• What Are You Working On August 2012
    2,271 replies, posted
-snip argh im dumb-
Finished the virtual suborbital flight test. The video camera behaved great, and I got video signal from three tracking stations. The quality is kinda shit, and the first video starts at only about 3:05. The main reason is that I was severely limited in bandwidth (384 KBPS) while MPEG-1 wants a wider bandwidth. So there's mostly glitching when it didn't fit into the target channel. Videos are in order of flight, but at some points the video signal was transmitted to more than one station. Sary-Shagan: [media]http://www.youtube.com/watch?v=LfvVhNPdHRA[/media] Ulan-Ude: [media]http://www.youtube.com/watch?v=ZLFboBh5Rt4[/media] Guam: [media]http://www.youtube.com/watch?v=IJS3VsamCH4[/media]
I don't understand what this is. Is it just a simulated galaxy with a simulated satellite or something more?
[QUOTE=supersnail11;37246282]I don't understand what this is. Is it just a simulated galaxy with a simulated satellite or something more?[/QUOTE] Was explained on previous page. [quote]This is a simulation I wrote. It simulates a lot of things, for example spaceflight, high-altitude physics (atmospheric drag, magnetic field etc), heating from air (only makes sense when you fly through upper layers), calculates motion of objects. There is a special version of this simulator called VSFL - Virtual SpaceFlight Network ( [url]http://vsfl.wireos.com[/url] ). It runs 24/7 in realtime, and it additionally simulates satellites and persists state of objects in orbit. Essentially it is virtual space (only near-Earth right now, moon included). Okay, so the rocket is virtual. I wrote guidance software for it. My simulator runs inside X-Plane (to get some rendering), and X-Plane generates picture you see. This is about: simulating internal systems of a rocket, guidance software that gets rocket to orbit, server software that processes and receives image, radiotransmission/propagation model I wrote (which calculates how digital signals travel, very basic model right now), and the VSFL server itself (which I use to conduct "virtual flights").[/quote]
Steal citizenship from someone in the USA and work for NASA.
[QUOTE=BlackPhoenix;37246390]Was explained on previous page.[/QUOTE] Oh, and the bandwidth limit you're mentioning. Is that self induced or are the components actually separated?
[QUOTE=Darwin226;37246972]Oh, and the bandwidth limit you're mentioning. Is that self induced or are the components actually separated?[/QUOTE] afaik all the components are running on separate virtual machines and the links between them apply the limits / noise
[QUOTE=WeltEnSTurm;37245805]Gotta love memory leaks :v:[/QUOTE] I usually try to fix them shortly after discovering one, the latest build doesn't have any leaks so far... I'm sure it will get some when I add a new feature. It always does...
[QUOTE=Naelstrom;37245596]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![/QUOTE] WinXP (stop laughing): doesn't even load Lubuntu VM: Couldn't compile. CMake hates me on all OSes ;_;
[QUOTE=Darwin226;37246972]Oh, and the bandwidth limit you're mentioning. Is that self induced or are the components actually separated?[/QUOTE] The components are separated, though in this case 384 kbps is a limit of a transmission channel I choose. There are faster ones, but the radio transmission model I have so far makes sense only for lower speeds. The transmission speed depends on bandwidth (in MHz).
[QUOTE=vombatus;37247895]WinXP (stop laughing): doesn't even load Lubuntu VM: Couldn't compile. CMake hates me on all OSes ;_;[/QUOTE] [code]$ cmake . && make[/code]
Our game finally has shown up in the Windows App store. We've worked really hard the past 6 weeks making it. It's called Inkarus. You can find it by either searching, or looking under Games>New Releases (Note: you have to be running RTM, which hits MSDN today). I'd be really grateful if you could let me know what you think about it. Here's some screenshots: [img]http://filesmelt.com/dl/inkarsooo1.png[/img] [img]http://filesmelt.com/dl/odsuhgks1.png[/img] [img]http://filesmelt.com/dl/sdigu2.png[/img] If anyone is interested, I'll write a bit regarding the tech behind the game, and some of the challenges we encountered working with WinRT. For now, the basic overview of how our engine works is like this: [img]http://filesmelt.com/dl/layout20.png[/img] I would also be willing to share some code if anyone is interested.
[QUOTE=vombatus;37247895]WinXP (stop laughing): doesn't even load Lubuntu VM: Couldn't compile. CMake hates me on all OSes ;_;[/QUOTE] For the windowsXP, can you paste me the log.txt? I'm guessing you don't support glsl 3.30 which I wrote my shaders in. I plan to support older opengl's in the future. If not the log should reveal to me what's wrong.
Would it be possible to use C++ in the windows app store?
[QUOTE=Jookia;37250046]Would it be possible to use C++ in the windows app store?[/QUOTE] I think metro apps have a html/js, c# and a c++ API.
[QUOTE=Jookia;37250046]Would it be possible to use C++ in the windows app store?[/QUOTE] I might be wrong, but you have to use a special version of C++ ([url]http://en.wikipedia.org/wiki/Windows_Runtime[/url])
Weapons kinda work a la NES LoZ. [IMG]http://i.imgur.com/ZE5EU.gif[/IMG] Enemies die now.
[QUOTE=Nigey Nige;37250242]Weapons kinda work a la NES LoZ. [IMG]http://i.imgur.com/ZE5EU.gif[/IMG] Enemies die now.[/QUOTE] Lord Nige looks like a penguin crusader. I like it.
[QUOTE=Jookia;37250046]Would it be possible to use C++ in the windows app store?[/QUOTE] [QUOTE=danharibo;37250210]I might be wrong, but you have to use a special version of C++ ([URL]http://en.wikipedia.org/wiki/Windows_Runtime[/URL])[/QUOTE] You can, but it's a tad bit limited. We have a team that did heavy video and audio editing in C++ so I'm sure it's capable of doing what you'd need. You can look here for more info: [URL]http://en.wikipedia.org/wiki/C%2B%2B/CX[/URL] [QUOTE=AzzyMaster;37250066]I think metro apps have a html/js, c# and a c++ API.[/QUOTE] Yep, you can mix and match any of those. You can also use libraries such as SharpDx and Monogame (XNA! Woo!) too!
Do I have to use Direct3D?
[QUOTE=Jookia;37250399]Do I have to use Direct3D?[/QUOTE] It depends. You can also use MonoGame which is just like XNA (which is Direct3D). Our team didn't have MonoGame, and we didn't have the time to create a 2d Dx engine so we experimented around and chose to use JavaScript to do rendering, and C# for logic/physics. The JavaScript part of our game simply pulls a list of sprites (and their position, alpha, rotation, etc) to draw from our C# code, and just draws them on a Canvas. It's all hardware accelerated so speed was never an issue for us.
[QUOTE=Foda;37250451]It depends. You can also use MonoGame which is just like XNA (which is Direct3D). Our team didn't have MonoGame, and we didn't have the time to create a 2d Dx engine so we experimented around and chose to use JavaScript to do rendering, and C# for logic/physics. The JavaScript part of our game simply pulls a list of sprites (and their position, alpha, rotation, etc) to draw from our C# code, and just draws them on a Canvas. It's all hardware accelerated so speed was never an issue for us.[/QUOTE] So no OpenGL?
Will I really have to maintain two rendering engines if I use Direct3D? Maybe somebody could have OOGL map to D3D?
Me and Perl has been fucking around in computercraft for a while now. Decided to write a C# http server that gives you an array of pictures converted into ASCII art. Then turn that into an animation in computercraft. [t]http://frameaway.org/ftp/ShareX/Tekkit_2012-08-15_18-42-32.png[/t] Still working on getting the image to be sharper. It's really hard to see what's going on sometimes. :v:
[QUOTE=T3hGamerDK;37250548]So no OpenGL?[/QUOTE] [QUOTE=Jookia;37251182]Will I really have to maintain two rendering engines if I use Direct3D? Maybe somebody could have OOGL map to D3D?[/QUOTE] As much as I dislike OpenGL, it would be nice to someday see it be featured in WinRT. The problem is that all of WinRT's rendering is built on top of Dx, so they would need to rewrite a lot of low-level backend stuff (which requires time and money). It would be really neat/amazing to see an engine that remaps OpenGL to D3D code, but I don't know if that's even possible.
[QUOTE=Foda;37251437]As much as I dislike OpenGL, it would be nice to someday see it be featured in WinRT. The problem is that all of WinRT's rendering is built on top of Dx, so they would need to rewrite a lot of low-level backend stuff (which requires time and money). It would be really neat/amazing to see an engine that remaps OpenGL to D3D code, but I don't know if that's even possible.[/QUOTE] Not OpenGL, but OpenGL ES, sure: [url]http://code.google.com/p/angleproject/[/url] This is what Chrome uses on Windows for WebGL.
[QUOTE=Hexxeh;37251769]Not OpenGL, but OpenGL ES, sure: [url]http://code.google.com/p/angleproject/[/url] This is what Chrome uses on Windows for WebGL.[/QUOTE] Doesn't Chrome for Windows use DirectX?
[QUOTE=supersnail11;37252005]Doesn't Chrome for Windows use DirectX?[/QUOTE] yes, he just posted what it uses
[QUOTE=Naelstrom;37250041]For the windowsXP, can you paste me the log.txt? I'm guessing you don't support glsl 3.30 which I wrote my shaders in. I plan to support older opengl's in the future. If not the log should reveal to me what's wrong.[/QUOTE] 3.30? Shit man, the graphics on this XP comp only support OpenGL 2.1 and GLSL 1.2 :v: Makes it really easy to have backwards-compatibility I guess... [editline]15th August 2012[/editline] Yeah it just instantly seg-faults for me. Also, why the fuck are you dynamically linking everything? For fuck's sake, GLFW is only 47.5 KB.
[QUOTE=Foda;37251437]As much as I dislike OpenGL, it would be nice to someday see it be featured in WinRT. The problem is that all of WinRT's rendering is built on top of Dx, so they would need to rewrite a lot of low-level backend stuff (which requires time and money). It would be really neat/amazing to see an engine that remaps OpenGL to D3D code, but I don't know if that's even possible.[/QUOTE] I don't want to start a flame war, I really don't want to, but Facepunch programmers are pretty bias towards OpenGL for the obvious reasons. I'd like to know why you dislike it? [editline]16th August 2012[/editline] [QUOTE=Hexxeh;37251769]Not OpenGL, but OpenGL ES, sure: [url]http://code.google.com/p/angleproject/[/url][/QUOTE] That's genius.
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