[QUOTE=Darwin226;37291016]Why is the second coord at Y = -1? Shouldn't it be (0.5, 0), (0, 1), (1, 1)?[/QUOTE]
woops i eddited the code but forgot the vertex bit, it is positive in the code but doesnt show up
[QUOTE=Overv;37290219]No, I had a fancy new one.
[t]http://filesmelt.com/dl/overv.JPG[/t]
So good.[/QUOTE]
But did you whisper in his ear?
[QUOTE=amcfaggot;37290811]i think it was the fact that ambient occlusion can't wear shirts[/QUOTE]
[QUOTE=Map in a box;37290907][img]http://puu.sh/WiPa[/img][/QUOTE]
ugh what are you doing
I wish I could have been there and increased the awkwardness by being taller than everyone else
Also Naelstof/m it's still crashing
[code]LUA INFO: Scanning config for lua files...
RENDER INFO: OpenGL
RENDER INFO: Vendor: Intel
RENDER INFO: Version: 2.1.0 - Build 8.15.10.2302
RENDER INFO: Renderer: Mobile Intel(R) 4 Series Express Chipset Family
RENDER INFO: GLSL Version: 1.20 - Intel Build 8.15.10.2302
SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports!
[/code]
aaaaa :(
brb installing nouveau
I seem to have an answer to my OpenTK problem.
Im not sure if its an error on my part or if openTK has a problem.
When I set the near and far values here
[csharp]MVP = Matrix4.CreateOrthographicOffCenter(0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 2.0f);[/csharp]
I assumed that because they are positive, any values between these would be visible however it seems that it takes the near value as the starting point and the far value as the distance(this being towards the OGL coordinate system) making the actual nnear and far values between 0 and -2
[QUOTE=3deep5u;37291637]ugh what are you doing[/QUOTE]
lighten up, would you
I got a ti-84+ silver edition yesterday, and I'm already having fun programming it
Right now I'm attempting to make a roguelike, but jesus actually typing on this thing is terrible. I have to hit 5 keys to get the little L for lists
Got my very basic RenderingSystem in place just now.
[IMG]https://dl.dropbox.com/u/27714141/geomtry.png[/IMG]
This code produces the triangle above:
[csharp] private void InitEntityService()
{
entityWorld = new EntityWorld();
entityWorld.SystemManager.SetSystem(new Systems.PhysicsSystem(), ExecutionType.Update);
entityWorld.SystemManager.SetSystem(new Systems.RenderingSystem(), ExecutionType.Draw);
entityWorld.SystemManager.InitializeAll();
// TESTING CODE
RenderableComponent rend = new RenderableComponent();
rend.PrimitiveType = BeginMode.Triangles;
rend.vertices = new Vector3[3];
rend.vertices[0] = new Vector3( 10, 20, 0);
rend.vertices[1] = new Vector3(100, 20, 0);
rend.vertices[2] = new Vector3(100, 50, 0);
rend.colours = new Color[3];
rend.colours[0] = Color.Red;
rend.colours[1] = Color.Green;
rend.colours[2] = Color.Blue;
Entity e = entityWorld.CreateEntity();
e.AddComponent(rend);
e.AddComponent(new TransformComponent());
e.Refresh();
entityWorld.LoopStart();
}[/csharp]
I wish OpenTK had the VBO class from OOGL. :/
Oh well, now to physics.
So I found the source of my problem, glGenFramebuffers was only included in core in OGL 3.0, so I need to fallback onto extensions.
Natrually I added EXT to the end of all the commands and then I got this:
[vid]http://bit.ly/Rp4bE9[/vid]
[img]http://www.facepunch.com/fp/emoot/wtc.gif[/img]
Astrostruct crash log for me.
[code]
LUA INFO: Scanning config for lua files...
RENDER INFO: OpenGL
RENDER INFO: Vendor: NVIDIA Corporation
RENDER INFO: Version: 2.1.2
RENDER INFO: Renderer: GeForce 7300 GS/PCIe/SSE2
RENDER INFO: GLSL Version: 1.20 NVIDIA via Cg compiler
SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports!
[/code]
[editline]17th August 2012[/editline]
What are you using framebuffers for anyway?
For post processing and proper light blending. Unfortunately it's required for the type of game I'm designing.
Just got to keep the extension version from freaking out... :(
[QUOTE=raBBish;37288199]Screw all of you who disagrees, I like this style [img]http://facepunch.com/fp/emoot/colbert.gif[/img]
Having all the function names start from the same column looks neat. You don't have to scan where the return value part stops to find it.[/QUOTE]
people hate it for some reason, but I've started to love it.
It's [i]really[/i] handy when working on huge, foreign codebases for finding functions.
Say I want to find where rb_ary_push is defined in the Ruby source, I can search for '^rb_ary_push' and immediately find it:
[img]http://i.imgur.com/6aAYd.png[/img]
[editline]18th August 2012[/editline]
They're the [i]only[/i] results that appear. If the codebase didn't follow that convention, I'd have to hunt through all the uses of rb_ary_push to find where it's actually defined.
[QUOTE=ZenX2;37292770]I got a ti-84+ silver edition yesterday, and I'm already having fun programming it
Right now I'm attempting to make a roguelike, but jesus actually typing on this thing is terrible. I have to hit 5 keys to get the little L for lists[/QUOTE]
I remember trying to do that in TI-BASIC years ago. I had the same issue, but also that the code got really unmanageable when it got long, since there was so much scrolling involved to move through the code.
[QUOTE=chimitos;37289895]I moved into Uni yesterday. Fun stuff.
Today I went to go take a look around and found the library.
I wanted to see how open they kept their computers, so I went snooping.
Everything was blocked.
No CMD, the C:\ drive was invisible, no notepad..
right click on desktop > new text document > new
I made a batch file and used dir to walk through most of the filesystem. Not much interesting stuff.
The only interesting thing that I did find was a log of all recent log-on usernames and their respective first access dates.
I thought that was funny.[/QUOTE]
tree (maybe with /f too) the entire drive(s), pipe to a file and then just skim through those files as you please. leaves less of a footprint in their logs (if they keep any) and it means you can browse the structure (albeit a snapshot of it) whenever you life. it does, however, involve iterating the entire directory structure which usually takes a while.
I'm going crazy with separate programs and stuff called as subroutines/functions, my brain is melting already but stuff's starting to work
Messing with boost::filesystem. I got a function that returns the paths of all the files and/or directories in a given directory as a vector<string>.
Also, listening to orchestral music while programming is amazing.
[QUOTE=origamiguy;37295710]tree (maybe with /f too) the entire drive(s), pipe to a file and then just skim through those files as you please. leaves less of a footprint in their logs (if they keep any) and it means you can browse the structure (albeit a snapshot of it) whenever you life. it does, however, involve iterating the entire directory structure which usually takes a while.[/QUOTE]
I realized that I could have done that right after I left. :v:
Still plenty of time in the year.
[QUOTE=ZenX2;37291631]But did you whisper in his ear?[/QUOTE]
No, but when he pronounced his nick he said "Overvee". That confused me.
[QUOTE=VGS_Devs;37175800]Don't be afraid of being more ambitious with your graphic design.
Remember that corporate and business users are people too and will appreciate nice aesthetics just as much as consumers.
[URL="http://imgur.com/1gQfO"][IMG]http://i.imgur.com/1gQfOl.jpg[/IMG][/URL]
[URL="http://imgur.com/dkKMI"][IMG]http://i.imgur.com/dkKMIl.jpg[/IMG][/URL]
See here how the use of space-colour and proportion helps steer the users around the interface more effectively. The large blocks of colour are useful tools for capturing gaze and clearly stand out from the background material.
FYI Not a Metro app btw.[/QUOTE]
What is this UI made in? is it WPF?
Inventory!
[IMG]http://i.imgur.com/i9zbK.gif[/IMG]
That was easier than I thought.
[editline]18th August 2012[/editline]
Oh yeah, it wraps horizontally too. I know it looks like I cunningly tried to avoid that problem but my adding skills are mad cool yo
[editline]18th August 2012[/editline]
New healthbar:
[IMG]http://i.imgur.com/dquPF.gif[/IMG]
[QUOTE=Nigey Nige;37298712]Inventory!
That was easier than I thought.
[editline]18th August 2012[/editline]
Oh yeah, it wraps horizontally too. I know it looks like I cunningly tried to avoid that problem but my adding skills are mad cool yo
[editline]18th August 2012[/editline]
New healthbar:
[/QUOTE]
What on earth is going on with that camera.
I don't quite like the color choice. Can't you color trees and grass green and water blue? Even by doing just that the game would look times more attractive than what it is right now.
Just my opinion though.
[QUOTE=Asgard;37299156]What on earth is going on with that camera.[/QUOTE]
Looks like the camera shakes whenever he's hit. Looks kinda eh, though.
[QUOTE=Mr Kirill;37299205]I don't quite like the color choice. Can't you color trees and grass green and water blue? Even by doing just that the game would look times more attractive than what it is right now.
Just my opinion though.[/QUOTE]
Stylistic choice. [URL="http://i.imgur.com/KznwL.png"]1 bit games can look pretty nice in my (not so) humble opinion.[/URL]
You have to be really careful though. You can very easily make it uncomfortable to look at.
[QUOTE=Asgard;37299156]What on earth is going on with that camera.[/QUOTE]
I tried to add a screen-shake effect for when you get hurt. It kinda works when you can hear the sound as well, but it needs refining.
[QUOTE=Mr Kirill;37299205]I don't quite like the color choice. Can't you color trees and grass green and water blue? Even by doing just that the game would look times more attractive than what it is right now.
Just my opinion though.[/QUOTE]
Colour's going to be a gameplay element, so it won't always look like that.
[editline]18th August 2012[/editline]
[QUOTE=BlkDucky;37299290]Looks like the camera shakes whenever he's hit. Looks kinda eh, though.
Stylistic choice. [URL="http://i.imgur.com/KznwL.png"]1 bit games can look pretty nice in my (not so) humble opinion.[/URL]
You have to be really careful though. You can very easily make it uncomfortable to look at.[/QUOTE]
That's the tileset I'm using! Someone needs to be introduced to FILTER_NEAREST_NEIGHBOUR, though.
[QUOTE=Nigey Nige;37299301]That's the tileset I'm using! Someone needs to be introduced to FILTER_NEAREST_NEIGHBOUR, though.[/QUOTE]
yeah, I added to it or remade some of the tiles. And that's just compression.[URL="http://puu.sh/WuiT"] It's perfect in-game.[/URL]
[editline]18th August 2012[/editline]
also don't make your camera move by < 1 pixel at a time. It makes patterns (like the water) look like they're flickering and it's horrible.
[QUOTE=Overv;37286027]See you at gamescom next year![/QUOTE]
I can't tell if that's a compliment or if you quoted the wrong person :v:
Been trying to make a s3m tracker, in c++ with SDL. The file loading seems to be working and the audio output also, but the mixing gives me a headache :(
[QUOTE=BlkDucky;37299290]Looks like the camera shakes whenever he's hit. Looks kinda eh, though.
Stylistic choice. [URL="http://i.imgur.com/KznwL.png"]1 bit games can look pretty nice in my (not so) humble opinion.[/URL]
You have to be really careful though. You can very easily make it uncomfortable to look at.[/QUOTE]
[url=http://www.remar.se/daniel/herocore.php]Hero Core[/url] is a 1 bit game with fantastic artwork.
Currently suffering from whiplash and possibly have a fractured wrist...so naturally, I took the "bedrest" command as "go read open.gl and work on modern OGL methods."
Progress shots to come.
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