• What Are You Working On August 2012
    2,271 replies, posted
Anyone know of any crossplatform C# XBox360 libraries? I dont need full support(as that requires XInput) but something that gives you the same functionality as SFML
[QUOTE=Richy19;37393392]Anyone know of any crossplatform C# XBox360 libraries? I dont need full support(as that requires XInput) but something that gives you the same functionality as SFML[/QUOTE] Well the best crossplatform XNA library is MonoGame, for Win8, Mac, Linux, iOS, Android, etc.
[IMG]http://niggaupload.com/images/cvy4w.gif[/IMG] Ok so this is a neat feature, when the player or another NPC meets the condition of an event ,hitting a sick grind, a murder, or pooping in the open to name a few. A sphere of influence will be created and any other NPC caught inside of it will learn of the deed and it'll be added to their memory. My plan for this is for when NPCs talk to eachother they can share this information. so in the big picture locals will spread the news around and good and bad deeds will be praised or condemned accordingly. You can also discuss the events as kinda seen in the gif. And the NPC in the gif has a more negative view of the player as seen in his different greeting, and the clock totally messed up idk why.
[QUOTE=Hack;37393536]Well the best crossplatform XNA library is MonoGame, for Win8, Mac, Linux, iOS, Android, etc.[/QUOTE] Yea but I was looking for a more stand alone joystick library
So today at work, a client had sent a screenshot of a change he wanted. At 1/2 resolution. As a BMP. With strong JPEG compression artifacts. Using Windows XP. I could barely make out what exactly needed to be changed :v:
[img]http://i45.tinypic.com/2liylio.png[/img] I'm reading out the NMEA data my GPS outputs via i2c, and then print it over UART. Shoutout to Overv for telling me about malloc! Entire code: [code] while(1) { i2c_start(UBXADR + I2C_WRITE); i2c_write(0xFD); i2c_rep_start(UBXADR + I2C_READ); char ubyte = i2c_readAck(); char lbyte = i2c_readAck(); int datac = (ubyte << 8) | lbyte; char* gpsstring = malloc(datac + 1); for(int i = 0; i < datac;i++) { if(i == (datac - 1)) gpsstring[i] = i2c_readNak(); else gpsstring[i] = i2c_readAck(); } gpsstring[datac] = 0; i2c_stop(); uart_puts(gpsstring); free(gpsstring); _delay_ms(1000); }[/code]
I'm currently debating whether to release the update to my app. On the one hand it's pretty much done, on the other hand it crashes on some phones from time to time. The problem is that it's crashing because it's running out of memory and I can't do much about it and I'd also get much better error reporting once I released it on the market.
Now decode that for us so we can find your house on google maps
[QUOTE=sambooo;37394131]Now decode that for us so we can find your house on google maps[/QUOTE] It has no lock at the moment, otherwise you could to that yourself. The coordinates are transmitted in plain text.
[QUOTE=danharibo;37392721]C# and Java both pass by reference by default, and the same for assignments iirc.[/QUOTE] i thought you had to use the ref keyword in C#
[QUOTE=thrawn2787;37394709]i thought you had to use the ref keyword in C#[/QUOTE] only if you want to pass structs by reference (that includes "native types" like int, short, float, etc.) [editline]24th August 2012[/editline] that is, structs are passed by value by default in C#, but classes are passed by reference.
Well, I think I've learned a lot about GL. [sp]Never trust it[/sp] Any idea how to stop my window's aspect ratio from influencing my rendering? way too much work to draw a circle that gets turned into an ellipse every time. :eng101:
[QUOTE=Hack;37393536]Well the best crossplatform XNA library is MonoGame, for Win8, Mac, Linux, iOS, Android, etc.[/QUOTE] I thought it might be able to just copy their stuff, but they havent implemented it yet [editline]25th August 2012[/editline] Turns out they have implemented it, the files just arent in the input folder :@
[QUOTE=voodooattack;37395050]Well, I think I've learned a lot about GL. [sp]Never trust it[/sp] Any idea how to stop my window's aspect ratio from influencing my rendering? way too much work to draw a circle that gets turned into an ellipse every time. :eng101:[/QUOTE] You're not setting up your viewport properly.
[QUOTE=voodooattack;37395050]Well, I think I've learned a lot about GL. [sp]Never trust it[/sp] Any idea how to stop my window's aspect ratio from influencing my rendering? way too much work to draw a circle that gets turned into an ellipse every time. :eng101:[/QUOTE] The projection matrix (your orthographic projection matrix) transforms your objects into clip space, which is 0-1 on all axes, and that space is then transformed into window coordinates, so if your window isn't square, you're going to get some stretching. The solution is to multiply either the height or the width by the aspect ratio. That way you get some stretching in the opposite direction in clip space, and that's negated when it's sent to the window. [editline]24th August 2012[/editline] and a very small bit of content, I replaced my hacked-together settings format reader with a regex-based lexer (and I'm going to write the parser next, right after I get it to return a token for newlines). [IMG]http://i.imgur.com/9romv.png[/IMG] Before you ask, I'm not using JSON since I want to be able to name blocks and have them inherit settings from other blocks, and to have built-in support for components from my component-based entity system. It's going to be how we store level editor data too, and it's going to work really well under git. Here's a snippet of the format (not really using block inheritance yet) [code]SHADER Vert.Animation Path = "Shaders/Animation.vert" Version = 120 Type = "Vertex" SHADER Vert.DebugFlat Path = "Shaders/DebugFlat.vert" Version = 120 Type = "Vertex" SHADER Vert.GenericLit Path = "Shaders/GenericLit.vert" Version = 120 Type = "Vertex" // later on in the file... SHADER Frag.DebugFlat Path = "Shaders/DebugFlat.frag" Version = 120 Type = "Fragment" SHADER Frag.GenericLit Path = "Shaders/GenericLit.frag" Version = 120 Type = "Fragment" SHADER Frag.ScreenOverlay Path = "Shaders/ScreenOverlay.frag" Version = 120 Type = "Fragment" // later on in the file... PROGRAM Animation Vert = "Vert.Animation" Frag = "Frag.GenericLit" LightHack = true PROGRAM DebugFlat Vert = "Vert.DebugFlat" Frag = "Frag.DebugFlat" PROGRAM GenericLit Vert = "Vert.GenericLit" Frag = "Frag.GenericLit" LightHack = true [/code]
[QUOTE=icantread49;37393881]So today at work, a client had sent a screenshot of a change he wanted. At 1/2 resolution. As a BMP. With strong JPEG compression artifacts. Using Windows XP. I could barely make out what exactly needed to be changed :v:[/QUOTE] [url=http://twitter.com]that's[/url] [url=http://tumblr.com]a[/url] [url=http://wordpress.com]cool[/url] [url=http://blogger.com]story.[/url] [highlight](User was permabanned for this post ("Alt of permabanned user synthiac" - Craptasket))[/highlight]
[QUOTE=3deep5u;37396018][url=http://twitter.com]that's[/url] [url=http://tumblr.com]a[/url] [url=http://wordpress.com]cool[/url] [url=http://blogger.com]story.[/url][/QUOTE] Damn, those are some pretty useful links. Appreciate it, synthiac.
[QUOTE=3deep5u;37396018][url=http://twitter.com]that's[/url] [url=http://tumblr.com]a[/url] [url=http://wordpress.com]cool[/url] [url=http://blogger.com]story.[/url][/QUOTE] I'm sorry, this is "What are you working on", right? And he's working on something for a client, right? So, that's what he's working on, right? Calm down, you don't need to backseat moderate everything.
[QUOTE=robmaister12;37395377]The projection matrix (your orthographic projection matrix) transforms your objects into clip space, which is 0-1 on all axes, and that space is then transformed into window coordinates, so if your window isn't square, you're going to get some stretching. The solution is to multiply either the height or the width by the aspect ratio. That way you get some stretching in the opposite direction in clip space, and that's negated when it's sent to the window.[/QUOTE] Thank you.
[QUOTE=3deep5u;37396018][url=http://twitter.com]that's[/url] [url=http://tumblr.com]a[/url] [url=http://wordpress.com]cool[/url] [url=http://blogger.com]story.[/url][/QUOTE] Literally all but three of your posts are shit stirring. The other three are random GLSL shaders. Why are you doing this.
[QUOTE=icantread49;37393881]Using Windows XP.[/QUOTE] you can't talk buddy
[vid]http://puu.sh/YyS0[/vid] Ludum Dare 24 is go, theme is evolution, so I'm making a TD. Tower placement working. yay
request in advance that anyone quoting that post snips the video or this single core celeron m laptop will burst into bears
[QUOTE=swift and shift;37396831]you can't talk buddy[/QUOTE] My home computer is in serious need of upgrading, but I don't really have the time (or effort, or interest) to do it. My work computer runs Windows 7 and I love it. I'm considering just buying an SSD and putting Windows 7 on it, keeping my other drives for data. [editline]25th August 2012[/editline] Although, I love the feeling of pruning my XP installation with CCleaner and what-not. I've been running the same XP installation for 4-5 years and it still feels rather lean and quick.
[QUOTE=icantread49;37397132]Although, I love the feeling of pruning my XP installation with CCleaner and what-not. I've been running the same XP installation for 4-5 years and it still feels rather lean and quick.[/QUOTE] Wow. That's the secret to running Windows?
what the hell I missed the dare again Goddamnit, I guess there's always next year.
[QUOTE=sambooo;37397043]laptop will burst into bears[/QUOTE] [img]http://niggaupload.com/images/ve5Q1.gif[/img] ???
[QUOTE=voodooattack;37397561][img]http://niggaupload.com/images/ve5Q1.gif[/img] ???[/QUOTE] When the shit is a playable version of this out?!
[QUOTE=sambooo;37377541]Swift/Larikang, you guys seems to be the experts when it comes to Ruby, is there a convention regarding omitting brackets? I omit them whenever possible unless the result is ambiguous to read, is that the right things to be doing?[/QUOTE] I assume you mean parentheses? Yeah, that's the right way to do it. In Ruby, parentheses work like they do in math: use them whenever there could be multiple ways of parsing the code (though even then they usually aren't necessary (also like in math)). [editline]25th August 2012[/editline] Also my reply seems super late due to pages of puns.
[QUOTE=sambooo;37397703]When the shit is a playable version of this out?![/QUOTE] No idea. I'm not the one making it, Parakon is.
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