[QUOTE=MakeR;37370343]I remember my ICT GCSE exam, everyone but one person left after 20mins.[/QUOTE]
This was coursework only; I finished it in weeks, majority of class didn't finish it, the teacher measures HTML elements with a ruler against the monitor. Just, what.
[QUOTE=Matt-;37370406]This was coursework only; I finished it in weeks, majority of class didn't finish it, the teacher measures HTML elements with a ruler against the monitor. Just, what.[/QUOTE]
Haha my teacher used to do that when we worked with AutoCad
[img]http://niggaupload.com/images/kHajX.gif[/img]
added stacking to the inventory, as well as dropping and eating
[QUOTE=Parakon;37370827][img]http://niggaupload.com/images/kHajX.gif[/img]
added stacking to the inventory, as well as dropping and eating[/QUOTE]
Add a poo item, make him drop it while walking like with the corn (?)
Make your game about a scientist who collects various poos from different animals to try and cure some previously incurable disease that has affected the whole animal kingdom.
I would totally buy that game.
[QUOTE=Parakon;37370827]gif
added stacking to the inventory, as well as dropping and eating[/QUOTE]
Was I the only one anxiely awaiting for the bear to come eat all his corn?
[QUOTE=Parakon;37370827][img]http://niggaupload.com/images/kHajX.gif[/img]
added stacking to the inventory, as well as dropping and eating[/QUOTE]
that nibbling animation is the best thing i've ever seen
[QUOTE=sambooo;37369248]I did it!
[code]class Module
def gen_getter symbol
module_eval do
define_method symbol do | |
instance_variable_get "@#{symbol}"
end
end
end
def gen_setter symbol
module_eval do
temp = symbol.to_s << '='
define_method temp do | value |
instance_variable_set "@#{symbol}", value
end
end
end
end
class Thing
gen_setter :test
gen_getter :test
end
t = Thing.new
t.test = 'Hi'
puts t.test[/code]
[editline]23rd August 2012[/editline]
Also I replaced all tabs with 2 spaces because Ruby[/QUOTE]
this is what `attr_reader`, `attr_accessor` and `attr_writer` are for
[editline]23rd August 2012[/editline]
[QUOTE=sambooo;37369281]Oh maybe I'm about to cause my first page long holy war, cool[/QUOTE]
[QUOTE=Jookia;37369269]oh no he di'int[/QUOTE]
maybe for other languages, but in Ruby, [b][i]everyone[/i][/b] uses 2 space indents. It's an almost unanimous convention. If you [i]don't[/i] use 2 space indents in Ruby, you'll find it harder to be taken seriously.
I think it's a good thing that the entire community has decided on a single standard.
[csharp]
public override void Process(Entity e)
{
var ren = e.GetComponent<RenderableComponent>();
///////////
ren.Shader.Begin();
if (ren.Shader.HasUniform("transform"))
{
var transform = e.GetComponent<TransformComponent>();
ren.Shader.SetUniform("transform", transform != null ? transform.Transform : Matrix4.Identity);
}
ren.Vbo.Render(ren.PrimitiveType, ren.Ibo);
ren.Shader.End();
}[/csharp]
Somewhere else:
[csharp] public class TransformSystem : EntityProcessingSystem
{
public TransformSystem() : base(typeof(Components.TransformComponent)) {}
public override void Process(Entity e)
{
var trans = e.GetComponent<Components.TransformComponent>();
trans.Transform = trans.Transform * Matrix4.CreateRotationZ(trans.Rotation);
}
}[/csharp]
This basically renders a rotating object. The transform system has no idea about the rendering system integrating it in its calculations.
Later on I'll be adding a physics component/system that'll manipulate the transformation matrix, then the rendering system will pick it up in the same way; there's also a GeometryComponent that RenderableComponent inherits from. PhysicsSystem will also update the geometry as needed (at which point the rendering system will detect this and update the VBO).
Man, I love Artemis.
By the way, is there a special way to force a certain aspect ratio on OpenGL? it keeps on stretching my circle every time I resize my window and I can't quite find any coherent material about this. Perhaps I'm using the wrong terminology, even google can't understand what I want...
Trying to make a maze generator...
[img]http://i.imgur.com/jdj96.png[/img]
I don't even know what went wrong.
[editline]23rd August 2012[/editline]
[img]http://i.imgur.com/gXoTO.png[/img]
And there we go.
A-maze-ing
[editline]23rd August 2012[/editline]
Sorry that was bad
[vid]http://dl.dropbox.com/u/3659637/dungeons.webm[/vid]
Aw yeah, dragging and zooming using multi-touch. ( Holding the camera with one hand and using the other is difficult. :saddowns: but hey it's my first video. ) I'm also really impressed that you can track up to 8 different points being touched on the Android screen at once; I mean how cool is that.
[QUOTE=AlienCat;37370158][IMG]http://imgur.com/pcD6L.png[/IMG]
Tried to made repeating textures. Terrible. I really need to implement mip-mapping.
Also, FPS goes up and down by 100 for some reason. Maybe you should not have triangles that are 2048 x 2048 in size.[/QUOTE]
That looks like a screensaver I used have.
[QUOTE=RoboChimp;37372047]That looks like a screensaver I used have.[/QUOTE]
You mean this one?
[url]http://www.youtube.com/watch?v=T260UBgmxKg[/url]
[QUOTE=Legend286;37370918]Add a poo item, make him drop it while walking like with the corn (?)[/QUOTE]
[IMG]http://niggaupload.com/images/fFVLA.gif[/IMG]
what have I done
[QUOTE=Matt-;37371943][vid]http://dl.dropbox.com/u/3659637/dungeons.webm[/vid]
Aw yeah, dragging and zooming using multi-touch. ( Holding the camera with one hand and using the other is difficult. :saddowns: but hey it's my first video. ) I'm also really impressed that you can track up to 8 different points being touched on the Android screen at once; I mean how cool is that.[/QUOTE]
Mind posting the code for creating the maze/room/verticies?
Or explain how you achieve that "hole in the floor" effect?
[QUOTE=swift and shift;37371266]this is what `attr_reader`, `attr_accessor` and `attr_writer` are for
[editline]23rd August 2012[/editline]
maybe for other languages, but in Ruby, [b][i]everyone[/i][/b] uses 2 space indents. It's an almost unanimous convention. If you [i]don't[/i] use 2 space indents in Ruby, you'll find it harder to be taken seriously.
I think it's a good thing that the entire community has decided on a single standard.[/QUOTE]
But I said I wanted to rewrite the attr_* methods to learn how they worked underneath :(
[QUOTE=Dlaor-guy;37371642]Trying to make a maze generator...
[img]http://i.imgur.com/jdj96.png[/img]
I don't even know what went wrong.
[editline]23rd August 2012[/editline]
[img]http://i.imgur.com/gXoTO.png[/img]
And there we go.[/QUOTE]
Looked like a good idea so I made one too:
[img]http://i.imgur.com/XBSFb.png[/img]
How do you fix the weird artifacts on the ends of horizontal lines?
I have set strokeWeight(2) to make them as thick as yours, but it seems to add those odd diagonal bits on the ends.
[QUOTE=Richy19;37372389]Mind posting the code for creating the maze/room/verticies?
Or explain how you achieve that "hole in the floor" effect?[/QUOTE]
It's not generated currently; I'm just setting blocks manually. I construct the VBO after the world is created band when a block changes. When constructing it just checks the block id, if 0 it's a wall: checks around it to determine which sides it should draw, if it should draw the vertices are outputted into a float list and the vertex count updated. The floor is just a top face with Y set to 0.0f instead of 1.0f. It's really that simple.
[editline]a[/editline]
I did my best to explain, sorry if it's uncomprehendable. :<
[QUOTE=Chris220;37372439]Looked like a good idea so I made one too:
[img]http://i.imgur.com/XBSFb.png[/img]
How do you fix the weird artifacts on the ends of horizontal lines?
I have set strokeWeight(2) to make them as thick as yours, but it seems to add those odd diagonal bits on the ends.[/QUOTE]
I don't actually change the stroke weight, I just draw 2 lines next to eachother.
Anyway, of course I couldn't get away with making such a bland looking maze, so I decided to make it fancier.
[img]http://i.imgur.com/kER6B.png[/img]
[sp]I overdid it again didn't I[/sp]
[QUOTE=Dlaor-guy;37372571]I don't actually change the stroke weight, I just draw 2 lines next to eachother.
Anyway, of course I couldn't get away with making such a bland looking maze, so I decided to make it fancier.
[img]http://i.imgur.com/kER6B.png[/img]
[sp]I overdid it again didn't I[/sp][/QUOTE]
I did think that maybe that was a better idea, I think I'll do the same.
[QUOTE=swift and shift;37371266]maybe for other languages, but in Ruby, [b][i]everyone[/i][/b] uses 2 space indents. It's an almost unanimous convention. If you [i]don't[/i] use 2 space indents in Ruby, you'll find it harder to be taken seriously.
I think it's a good thing that the entire community has decided on a single standard.[/QUOTE]
This is quite possibly the best thing about relatively new languages, it's easy to set de facto standards
[QUOTE=Matt-;37371943][vid]http://dl.dropbox.com/u/3659637/dungeons.webm[/vid]
Aw yeah, dragging and zooming using multi-touch. ( Holding the camera with one hand and using the other is difficult. :saddowns: but hey it's my first video. ) I'm also really impressed that you can track up to 8 different points being touched on the Android screen at once; I mean how cool is that.[/QUOTE]
Did you have any expience with opengl before this?
[QUOTE=MitchvW;37372617]Did you have any expience with opengl before this?[/QUOTE]
Not that I can remember, I did some immediate mode OpenGL a couple of years ago, all my other graphic experiences have been with XNA however.
[QUOTE=Dlaor-guy;37372571]I don't actually change the stroke weight, I just draw 2 lines next to eachother.
Anyway, of course I couldn't get away with making such a bland looking maze, so I decided to make it fancier.
[img]http://i.imgur.com/kER6B.png[/img]
[sp]I overdid it again didn't I[/sp][/QUOTE]
[video=youtube;m4ajZH5PQOw]http://www.youtube.com/watch?v=m4ajZH5PQOw[/video]
[img]http://i.imgur.com/1h4jt.png[/img]
[url=http://kenashcorp.bandcamp.com/track/tasteless]Found some amazing programming/general working music.[/url] If you don't mind lyrics (or, like me, have listened to it so many times that the lyrics fizzle into the background) then it's great stuff!
Makes a change from the Mega Man and Social Network OSTs on infinite loop, anyway.
Also, has anyone else found that listening to Let's Plays in the background is quite relaxing too?
[editline]asdf[/editline]
It's just like having friends ;_;
[QUOTE=Matt-;37372499]It's not generated currently; I'm just setting blocks manually. I construct the VBO after the world is created band when a block changes. When constructing it just checks the block id, if 0 it's a wall: checks around it to determine which sides it should draw, if it should draw the vertices are outputted into a float list and the vertex count updated. The floor is just a top face with Y set to 0.0f instead of 1.0f. It's really that simple.
[editline]a[/editline]
I did my best to explain, sorry if it's uncomprehendable. :<[/QUOTE]
So in this here with the main room, the sides faceing us ifrom the bottom walls, are they being drawn black or just not being drawn at all? If not drawn then wont it get to a point where you can see the floor under it or the wall?
ie if you drag the room as far up as it will
[IMG]http://i.imgur.com/FYyWm.png[/IMG]
Let's do this.
[IMG]http://i.imgur.com/1z9CK.png[/IMG]
[QUOTE=Richy19;37373091]So in this here with the main room, the sides faceing us ifrom the bottom walls, are they being drawn black or just not being drawn at all? If not drawn then wont it get to a point where you can see the floor under it or the wall?
ie if you drag the room as far up as it will[/QUOTE]
It just draws black, eventually I'll use this to my advantage and blend them together.
Now someone needs to make another LSD maze, but on Android with accelerometer controls.
And let's not forget the inevitable circular maze:
[IMG]http://i.imgur.com/TeLge.png[/IMG]
Your move, Chris220.
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