• What Are You Working On August 2012
    2,271 replies, posted
[QUOTE=DrogenViech;37347906]Damn that song is awesome, did you make it?! If yes, is there a way we could get it? :allears:[/QUOTE] Intro Song or Game Song? The Game Song is a soundtrack made by [url]www.clearsidemusic.com[/url]
May I present my amazingly awsome Game of life thingy. [thumb]http://i45.tinypic.com/2rca8ab.png[/thumb] First project with c# and xna, and I gotta say, I like it quite a bit more than c++. If you feel adventurous grab the exe [url=http://www.mediafire.com/download.php?yi80w6mlbo2bsco]here[/url]. The controlls are simple: Left click = make a cell Rght click = delete a cell Space = pause/unpause (You can also resize the window!) Once I finish with the ui, I plan to actually make something a tad more interesting/useful.
Soo, now that I got into the wonderful world of modern OpenGL.. How the fuck do I go about debugging my shaders? I'm using the two basic shaders from open.gl to draw a triangle with red, green, and blue points, but I only get a red triangle. Is there a way to make sure that the shader is being fed the right data? When I scrap the colour input completely it paints a black triangle.. so I think it might be the way I'm passing the colours.
[QUOTE=voodooattack;37348986]Soo, now that I got into the wonderful world of modern OpenGL.. How the fuck do I go about debugging my shaders? I'm using the two basic shaders from open.gl to draw a triangle with red, green, and blue points, but I only get a red triangle. Is there a way to make sure that the shader is being fed the right data? When I scrap the colour input completely it paints a black triangle.. so I think it might be the way I'm passing the colours.[/QUOTE] gDEBugger can be very useful, I recommend checking it out.
[QUOTE=Overv;37319853]Decided to check if frame buffers in OOGL work properly by making a small shadow mapping demo. [img]http://i.imgur.com/fsnEk.png[/img][/QUOTE] In all seriousness, where do you get the knowledge to do these things? Have you learnt most of these from OGL Superbible?
[QUOTE=voodooattack;37348986]I'm using the two basic shaders from open.gl to draw a triangle with red, green, and blue points, but I only get a red triangle.[/QUOTE] If you can't figure it out, post some snippets of your shaders; perhaps we could give you a few pointers. [editline]22nd August 2012[/editline] [QUOTE=Chris220;37349170]gDEBugger can be very useful, I recommend checking it out.[/QUOTE] Is there something similar for Android? I'm also having a poor experience with GLSL shaders currently. :-C
[QUOTE=Cesar Augusto;37342120]Thanks, but I don't find tutorials. I don't know how to start :-/[/QUOTE] In the Spring forums there's a [URL="http://springrts.com/phpbb/viewforum.php?f=67"]Game & Module Development Programs & Resources[/URL] section. Forgive my presumption, but it sounds like you aren't very familiar with programming. You might want to start with the basics before you go about remaking a retail game.
[QUOTE=Matt-;37349534]If you can't figure it out, post some snippets of your shaders; perhaps we could give you a few pointers.[/QUOTE] They're smaller than snippets actually. :v: [code]#version 150 in vec3 position; in vec4 color; out vec3 Color; void main() { Color = color.rgb; gl_Position = vec4( position, 1.0 ); }[/code] [code]#version 150 in vec3 Color; out vec4 outColor; void main(void) { outColor = vec4(Color, 1.0f); }[/code] I'm passing red, green, and blue, one for each vertex, I only get a red triangle. :|
[QUOTE=Richy19;37349434]In all seriousness, where do you get the knowledge to do these things? Have you learnt most of these from OGL Superbible?[/QUOTE] I know it's hard to believe, but I read the wikipedia page.
[QUOTE=Overv;37350393]I know it's hard to believe, but I read the wikipedia page.[/QUOTE] [i]*sudden increase of traffic on opengl's wikipedia page*[/i]
[media]http://www.youtube.com/watch?v=h6wezyyuFaM&feature=youtu.be[/media] Not Bomberman™ has finally got the totally original 4 way explosion mechanics working... with minimal null reference exceptions :P Woop!
Not Bomberman? Are you Maurice?
[QUOTE=ShaunOfTheLive;37351354]Not Bomberman? Are you Maurice?[/QUOTE] No, but his penchant for naming copyright addled remakes is charming and endearing enough to steal myself. META Copyright infringement!
Back to working on this: [IMG]http://img1.uploadscreenshot.com/images/orig/8/23317142150-orig.png[/IMG] Been a while since I worked on it, I pretty much have to go over all my code and review how everything works :v:
[QUOTE=Electroholic;37352931]Back to working on this: *image* Been a while since I worked on it, I pretty much have to go over all my code and review how everything works :v:[/QUOTE] Everytime I see this, I get extremely jealous, it actually looks amazing.
I want to waste my time on that game.
[QUOTE=Chris220;37349170]gDEBugger can be very useful, I recommend checking it out.[/QUOTE] Oh man, why did I never find this before? I had to output my debugging information as colours! [IMG]http://i.imgur.com/gPYIY.png[/IMG] [QUOTE=voodooattack;37350104]I'm passing red, green, and blue, one for each vertex, I only get a red triangle. :|[/QUOTE] You are passing values between 1 and 0 right?
[quote]I'm passing red, green, and blue, one for each vertex, I only get a red triangle. :|[/quote] The shader looks fine, you're probably setting a shitty pointer or something.
[QUOTE=Lexic;37353985]Oh man, why did I never find this before? I had to output my debugging information as colours! [IMG]http://i.imgur.com/gPYIY.png[/IMG] You are passing values between 1 and 0 right?[/QUOTE] I'm just using standard constants like Color4.Blue. (OpenTK) [editline]22nd August 2012[/editline] [QUOTE=Matt-;37353986]The shader looks fine, you're probably setting a shitty pointer or something.[/QUOTE] Well, I'm about to switch to C++ again anyhow; so I'll probably catch the problem with the rewrite. I'm not so comfortable using .NET any more.
[QUOTE=TM Gmod;37351414]No, but his penchant for naming copyright addled remakes is charming and endearing enough to steal myself. META Copyright infringement![/QUOTE] We'll see how charming and endearing this is once I contact my lawyer.
Oh great, the default font got removed from SFML2 (in addition to the mass refactoring of method names); and it looks like I'll have to rewrite most of the gwen SFML renderer.. ds;jkhlsdf;ijkhlsdf;iojh
[QUOTE=Overv;37350393]I know it's hard to believe, but I read the wikipedia page.[/QUOTE] I meeant more the techniques, like in this example shadow mapping(or in open.gl floor reflections), than the funcions thenselfs
Well, that was quick.
[QUOTE=voodooattack;37354392]Oh great, the default font got removed from SFML2 (in addition to the mass refactoring of method names); and it looks like I'll have to rewrite most of the gwen SFML renderer.. ds;jkhlsdf;ijkhlsdf;iojh[/QUOTE] I gotta say, who thought it was a good idea to suddenly switch code style in SFML 2? It serves [i]no[/i] practical use, besides intentionally breaking [i]all[/i] existing codebases.
[QUOTE=icantread49;37355050]I gotta say, who thought it was a good idea to suddenly switch code style in SFML 2? It serves [i]no[/i] practical use, besides intentionally breaking [i]all[/i] existing codebases.[/QUOTE] I wonder how long it took to change them all. In other news, I added texture caching to gwen's renderer, now it doesn't have to copy the texture back from video memory every time just to query the value of a single pixel (Who's idea was that?). The downside is memory consumption though.
[t]http://i.imgur.com/KB1hU.png[/t] I now understand matrices, thanks to [URL="http://open.gl/transformations"]Overv's awesome tutorial![/URL]
[QUOTE=icantread49;37355050]I gotta say, who thought it was a good idea to suddenly switch code style in SFML 2? It serves [i]no[/i] practical use, besides intentionally breaking [i]all[/i] existing codebases.[/QUOTE] SFML2 is not backwards compatible with 1.6.
[QUOTE=danharibo;37355487]SFML2 is not backwards compatible with 1.6.[/QUOTE] What he means is SFML2 already had a code style, not a change from 1.6 -> 2.0.
[QUOTE=Matt-;37355517]What he means is SFML2 already had a code style, not a change from 1.6 -> 2.0.[/QUOTE] SFML 2 is still in development, programming against the master git branch is going to have these problems.
Finally got collisions working perfectly in Wulf2012 by doing the stupidly obvious step of sorting the tiles before checking for potential penetration. I've no idea why I wasn't before, but it was leading to some very dodgy situations where you would collide with things behind other things which resulted in completely wrong responses and occasional infinite loops.
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