[QUOTE=Speedfalcon;37324712]Working on a web interface using ExtJS and X3DOM:
[img]http://i.imgur.com/EwzkA.png[/img][/QUOTE]
Screenshots like these always make me jealous of the font rendering in linux... it's so smooth [IMG]http://sae.tweek.us/static/images/emoticons/emot-byodood.gif[/IMG]
[img]http://puu.sh/X6zr[/img]
Pathfinding
[QUOTE=ECrownofFire;37324345]Anybody know of a simple way to take two square PNGs of equal size and put them side by side in a new image (e.g., take two 256x256 images and make it into a 256x512 or 512x256)? Any language, I can just port it to C++. That, or a [U]good[/U] PNG library with C or C++ bindings.[/QUOTE]
When I wrote [url=http://code.google.com/p/lfacemark/source/browse/trunk/facemark.lua]lfacemark[/url] I used GD. Though I haven't worked with many image libraries, after using GD, I don't know why I'd want to use anything else for simple image work.
As of right now the GD site is down, but they're working on getting it back up. [url]http://www.boutell.com/gd/[/url]
A cursory glance at the GD faq reveals that "gif draw" didn't support GIF files for many years. Simply professional work, right there.
EDIT: (A less cursory glance at the GD Wikipedia page reveals that the GIF format was proprietary until 2004, which explains a lot.)
[QUOTE=ECrownofFire;37324345]Anybody know of a simple way to take two square PNGs of equal size and put them side by side in a new image (e.g., take two 256x256 images and make it into a 256x512 or 512x256)? Any language, I can just port it to C++. That, or a [U]good[/U] PNG library with C or C++ bindings.[/QUOTE]
libpng is quite easy to use.
Looking at different languages and libraries for using in Ludum Dare. I want to make a web game this time. [URL="http://haxe.org/"]Haxe[/URL] with [URL="http://haxepunk.com/"]HaxePunk[/URL] looked good, and supports exporting to both flash and html5 so I decided to test it out by porting my first LD game.
[IMG]http://screencloud.net/img/screenshots/b37272d8643bfd5119a5ee020be4215f.png[/IMG]
[QUOTE=ECrownofFire;37324345]Anybody know of a simple way to take two square PNGs of equal size and put them side by side in a new image (e.g., take two 256x256 images and make it into a 256x512 or 512x256)? Any language, I can just port it to C++. That, or a [U]good[/U] PNG library with C or C++ bindings.[/QUOTE]
What I would do is create an OpenGL program that loads both images into memory using SOIL, use glTexSubImage2D() to stick them both in a bigger texture, then either save the new image using SOIL_save_image() or render them on screen at the proper resolution and use SOIL_save_screenshot() to save an image of them.
Of course you could also just render the two textures side by side if you just plan to use SOIL_save_screenshot(), but hopefully these ideas will help you solve your problem.
[editline]asf[/editline]
whoa I'm late, I love to see all the different solutions waywo can come up with however.
I finally found something that made OpenTK much easier and way less tedious to use.
[url]https://github.com/Fimbulwinter/FimbulvetrEngine[/url]
My first VBO object:
[IMG]https://dl.dropbox.com/u/27714141/vbo.png[/IMG]
[sp]It was supposed to be a circle[/sp]
I think I just figured it out: Mr. T can't be made fun of for never completing anything if he never starts it.
[QUOTE=voodooattack;37327557]I finally found something that made OpenTK much easier and way less tedious to use.
[url]https://github.com/Fimbulwinter/FimbulvetrEngine[/url]
My first VBO object:
[IMG]https://dl.dropbox.com/u/27714141/vbo.png[/IMG]
[sp]It was supposed to be a circle[/sp][/QUOTE]
That looks awesome, do you know how stable it is? It only seems to be a week old
[QUOTE=Jookia;37327831]I think I just figured it out: Mr. T can't be made fun of for never completing anything if he never starts it.[/QUOTE]
I never finish anything either. I don't post about anything unless I've made significant progress.
[sp]This is why I never post content.[/sp]
[QUOTE=Ziks;37325731][img]http://puu.sh/X6zr[/img]
Pathfinding[/QUOTE]
Well done sir, I have been trying to achieve pathfinding for quite a while.
[IMG]http://img191.imageshack.us/img191/6587/pathingfail.png[/IMG]
:suicide:
[editline]20th August 2012[/editline]
Whoop! I just got it working. :dance:
[IMG]http://img189.imageshack.us/img189/241/pathingwin.png[/IMG]
The mistake I made was so simple, I must have coded it around 4 in the morning, my code tends to "deteriorate" then.
[QUOTE=Rayboy1995;37328978]
...
The mistake I made was so simple, I must have coded it around 4 in the morning, my code tends to "deteriorate" then.[/QUOTE]
Nice, you got some pathfinding there indeed but it's not the shortest path though.
[QUOTE=oc3;37329701]Nice, you got some pathfinding there indeed but it's not the shortest path though.[/QUOTE]
Yes I realize this. I'm lazy so I'll fix it later. Until then I shall rejoice and dance the day away. :dance:
[QUOTE=Richy19;37328264]That looks awesome, do you know how stable it is? It only seems to be a week old[/QUOTE]
It's quite solid actually, once you get the hang of it. The worst thing that could happen is a code-breaking API change, but I have no reservations against it.
I have no idea what license the project will use, but the lack of one makes it public domain for now I think.
Here's how to initialise it, took me a while to figure this out:
[csharp] private void Main_Load(object sender, EventArgs e)
{
new Vetr();
Dispatcher.Instance.Context = glControl.Context; // if using winforms, otherwise use the GameWindow's context
FileSystemManager.Instance.RegisterFileSystem(new DefaultFileSystem("Assets"));
}[/csharp]
[QUOTE=Ziks;37325731][img]http://puu.sh/X6zr[/img]
Pathfinding[/QUOTE]
I can't even make a simple tic tac toe game in Java because I have no idea how to an AI, let alone pathfinding.
[QUOTE=MitchvW;37330315]I can't even make a simple tic tac toe game in Java because I have no idea how to an AI, let alone pathfinding.[/QUOTE]
Just do what I did and make it pick a random vacant spot.
[sp]i actually tied with it once[/sp]
[QUOTE=MitchvW;37330315]I can't even make a simple tic tac toe game in Java because I have no idea how to an AI, let alone pathfinding.[/QUOTE]
Tic-tac-toe isn't a great game to start AI programming with. It doesn't go very deep and picking numbers from a set list or randomly are about as good as and AI would be.
[QUOTE=voodooattack;37330273][...]
I have no idea what license the project will use, but the lack of one makes it public domain for now I think.
[...][/QUOTE]
[URL="http://www.codinghorror.com/blog/2007/04/pick-a-license-any-license.html"]No, it means you can't use it.[/URL]
The default standing of copyrighted works doesn't allow anything beyond fair use and github doesn't have a clause that changes this except for viewing and making forks of the project.
[editline]bla[/editline]
Also, I'm pretty sure public domain only works in the USA, in most other countries it's not possible to waive your exclusive copyright this way.
I'm working on my lua opengl project again. Got to the point were I can compile shaders, this is the syntax.
[lua]
-- Create and compile the vertex shader
local vertexShader = gl.createShader(GL_VERTEX_SHADER)
gl.shaderSource(vertexShader, vertexSource)
gl.compileShader(vertexShader)
-- Create and compile the fragment shader
local fragmentShader = gl.createShader(GL_FRAGMENT_SHADER)
gl.shaderSource(fragmentShader, fragmentSource)
gl.compileShader(fragmentShader)
[/lua]
To test it I'm going through Overv's open.gl tutorials. I'm close-ish to finishing up the opengl 3.3 functions (I'm not gunna support deprecated opengl)
I wan't to release it once it's usable, would anyone here be interested in using it?
[QUOTE=Tamschi;37330677][URL="http://www.codinghorror.com/blog/2007/04/pick-a-license-any-license.html"]No, it means you can't use it.[/URL]
The default standing of copyrighted works doesn't allow anything beyond fair use and github doesn't have a clause that changes this except for viewing and making forks of the project.
[editline]bla[/editline]
Also, I'm pretty sure public domain only works in the USA, in most other countries it's not possible to waive your exclusive copyright this way.[/QUOTE]
I'm pretty sure I can use it if I don't distribute the work and don't attribute the code to myself.
Otherwise, first world problems. I live in Africa. :v:
[QUOTE=voodooattack;37331007]I'm pretty sure I can use it if I don't distribute the work and don't attribute the code to myself.
Otherwise, first world problems. I live in Africa. :v:[/QUOTE]
That would be fair use.
[QUOTE=MitchvW;37330315]I can't even make a simple tic tac toe game in Java because I have no idea how to an AI, let alone pathfinding.[/QUOTE]
For a beatable AI use random or some kind of simple evaluating method.
Otherwise check:
Alpha-beta pruning - [url]http://en.wikipedia.org/wiki/Alpha-beta_pruning[/url]
Monte Carlo mathod - [url]http://en.wikipedia.org/wiki/Monte_Carlo_method[/url]
Just playing with random noise functions
[IMG]http://i639.photobucket.com/albums/uu118/blayze7533/noise.jpg[/IMG]
square-ey
[t]http://i.imgur.com/Sqb41.jpg[/t]
Hello Android World! I am very impressed with how easy this was, I pretty much hit play in Eclipse and it was opened on my device. Next step is to render a triangle with OpenGL.
[QUOTE=Matt-;37332266][t]http://i.imgur.com/Sqb41.jpg[/t]
Hello Android World! I am very impressed with how easy this was, I pretty much hit play in Eclipse and it was opened on my device. Next step is to render a triangle with OpenGL.[/QUOTE]
And then you find out how well OpenGL is documented on Android. You can add me on Steam and throw questions at me if you want.
[QUOTE=Overv;37332290]And then you find out how well OpenGL is documented on Android. You can add me on Steam and throw questions at me if you want.[/QUOTE]
If only [url]http://open.gl[/url] had an Android section.. :v:
[editline]wow[/editline]
oh wow, scratch that; this documentation is awesome!
[QUOTE=Neo Kabuto;37331081]That would be fair use.[/QUOTE]
I'm also about to contribute right now (adding read/write support for uniforms and attributes to the ShaderProgram class), so I guess it's all for good.
[QUOTE=Matt-;37332303]If only [url]http://open.gl[/url] had an Android section.. :v:
[editline]wow[/editline]
oh wow, scratch that; this documentation is awesome![/QUOTE]
What I did was read most of the OpenGL Superbible.
After that I used the android tutorials, stackoverflow and this:
[url]www.disgruntledrats.com/?p=440[/url]
It's not that hard if you read from several different sources. It just takes a while to figure it out.
Good luck!
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