• What Are You Working On August 2012
    2,271 replies, posted
So are symbols sort of like global constants with no actual value? I mean is :title in one class equal to :title in another assuming they can be checked for equality at all?
[t]http://i.imgur.com/Pf5b5.png[/t] A new VBO is generated when one of those blocks is changed. The screenshot is showing 4x4 blocks. Now to try something much.. Much. Larger. [editline]22nd August 2012[/editline] [t]http://i.imgur.com/IrA97.png[/t] oh man I fucking love this. [editline]22nd August 2012[/editline] [t]http://i.imgur.com/CpIjf.png[/t] also I have terrible colour choice.
[QUOTE=Matt-;37355473][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] I seriously hate matrices because I never had them in math at college or highschool, and they are a pretty important thing in opengl.
[QUOTE=MitchvW;37362114]I seriously hate matrices because I never had them in math at college or highschool, and they are a pretty important thing in opengl.[/QUOTE] Just look them up and do your own research instead?
[QUOTE=MitchvW;37362114]I seriously hate matrices because I never had them in math at college or highschool, and they are a pretty important thing in opengl.[/QUOTE] Wouldn't it be a slightly better plan to learn how they work rather than just hating them because you've never learned how they work? They're honestly not that complicated once you beat your mind around the concept and it all snaps into place. EDIT: Whoops, late and contentless. Have a random screenshot. [IMG]http://i.imgur.com/r7bLA.png[/IMG]
[QUOTE=T3hGamerDK;37362207]Just look them up and do your own research instead?[/QUOTE] I know how they work I just hate them, I'm pretty sure I'm just not using them good enough.
Does anyone know if creating a translation matrix in openTK is broken? I have a problem with 2d in OpenTK [url]http://www.facepunch.com/showthread.php?t=1167392&p=37361643&viewfull=1#post37361643[/url] And I tried creating the same matrix in glm and openTK [cpp] glm::mat4 ortho = glm::ortho(0.0f, 1024.0f, 576.0f, 0.0f, -1.0f, 1.0f); glm::mat4 tran = glm::translate(10.0f, 10.0f, 0.0f); glm::mat4 m = ortho * tran; [/cpp] and [csharp] Matrix4 ortho = Matrix4.CreateOrthographicOffCenter(0.0f, 1024.0f, 576.0f, 0.0f, -1.0f ,1.0f); Matrix4 trans = Matrix4.CreateTranslation(10.0f, 10.0f, 0.0f); Matrix4 m = ortho * trans; [/csharp] Yet this is the result of m in both: left is glm and right is openTK [IMG]http://i.imgur.com/7du5W.png[/IMG]
What else do you need except matrices to rotate/mirror stuff? Wait I vaguely remember some quaternion stuff that might be more complex.
[QUOTE=Richy19;37362583]Does anyone know if creating a translation matrix in openTK is broken? I have a problem with 2d in OpenTK [url]http://www.facepunch.com/showthread.php?t=1167392&p=37361643&viewfull=1#post37361643[/url] And I tried creating the same matrix in glm and openTK [cpp] glm::mat4 ortho = glm::ortho(0.0f, 1024.0f, 576.0f, 0.0f, -1.0f, 1.0f); glm::mat4 tran = glm::translate(10.0f, 10.0f, 0.0f); glm::mat4 m = ortho * tran; [/cpp] and [csharp] Matrix4 ortho = Matrix4.CreateOrthographicOffCenter(0.0f, 1024.0f, 576.0f, 0.0f, -1.0f ,1.0f); Matrix4 trans = Matrix4.CreateTranslation(10.0f, 10.0f, 0.0f); Matrix4 m = ortho * trans; [/csharp] Yet this is the result of m in both: left is glm and right is openTK [IMG]http://i.imgur.com/7du5W.png[/IMG][/QUOTE] Wouldn't it be a better plan to compare the individual matrices rather than their product?
[QUOTE=Lexic;37362741]Wouldn't it be a better plan to compare the individual matrices rather than their product?[/QUOTE] I did so and they were th same, so it seems multiplication is wrong :S hmnn wolfram alpha says the OpenTK one is correct: [url]http://www.wolframalpha.com/input/?i=matrix+multiplication+calculator&a=*C.matrix+multiplication-_*Calculator.dflt-&f2=%7B%7B0.001953125%2C+0%2C+0%2C+0%7D%2C+%7B0%2C+-0.003472222%2C+0%2C+0%7D%2C+%7B0%2C0%2C-1%2C0%7D%2C+%7B-1%2C+1%2C+0%2C+1%7D%7D&f=MatricesOperations.theMatrix1_%7B%7B0.001953125%2C+0%2C+0%2C+0%7D%2C+%7B0%2C+-0.003472222%2C+0%2C+0%7D%2C+%7B0%2C0%2C-1%2C0%7D%2C+%7B-1%2C+1%2C+0%2C+1%7D%7D&f3=%7B%7B1%2C0%2C0%2C0%7D%2C%7B0%2C1%2C0%2C0%7D%2C%7B0%2C0%2C1%2C0%7D%2C%7B10%2C10%2C0%2C1%7D%7D&x=8&y=4&f=MatricesOperations.theMatrix2_%7B%7B1%2C0%2C0%2C0%7D%2C%7B0%2C1%2C0%2C0%7D%2C%7B0%2C0%2C1%2C0%7D%2C%7B10%2C10%2C0%2C1%7D%7D[/url]
So as it turns out, we pissed off a lot of ScrapBankers. Either that or enabling "Attack mode" on CloudFlare just MAGICALLY makes it faster and there was no DDoS to begin with. Ontopic: Been working on MD a lot to get it ready for Greenlight. The game is currently not fun at all to play, but the announcement that playable demos won't even be allowed at launch is a huge relief :v:
Found the problem, it seems the order in which you multiply the matricies is different between OTK and GLM So in GLM its: [cpp]glm::mat4 m = ortho * tran;[/cpp] Yet in OTK its: [PHP]Matrix4 m = tran * ortho;[/PHP]
That's because GLM has column major matrices and opentk has row major matrices.
[QUOTE=Philly c;37363348]That's because GLM has column major matrices and opentk has row major matrices.[/QUOTE] I thought OpenGL used column major matrices?
This is what I made in 2-3 days using VS2012 & Windows 8. Watch 1080p & Full Screen: [video=youtube;eIiIa4sAAjE]http://www.youtube.com/watch?v=eIiIa4sAAjE&hd=1[/video]
[IMG]http://i639.photobucket.com/albums/uu118/blayze7533/noise4.png[/IMG] Next build a poly mesh and use this algorithm for the height map.
I hate Metro's guts. [editline]23rd August 2012[/editline] Good work though!
[QUOTE=Richy19;37363430]I thought OpenGL used column major matrices?[/QUOTE] Both libraries will convert their internal representation to column major order when actually using it, but it does influence multiplication. As philly c was trying to say, GLM uses column major multiplication and OpenTK uses row major multiplication.
Finally got to working with 3D, decided to use LWJGL since I would say Java is my primary programming language. [IMG]http://img15.imageshack.us/img15/8646/lwjglrts.png[/IMG] After about 2 days I came up with this RTS game type thing. Its not the best ever, especially the textures, but I'm learning.
[QUOTE=sambooo;37361053]So are symbols sort of like global constants with no actual value? I mean is :title in one class equal to :title in another assuming they can be checked for equality at all?[/QUOTE] Yes. I find it helpful to think of them as named numbers. 10 is always 10 no matter where it appears in your code - the same goes for :title. They're often used similarly to enums in C/C++ or as strings that are never manipulated (like hash keys or method names).
Thanks! I'm probably getting ahead of myself here but is defining new methods for a class possible from inside another method? I want to rewrite attr_accessor just for the sake of it and I already have a decent idea of how to do it! [editline]23rd August 2012[/editline] Actually no wait I am getting too far ahead of myself
[QUOTE=Matt-;37361194] [t]http://i.imgur.com/IrA97.png[/t] oh man I fucking love this. [/QUOTE] I'm jealous of how you got from "Hey look I made a triangle" to this in one page. :suicide:
Okay I've hardly used ruby yet and I already love it, it just feels like I've finally found a language that works with me not against me
I've created a new blog post :D This time it is about 2d procedurally generated worlds. [IMG]http://veegamedev.files.wordpress.com/2012/08/3.png?w=545[/IMG] To stay in line with my previous posts, it follows my experiences with this subject, starting from my first rudimentary tests, followed with more complex generation algorithms using pathfinding, to my VeeGen library, which is currently available on my GitHub page. The blog post is filled with videos and pictures. Check it out: [url]http://veegamedev.wordpress.com/2012/08/23/2d-procedural-world-generation/[/url] I hope you will find it interesting, let me know what you think! Check out the previous blog posts about 2d collisions if you missed them: [url]http://veegamedev.wordpress.com/2012/08/14/getting-2d-collisions-right-part-one/[/url] [url]http://veegamedev.wordpress.com/2012/08/14/getting-2d-collisions-right-part-two/[/url]
[QUOTE=SupahVee;37366152]Another awesomely informative blog post[/QUOTE] Your blog posts have been eerily relevant to my current project. I request that you keep reading my mind, and helping me through the things I'm getting stuck on.
[QUOTE=sambooo;37365498]Thanks! I'm probably getting ahead of myself here but is defining new methods for a class possible from inside another method? I want to rewrite attr_accessor just for the sake of it and I already have a decent idea of how to do it! [editline]23rd August 2012[/editline] Actually no wait I am getting too far ahead of myself[/QUOTE] It's actually pretty easy to do that. Ruby has a bunch of metaprogramming helper methods that make that sort of code very elegant.
Its a start. I think there is a good underlying structure so hopefully I will be able to turn this into something. [IMG]http://img267.imageshack.us/img267/5986/woopwoopc.png[/IMG]
[QUOTE=ryan1271;37366863]Its a start. I think there is a good underlying structure so hopefully I will be able to turn this into something. [IMG]http://img267.imageshack.us/img267/5986/woopwoopc.png[/IMG][/QUOTE] game of life ?
[QUOTE=egomanyak;37366932]game of life ?[/QUOTE] No, right now its just a tiled grid of rectangles outlined in black. I want to load images for each tile eventually and turn it into a tower defense. I made this at work today since nothing was really going on.
[QUOTE=geel9;37362959]So as it turns out, we pissed off a lot of ScrapBankers. Either that or enabling "Attack mode" on CloudFlare just MAGICALLY makes it faster and there was no DDoS to begin with. Ontopic: Been working on MD a lot to get it ready for Greenlight. The game is currently not fun at all to play, but the announcement that playable demos won't even be allowed at launch is a huge relief :v:[/QUOTE] phew good thing there's no demos allowed otherwise people might see your game isn't worth approving to be on steam
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