[QUOTE=vombatus;37403297]Can you make him take off the pants jeez
And it's also hard to guess who exactly is speaking[/QUOTE]
if you look closely he whips them down enough to slip a quick one out, and the only one talking is the NPC in the gif.
[editline]25th August 2012[/editline]
"can you make him take off the pants" line really confused me for a second
Oh man, the whiteboard is paying off already!
I've been fiddling with the structure of a system for creating grammar-maps for voice recognition for about a week, and haven't been able to come up with a solution that was sufficiently neat, and worked as you'd expect it to.
I drew out the entire thing on the board, and found the problems with the design really quickly. When you're dealing with 4 layers of abstraction and semi-implementations, it's an invaluable tool that lets you scheme it out on a 3m[SUP]2[/SUP] surface.
Now I can finally get on with my project!
I went to a sushi buffet for lunch, there was a guy there with a shirt that said
[code]Python:
programming
the way
Guido
indented it[/code]
[QUOTE=ECrownofFire;37402329]The secret is a combination of MinGW and MSYS, the PATH environment variable, CCleaner, defragging, and not expecting very much from it in the first place.[/QUOTE]
you forgot temp file cleaner.
[QUOTE=confinedUser;37407183]you forgot temp file cleaner.[/QUOTE]
CCleaner does that IIRC
Here's a game I've been working on for some weeks (and still am).
It's called Pentomino Puzzle and you gotta put shapes together to make bigger shapes.
Some screens:
[IMG]http://i.imgur.com/Lfdli.png[/IMG]
[IMG]http://i.imgur.com/9cbgr.png[/IMG]
Level browser:
[IMG]http://i.imgur.com/T3gqI.png[/IMG]
[IMG]http://i.imgur.com/5ix5Z.png[/IMG]
Gameplay:
[IMG]http://i.imgur.com/QFJii.png[/IMG]
[IMG]http://i.imgur.com/gSRKG.png[/IMG]
You can view a solution if you're stuck:
[IMG]http://i.imgur.com/Kcnv0.png[/IMG]
Level editor:
[IMG]http://i.imgur.com/9znFv.png[/IMG]
[IMG]http://i.imgur.com/dWFys.png[/IMG]
Level browser for saved levels (the ones you create with the editor):
[IMG]http://i.imgur.com/RQnGR.png[/IMG]
There was also an auto solving algorithm I wrote (took me a week), and it actually worked, but was very slow so I decided not to include it in the game, since it crashed when trying to solve medium or bigger puzzles.
Making sarcrifices like that is like stabbing yourself in the dick, but oh well.
Hope you don't mind the picture spam.
Oh man, imagine if the shapes you create were then used in the next level. Natural difficulty and awesomesauce recursion.
[QUOTE=Jookia;37407530]Oh man, imagine if the shapes you create were then used in the next level. Natural difficulty and awesomesauce recursion.[/QUOTE]
What do you mean?
[QUOTE=Mr Kirill;37407562]What do you mean?[/QUOTE]
Well, if you use simple shapes to create simple objects at the start that are then used to create the next level's shape which is slightly more complex, it'd accumulate.
Oh nevermind, I get it now.
Nice idea and definitely worth considering, but the game is based around Pentominoes, which are shapes made of 5 squares, and what you suggested is different.
I can't change the topic, because Pentomino was supposed to be my school project for 2 years. There's less than half a year left and just now I bothered remembering about it. I decided to make a game to go along with some theory presentation, but then thought I might as well make a full scale Pentomino game and release it.
But I got so into development of this game that I forgot about the school project completely. Fuck.
[QUOTE=Mr Kirill;37407508]-snip-[/QUOTE]
Damn dat polish, BTW what GUI library is that?
[QUOTE=Richy19;37407695]Damn dat polish, BTW what GUI library is that?[/QUOTE]
Flash drawing API.
It's a flash game.
[QUOTE=confinedUser;37407183]you forgot temp file cleaner.[/QUOTE]
Huh? CCleaner cleans your temporary files and leftover registry keys.
[editline]26th August 2012[/editline]
Wow, super late.
Finally got text rendering done properly!
[t]http://i.imgur.com/u97XP.png[/t]
Tanks can now be constructed out of components, which are all defined in simple YAML files and automatically loaded along with their sprites.
[t]http://filesmelt.com/dl/2012-08-25-204305_1920x1080_scrot.png[/t]
Now I just need to figure out how to get it to load good looking sprites.
Right now I'm trying to see if I can make Astrostuct have 3d lighting instead of 2d lighting restricted to your current z level.
[img]http://dl.dropbox.com/u/45554193/images/I%20dont%20know%20what%20Im%20doing.png[/img]
Ahhh I don't know what I'm doing
[editline]25th August 2012[/editline]
Okay, I'm using my powerful imagination to figure this out, because there's no 3d whiteboards yet
Can any of the legals of this section give me some clearance about the LGPL?
Its all pretty simple from [url]http://www.tldrlegal.com/license/gnu-lesser-general-public-license-v3-(lgpl-3.0)[/url]
This is going to sound stupid but, tldr says:
[QUOTE] Non-Static Linkage
The library must be linked in such a way that the user can replace it with another version of library.[/QUOTE]
What if its a change of the library its self that impedes the user replacing it with another version of the library?
To better understand this I have an example of what I have understood from LGPL
Say SFML was under LGPL
Versions 1.X would be ok because you can swap them without breaking(well going down versions might loose features but you get the gist of it)
However swapping to version 2 would put you in the sittuation of not being able to replace it.
[QUOTE=Richy19;37410353]Can any of the legals of this section give me some clearance about the LGPL?
Its all pretty simple from [url]http://www.tldrlegal.com/license/gnu-lesser-general-public-license-v3-(lgpl-3.0)[/url]
This is going to sound stupid but, tldr says:
What if its a change of the library its self that impedes the user replacing it with another version of the library?
To better understand this I have an example of what I have understood from LGPL
Say SFML was under LGPL
Versions 1.X would be ok because you can swap them without breaking(well going down versions might loose features but you get the gist of it)
However swapping to version 2 would put you in the sittuation of not being able to replace it.[/QUOTE]
What that clause of the LGPL means is that you cannot make a static library, it must be dynamic so people can replace it.
The example you posted is fine, the LGPL doesn't really care about breaking codebases iirc, but anyway that's irrelavent because 2 versions of the same library are not actually the same library.
[QUOTE=neos300;37410520]What that clause of the LGPL means is that you cannot make a static library, it must be dynamic so people can replace it.[/QUOTE]
But surely if you take the DLL of a library and replace it with another, same DLL same version its like you hadnt done anything? :S
Or do you mean it has to allow any user to create a different library(which would have to use the same headers so they are compatible) with different implementations/W.E and swap them?
[QUOTE=ZenX2;37407161]I went to a sushi buffet for lunch, there was a guy there with a shirt that said
[code]Python:
programming
the way
Guido
indented it[/code][/QUOTE]
guido has no taste
[QUOTE=ZenX2;37409249]Right now I'm trying to see if I can make Astrostuct have 3d lighting instead of 2d lighting restricted to your current z level.
[img]http://dl.dropbox.com/u/45554193/images/I%20dont%20know%20what%20Im%20doing.png[/img]
Ahhh I don't know what I'm doing
[editline]25th August 2012[/editline]
Okay, I'm using my powerful imagination to figure this out, because there's no 3d whiteboards yet[/QUOTE]
The easiest way you could do it is render a lightmap for each visible layer into their own FBO's, then use stenciling to draw and mask the lightmaps so you only see them when their coorisponding layer is visible. Even then there'd be 3d/2d artifacts (seen already on the current layer with ramps) and severe performance impacts.
Rendering the lightmap alone is very gpu intensive; that's why I left it to only render one layer of lights at a time. :(
I actually don't know what an FBO is :v:
I've restructured most of it to be in 3d (I think), I'm just not sure how to actually render the shadows. I think just making it draw four quads might do the trick.
Implemented mailing in my lua webserver in which it doesn't use an external SMTP server and manually connects to it to simplify/complicate things, took that and made a highscore API system using the built in sqlite api where you can register for an API key and use the java api(soon to be GLua too) to add to the high scores list(possibly more features in future.) If you understood that, that is.
[editline]26th August 2012[/editline]
Oh and it doesn't like gmail so the email part is disabled
I'm getting somewhere
[img]http://dl.dropbox.com/u/45554193/images/progress%20kind%20of.png[/img]
[editline]25th August 2012[/editline]
I shouldn't be allowed near opengl
[editline]25th August 2012[/editline]
Hmm, all the shadows have an indent on the left side.
[QUOTE=ZenX2;37410873]I actually don't know what an FBO is :v:
I've restructured most of it to be in 3d (I think), I'm just not sure how to actually render the shadows. I think just making it draw four quads might do the trick.[/QUOTE]
Allow me to explain! FBO's are Frame Buffer Objects, they're basically an off-screen-- screen that you can render stuff to. Then you can take the FBO's texture and render it to the main frame buffer.
For the shadows I'll need a bit more visuals, let me grab my tablet. Now remember, the shading system is built entirely for a 2D existence; you cannot simply add a 3rd dimension to all the variables.
Lets assume we only have one light to render on our Z-plane. A Light contains a position, width, and height. (width and height over radius so it can support rays and flashlights).
We also have a 2D grid of opaque and transparent blocks. Each being green and white respectively in this example.
[img]http://bit.ly/Np5v8F[/img]
For our next step, we use our largest variable between Width and Height to loop through a block of the grid, in this example it encompasses the whole grid.
[img]http://bit.ly/Np5CB2[/img]
Then for each opaque block we found, we generate a set of faces.
[img]http://bit.ly/Np5GRd[/img]
We then cross out any front-faces or faces that are kissing.
[img]http://bit.ly/Np5KR5[/img]
Finally we take our back-faces' points and extrude them into a shadow-mesh!
[img]http://bit.ly/Np5RMn[/img]
Now we render this shadow mesh to the stencil buffer of our light FBO, the reason I use an FBO is to allow proper light blending.
[img]http://bit.ly/Np61Dn[/img]
And then we splash a textured quad of light where the light position is, allowing the shadow to block the light. (Remember the shadow is only rendered to the stencil buffer, so it is invisible.)
[img]http://bit.ly/Np71rj[/img]
Then we repeat with the next light and so on until all the lights are rendered to this FBO.
Finally we apply some classic OGL blending with glBlendFunc(GL_DST_COLOR, GL_ZERO); Causing light areas to blend as transparent and dark as opaque. Then we splash on the FBO's texture to the main screen!
[img]http://bit.ly/Np6y8q[/img]
Obviously I made a mistake when I did it by hand: crossed off a back-face, but it should still make sense.
Hope it helps!
FBOs have always hated me
right now it just wont render to the attached texture, it wont even clear it
I have an FBO class that appears to work on most hardware.
[url]https://github.com/naelstrof/Astrostruct/blob/master/src/NFramebuffer.cpp[/url]
It's pretty simple and falls back onto extensions if the OGL version isn't high enough. Might give you some inspiration.
[cpp]glBindRenderbuffer(GL_FRAMEBUFFER, id);[/cpp]
Oh god I found this in my texture attachment code
find the error
I'm being productive for the first time in weeks. Working on my 'magical electric circuit' simulator where the traces carry data and the power source is unknown. Like wiremod.
I have two types of traces. Trying to decide which I like better.
Slim vs [b]Chunky[/b]
[img]http://puu.sh/YVJj[/img]
[img]http://www.facepunch.com/fp/ratings/wrench.png[/img] Slim traces
[img]http://puu.sh/YVOe[/img]
[img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] [b]Chunky traces[/b]
[img]http://puu.sh/YVOw[/img]
[QUOTE=Tobba;37412283][cpp]glBindRenderbuffer(GL_FRAMEBUFFER, id);[/cpp]
Oh god I found this in my texture attachment code
find the error[/QUOTE]
[sp]glBindFramebuffer(GL_FRAMEBUFFER, id);[/sp]
or vice-versa, I hate errors like that because they're impossible to debug and difficult to spot. Glad you got it working!
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