[QUOTE=jonnopon3000;37301501][B]Currently suffering from whiplash[/B] 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.[/QUOTE]
Goddamn. You must've been programming pretty hard. :o
[QUOTE=BlkDucky;37301540]Goddamn. You must've been programming pretty hard. :o[/QUOTE]
I was trying a new productivity technique. For your safety I won't disclose :v:
For the last few days I've been putting more work into Half-Life 2: Sandbox, and I think maybe some of you here have heard my rants on Source before. Basically all it comes down to is that I love working with it, but I wish Valve would release some updates to the Source SDK and provide us with a new public codebase branch.
I've had to fix some code in 2007 recently, and a lot of things are broken in what Valve had last provided years ago, so I've been through this several times now. A number of fixes are in HL2:SB, but they only scratch the surface of all of the things that are terribly wrong with the branch.
I recently talked with a friend over the new engine branch, and began to fully realize how much has changed since 2007. Just one section of code that I was covering, where the player_pickup entity is implemented (a logical entity which assists in allowing you to pick up other entities by using them; e.g. "pickup that can"), supposedly has introduced hundreds of new lines of code to assist with problems like prediction in multiplayer. This prediction issue is exactly what I was trying to tackle lately.
I once heard AzuiSleet mention that "everything is fixed in the new branch" and while I definitely took his word for it, and imagined at the time how much more code that could entail, my previous expectation of that has multiplied severalfold.
As days, weeks, months and now years go by, I feel less and less empowered by Source, the concept of releasing an open-source Garry's Mod, and my own progress as a programmer. Furthermore, most of the more well-known developers of their time have since left the GMod community to pursue new development endeavors, and I'm idling around on a game concept that is now a few years old, with not much more to introduce besides helping other developers by exposing the essential inner workings of another game, and some different building mechanics.
Right now I'm talking to some licensees about some different problems I'm facing, and I've began sending emails to Valve in hopes of a response so that I might have some questions answered about the public Source SDK.
While I don't expect much of a response when and if I get one, I'm going to keep trying to contact them. If any of you have an idea of who I should contact directly, that would be greatly appreciated. Otherwise, please wish me luck, since I don't really have many connections to Valve employees.
I've just hit a point where I wonder if it's better to directly edit Boost.Locale rather than wrap it. It'd simplify quite a lot of things, especially since I'd have access to an internal API.
[QUOTE=BlkDucky;37301540]Goddamn. You must've been programming pretty hard. :o[/QUOTE]
Or it was a pretty scary compile error.
Writing debug output for my S3M Tracker
[img]http://desmond.imageshack.us/Himg713/scaled.php?server=713&filename=trackerch.png&res=landing[/img]
[QUOTE=Ramdac;37302484]Writing debug output for my S3M Tracker
[img]http://desmond.imageshack.us/Himg713/scaled.php?server=713&filename=trackerch.png&res=landing[/img][/QUOTE]
As a person who uses trackers to make music I'm fully supporting this and offering to alpha-test your tracker if it's actually capable of making music (and not just playing the S3M's)
I now know what a stack overflow feels like to a computer
[cpp] /* + - +
- / + -
+ - / +
- + - */
f = _mm_shuffle_ps(outer_p[0], _mm_setzero_ps(), _MM_SHUFFLE(0, 0, 0, 2)); /* 0,0 <- zero, 0 <- dont care, 2 <- neg */
tmp = _mm_shuffle_ps(f, outer_p[0], _MM_SHUFFLE(3, 1, 0, 3)); /* 3,1 <- pos, 0 <- neg, 3 <- zero */
res[0] = _fold_sub(tmp);
f = _mm_shuffle_ps(outer_p[0], outer_p[1], _MM_SHUFFLE(0, 0, 2, 2)); /* 0 <- neg, 0 <- dont care, 2 <- dont care, 2 <- neg */
g = _mm_shuffle_ps(outer_p[1], _mm_setzero_ps(), _MM_SHUFFLE(0, 0, 3, 0)); /* 0,0 <- zero, 3 <- pos, 0 <- dont care */
tmp = _mm_shuffle_ps(f, g, _MM_SHUFFLE(3, 1, 0, 3)); /* 3 <- pos, 1 <- zero, 0,3 <- neg */
res[1] = _fold_sub(tmp);[/cpp]
a snippet from a function that's supposed to calculate the determinant of a matrix using SSE instructions
my frontal lobe is overheating
[QUOTE=BlackPhoenix;37302726]As a person who uses trackers to make music I'm fully supporting this and offering to alpha-test your tracker if it's actually capable of making music (and not just playing the S3M's)[/QUOTE]
As a person who is a fan of demoscene tracker music, I'm also supporting this and would be able to provide some graphics if needed.
[QUOTE=BlackPhoenix;37302726]As a person who uses trackers to make music I'm fully supporting this and offering to alpha-test your tracker if it's actually capable of making music (and not just playing the S3M's)[/QUOTE]
[QUOTE=Mordi;37303063]As a person who is a fan of demoscene tracker music, I'm also supporting this and would be able to provide some graphics if needed.[/QUOTE]
Sorry to disappoint you but this is just a small test project for me to learn playing mod files.
My goal is to write a tracker for my AVR console project but that will be in assembler so I thought it would be easier to learn how everything works in C++ first.
Thanks for the graphics offer, ill keep it in mind if I do anything more then a small player.
Not quite sure where I'm going with this game yet, but here's a new video:
[media]http://www.youtube.com/watch?v=7KYDMKyXcfo[/media]
Basically right now you control a cat with a star trail, you have to avoid directly touching the red dots and make a loop around them for points. Combos give extra pts.
If you touch a red dot you lose a life and your tail gets reset. You are also invulnerable for 3 seconds.
The trail length is limited to 13 stars.
Still thinking about possible gamemodes.
[QUOTE=Mr Kirill;37304215]Not quite sure where I'm going with this game yet, but here's a new video:
-snip-
Basically right now you control a cat with a star trail, you have to avoid directly touching the red period dots and make a loop around them for points. Combos give extra pts.
If you touch a red period dot you lose a life and your tail gets reset. You are also invulnerable for 3 seconds.
Still thinking about possible gamemodes.[/QUOTE]
This seems pretty fun, but what's stopping you from drawing a huge circle around all the dots and clearing the level instantly?
[QUOTE=Ramdac;37303273]Sorry to disappoint you but this is just a small test project for me to learn playing mod files.
My goal is to write a tracker for my AVR console project but that will be in assembler so I thought it would be easier to learn how everything works in C++ first.
Thanks for the graphics offer, ill keep it in mind if I do anything more then a small player.[/QUOTE]
I am dissapoint. If you ever make a music tracker, notify me (seriously).
[QUOTE=Dlaor-guy;37304329]This seems pretty fun, but what's stopping you from drawing a huge circle around all the dots and clearing the level instantly?[/QUOTE]
The length of the rope thing I'd assume.
[QUOTE=Mr Kirill;37304215]Not quite sure where I'm going with this game yet, but here's a new video:
[media]http://www.youtube.com/watch?v=7KYDMKyXcfo[/media]
Basically right now you control a cat with a star trail, you have to avoid directly touching the red period dots and make a loop around them for points. Combos give extra pts.
If you touch a red period dot you lose a life and your tail gets reset. You are also invulnerable for 3 seconds.
Still thinking about possible gamemodes.[/QUOTE]
make it start with 9 lifes not 10
[URL="https://bitbucket.org/Tamschi/ootk/"]I moved my OpenTK wrapper into a new project and uploaded it to Bitbucket.[/URL] It's somewhat similar to OOGL.
It's very incomplete but the parts that are implemented seem to work well.
[img]http://puu.sh/WAKh[/img]
Not Bomberman™ is coming along alrightish...
just about getting some ugly but functionaly graphics in, player movement needs more work on collisions (thinking of doing AABB)
and here's the last video I did where you can see I've got the level building loops and crate placing loops all working :D
[vid]http://puu.sh/WAiR[/vid]
Unity Physics are meh :(
[QUOTE=Dlaor-guy;37304329]This seems pretty fun, but what's stopping you from drawing a huge circle around all the dots and clearing the level instantly?[/QUOTE]
Darwin226 is right - currently the trail length is limited to 13 stars. I'm probably going to add some sort of powerup/upgrade system that let the player increase it later.
[QUOTE=Overv;37290219]No, I had a fancy new one.
[t]http://filesmelt.com/dl/overv.JPG[/t]
So good.[/QUOTE]
AWW maurice is adorable.
[editline]18th August 2012[/editline]
I want to pinch those cheeks.
[QUOTE=Amiga OS;37304330]I'm writing a Facepunch telnet server. [b]I'm deeply regretting writing it in node.js[/b]
[img]http://puu.sh/WiyD[/img]
[img]http://puu.sh/WiC4[/img][/QUOTE]
Why this particular part? I'm just curious.
With GL Ortho is the zFar value a point in 3d space (making my logic valid) or is it a length in the negative direction from the zNear value(which is what it seems to be)?
by the second explanation I mean for example using -1 and 3 would make anything visible between -1 and -4
Every time I try to touch the field of 3D graphics everything goes wrong.
Fuck this. My simulator is strictly 2D henceforth.
[QUOTE=Amiga OS;37305919]Well... Its javascript. Its nice and simple, but I'm not too fond of the language.
Also, I'm used to it in a web browser environment.
[b]I have to learn new libraries to get the same functionality out of it.[/b]
[editline]19th August 2012[/editline]
I do like how it has crypt built in though, handy.[/QUOTE]
That's pretty common if you're going about trying different languages though.
I like it, it's very fast and easy to use for the right tasks.
Working on a 2D survival game with my good friend/artist Salmonmarine.
[IMG]http://img651.imageshack.us/img651/9788/scavengerscreeny1.png[/IMG]
The lighting is pretty crappy but I'm trying to keep it low end for crappy computers.(Like mine...)
[IMG]http://img688.imageshack.us/img688/8206/scavengerscreeny2.png[/IMG]
I'm also working on the inventory, and as you can see I managed to find 2 rifles, some peanut butter, Spam, Military Rations, and Beefaroni. :v:
Our "story" is that mind controlling aliens have attacked earth, they don't attack you directly but instead control others minds or your own and make you into a zombie. Its not the best of ideas but we felt there were too many zombie games out, but we like the idea of zombies, so we tried to mix it up a bit.
[editline]18th August 2012[/editline]
Also I forgot to mention that it is multiplayer.
Woot, I just finished my first face-plant-from-a-5-story-building into the widowsAPI, and boy was it painful....
Anwho, the past two days of headaches and rage have resulted in a Tribes: Ascend super awesome custom crosshair loader.
Unlike other more wildly used scripts its: standalone, very light, and has a few nifty features that I kinda wanted. If you're interested have a go at it [url=http://www.mediafire.com/download.php?1crig23jiiwppda]here[/url] (everything is described more in-depth in the included readme). Please don't go crying to me over the messiness of my code, I know, I'll be cleaning it up later once I add one or two more light features.
If you guys could give me some suggestions/criticism/profanities about my code, I'd appreciate it greatly. And finally, do you guys think it's worth making a thread about and if so where?
[img]http://s17.postimage.org/kx2dx207x/2012_08_18_231540_1366x768_scrot.png[/img]
I wrote a really simple window manager today.
At last!
[vid]http://farmpolice.com/content/videos/Vd9loZvtHnAdJjyF.webm[/vid]
Lowered my game's requirements to OGL 2.0. (Video is proof showing it runs on OGL 2.1)
For those of you who tried my game and it failed; would you kindly test them again?
[url=http://farmpolice.com/content/files/astrostruct-win64.tar.gz]win64[/url]
[url=http://farmpolice.com/content/files/astrostruct-win32.tar.gz]win32[/url]
I did a shoddy patch to fix the ogl versions, but I want to make sure that old video cards support the strange way I create FBOs with stencil buffers.
[editline]asdf[/editline]
Oops how embarrassing, now I've broken it so it doesn't work if you have OpenGL 3.0.
Maybe I should have waited to post this. :v:
[editline]who actually uses automerge anyway?[/editline]
There it's fixed; updated links.
Finally found a way to detect if anything changed within my geometry component:
[csharp]namespace Cilium.Components
{
class GeometryComponent : Component
{
public BeginMode PrimitiveType { get; set; }
public Vector2[] Vertices { get; set; }
public Vector2[] TexCoords { get; set; }
public Color[] Colours { get; set; }
public override int GetHashCode()
{
return
(base.GetHashCode() * 17) ^
(PrimitiveType.GetHashCode() * 17) ^
(Vertices != null ? Vertices.Sum(p => p.GetHashCode() * 17) : 0) ^
(TexCoords != null ? TexCoords.Sum(p => p.GetHashCode() * 17) : 0) ^
(Colours != null ? Colours.Sum(p => p.GetHashCode() * 17) : 0);
}
}
}[/csharp]
Although it's quite costly, the derived rendering object needs to know when to update its VBO. Does anyone know of a better method to do this?
[QUOTE=Naelstrom;37307974]At last!
-vid-
Lowered my game's requirements to OGL 2.0. (Video is proof showing it runs on OGL 2.1)
For those of you who tried my game and it failed; would you kindly test them again?
[url=http://farmpolice.com/content/files/astrostruct-win64.tar.gz]win64[/url]
[url=http://farmpolice.com/content/files/astrostruct-win32.tar.gz]win32[/url]
I did a shoddy patch to fix the ogl versions, but I want to make sure that old video cards support the strange way I create FBOs with stencil buffers.
[editline]asdf[/editline]
Oops how embarrassing, now I've broken it so it doesn't work if you have OpenGL 3.0.
Maybe I should have waited to post this. :v:
[editline]who actually uses automerge anyway?[/editline]
There it's fixed; updated links.[/QUOTE]
The 64 bit version still crashes for me, but it gets quite a bit farther:
[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
SHADER INFO: Compiling shader shaders/text.vert...
SHADER INFO: Compiling shader shaders/text.frag...
SHADER INFO: Linking program "text"...
SHADER INFO: Compiling shader shaders/flat.vert...
SHADER INFO: Compiling shader shaders/flat.frag...
SHADER INFO: Linking program "flat"...
SHADER INFO: Compiling shader shaders/map.vert...
SHADER INFO: Compiling shader shaders/map.frag...
SHADER INFO: Linking program "map"...
SHADER INFO: Compiling shader shaders/normal.vert...
SHADER INFO: Compiling shader shaders/normal.frag...
SHADER INFO: Linking program "normal"...
SHADER INFO: Compiling shader shaders/post.vert...
SHADER INFO: Compiling shader shaders/post.frag...
SHADER INFO: Linking program "post"...
SHADER INFO: Compiling shader shaders/flat_textureless.vert...
SHADER INFO: Compiling shader shaders/flat_textureless.frag...
SHADER INFO: Linking program "flat_textureless"...
SHADER INFO: Compiling shader shaders/flat_colorless.vert...
SHADER INFO: Compiling shader shaders/flat_colorless.frag...
SHADER INFO: Linking program "flat_colorless"...
SHADER INFO: Compiling shader shaders/normal_textureless.vert...
SHADER INFO: Compiling shader shaders/normal_textureless.frag...
SHADER INFO: Linking program "normal_textureless"...
LUA INFO: Scanning textures for lua files...
ALURE INFO: Found device: Speakers (Realtek High Definition Audio).
ALURE INFO: Using device: Speakers (Realtek High Definition Audio).
LUA INFO: Scanning sounds for lua files...
OPENAL WARN: Invalid parameter
LUA INFO: Scanning fonts for lua files...
CONFIG WARN: Tried to use variable MapSkin as a string (It's not a string!). Does it exist in config?
TEXTURE WARN: Something requested to use texture NULL, it doesn't exist!
CONSOLE INFO: Console is ready for input, it runs raw lua calls; type help() if you want more info!
LUA INFO: Using language English.
LUA INFO: Loaded entity: flare
LUA INFO: Loaded entity: spawnpoint
ENGINE INFO: Welcome to astrostruct 1.0! Report bugs to naelstrof@gmail.com!
SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports!
[/code]
Time to try the 32 bit version.
[editline]18th August 2012[/editline]
32bit version crashed identically.
Ah thanks, it appears to be crashing for anyone with an Intel graphics card. One person who was using the opensource drivers for Intel actually had their system lock up and stop responding from it.
Impossible for me to debug currently because I have no intel graphics hardware. :(
When school starts I might have access to some new hardware; if you want a working binary before then you'll have to add me on steam to help me squash this bugger.
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