim) in a 2D coordination.
In case of head rotating, X = sideways and Y = up and down. Now I just need to adjust them with a view target. *sigh*
[vid]https://dl.dropbox.com/u/45530518/Unity%202012-08-02%2018-45-10-29.webmvp8.webm[/vid]
Aand I forgot my music on but it kinda fits.. somehow.[/QUOTE]
You listen to some classy programming music
[QUOTE=geel9;37051360]You listen to some classy programming music[/QUOTE]
I just pick music that I like from games, so its really not a matter of genre for me much.
Valve is doing some really [url=http://blogs.valvesoftware.com/linux/faster-zombies/]cool stuff[/url] right now. Their OpenGL renderer for Left4Dead currently performs better than the Direct3D renderer and OpenGL on Linux performs better than on Windows. I hope they'll let you choose between D3D and GL on the Source engine, just like on Goldsource and hopefully this will inspire more developers to work on OpenGL renderers.
[QUOTE=Overv;37052349]Valve is doing some really [url=http://blogs.valvesoftware.com/linux/faster-zombies/]cool stuff[/url] right now.[/QUOTE]
Valve is doing some really cool stuff all the time. We just know more of it due to the blogs nowadays.
[QUOTE=esalaka;37052413]Valve is doing some really cool stuff all the time. We just know more of it due to the blogs nowadays.[/QUOTE]
Yes, but OpenGL has a special place in my heart.
Now that OOGL is fairly capable of doing [i]stuff[/i], I can bring up motivation for open.gl again this weekend, but I've also reserved time for an unannounced project.
[QUOTE=Overv;37052583]Yes, but OpenGL has a special place in my heart.[/QUOTE]
Oh, same for me. Right next to the completely unreasonable and unjustified hate for DirectX. :v:
[QUOTE=Overv;37052349]Valve is doing some really [url=http://blogs.valvesoftware.com/linux/faster-zombies/]cool stuff[/url] right now. Their OpenGL renderer for Left4Dead currently performs better than the Direct3D renderer and OpenGL on Linux performs better than on Windows. I hope they'll let you choose between D3D and GL on the Source engine, just like on Goldsource and hopefully this will inspire more developers to work on OpenGL renderers.[/QUOTE]
I think Valve is using their weight to finally push and bully Intel/AMD/NVidia into proper Linux support, and I like it.
They say the OpenGL drivers work faster than Direct3D on Windows. :v:
[QUOTE=Tezzanator92;37049447]I gave up on WPF, so clunky :s
JQuery and HTML5 canvas it is!
[img]https://dl.dropbox.com/u/286964/Softmix/2012-08-02_1401.png[/img]
On the plus side it solves my "Must work on mobile devices" problem...
But now I am confused where to put this, it's an interface for a networked desktop application written in javascript for offline use. So is it web development or here... I say here. :P[/QUOTE]
try writing that in a Metro app! you'll be able to do so many neat things
[QUOTE=Foda;37053021]try writing that in a Metro app! you'll be able to do so many neat things[/QUOTE]
It's already HTML5, what more does it need.
[QUOTE=esalaka;37052758]Oh, same for me. Right next to the completely unreasonable and unjustified hate for DirectX. :v:[/QUOTE]
Well I guess I'm not the only one who can't stand DirectX, and I have my reasons. DirectX was created by Microsoft to take over the GPU market when it started really growing and that they realized they could make a lot of money out of it. Now the problem is that they never really revolutionized in the domain, they only used gimmick techniques that sounded nice to the consumer and pretended that it was only possible on their hardware, even thought OpenGL implemented them in the following weeks :v:
Now where I really have a problem is that DirectX only work on Windows and OpenGL is multi-platform, that in itself should have gradually pushed DirectX out of that game but somehow, a lot of programmers are still choosing DirectX over OGL for some reasons. It's not fair that all the programmers should have to learn two syntax just because a company decided to make a lot of money at some point in time, we should a boycott DirectX :v:
To be fair, the "Linux > windows in L4D2" goes off FPS, and we all know how negligible FPS differences are.
[QUOTE=geel9;37053213]To be fair, the "Linux > windows in L4D2" goes off FPS, and we all know how negligible FPS differences are.[/QUOTE]
Not really, the difference is made because Direct3D has an overhead with batch jobs that doesn't exist for OpenGL, which is a significant detail that needs to be fixed.
[QUOTE=esalaka;37053303]I think it's half a millisecond per frame.
Faster nevertheless. The difference is interesting if it's sustained.[/QUOTE]
And 0,40 ms per frame is pretty huge when one frame takes only 3.3 ms, that is 12%.
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