• What Are You Working On August 2012
    2,271 replies, posted
[QUOTE=calzoneman;37441477]The internet has no globalized rules, so it's ultimately up to the discretion of the website owner/operator. Being able to take criticism, teasing, and jokes without making it a personal offense is a skill that will help you navigate the internet effectively. People are dicks, get over it.[/QUOTE] People are still bound by laws though, and if, say, Kopimi were to commit suicide, his parents could get garry to track down the person who changed his title (or whatever the backstory is), and use that as evidence to get someone arrested/convicted for it. It has happened before on these very internets. Anyway, that's off topic. I'm working on programming a GUI in a way that is not ghetto and is easy to set up. These sliders share the same base-code. [IMG]http://pasteboard.s3.amazonaws.com/images/1346168896580488.png[/IMG]
Just a quick programming/code design question: I want to have some sort of debug drawer where I pass it a list of points and it draws lines between them (GL_LINES isnt deprecated right?) so my question is, should I have 1 debug drawer for the hole application and a massive VBO holding everything, or should each drawable entity have its own debug drawer. So basically 1 massive VBO making it 1 draw call with lots of values or lots of VBO making it lots of draw calls with small values
I made a game for a friend (he didn't know about it) in 20 or so hours over the weekend. [media]http://www.youtube.com/watch?v=l-yCtFtnQe8[/media] You can download and play it here (requires [url=https://www.love2d.org/]löve 0.8.0[/url]): [b][url]http://stabyourself.net/other/[/url][/b]
I'd say use the big vbo and alter the index buffer to update it.. but then again, I think everyone knows how terrible I am at anything 3D.
[QUOTE=Maurice;37443093]I made a game for a friend (he didn't know about it) in 20 or so hours over the weekend. [media]http://www.youtube.com/watch?v=l-yCtFtnQe8[/media] You can download and play it here (requires [url=https://www.love2d.org/]löve 0.8.0[/url]): [b][url]http://stabyourself.net/other/[/url][/b][/QUOTE] Make the game a bit longer, with more pseudo-random levels and endless mode, and you can throw that on Steam as it is. Amazing!
Those were the most awesome 3 minutes in any game ever. Also, I beat your score [t]http://puu.sh/ZHWf[/t]
[QUOTE=Robber;37443975]Those were the most awesome 3 minutes in any game ever. Also, I beat your score [t]http://puu.sh/ZHWf[/t][/QUOTE] [t]http://i45.tinypic.com/2uy61kh.png[/t] :smug:
[QUOTE=Richy19;37442994]Just a quick programming/code design question: I want to have some sort of debug drawer where I pass it a list of points and it draws lines between them (GL_LINES isnt deprecated right?) so my question is, should I have 1 debug drawer for the hole application and a massive VBO holding everything, or should each drawable entity have its own debug drawer. So basically 1 massive VBO making it 1 draw call with lots of values or lots of VBO making it lots of draw calls with small values[/QUOTE] I would also use a big buffer, drawcalls are evil...
[QUOTE=Maurice;37443093]I made a game for a friend (he didn't know about it) in 20 or so hours over the weekend. You can download and play it here (requires [url=https://www.love2d.org/]löve 0.8.0[/url]): [b][url]http://stabyourself.net/other/[/url][/b][/QUOTE] That was the most awesome 2 minutes and 51 seconds of my life.
[QUOTE=supersnail11;37444212][t]http://i45.tinypic.com/2uy61kh.png[/t] :smug:[/QUOTE] You gotta press something during the freefall for sunglasses and 1000 free points.
[QUOTE=Maurice;37444540]You gotta press something during the freefall for sunglasses and 1000 free points.[/QUOTE] You just made everyone replay the game.
Got some progress on the skills in my ORPG game. Here, Have a super lossy, sped up GIF: [IMG]http://i.imm.io/Cnpj.gif[/IMG] The animation is a shitty temporary one I made. I'll get my artist to make a better one :v:
[img]http://puu.sh/ZIWA[/img] Yay [editline]28th August 2012[/editline] My merge :c
[hd]http://www.youtube.com/watch?v=h4x9hgrPUiQ&hd=1[/hd] I made an audio visualizer with Unity. I decided to post this here as well, because it really was more of a programming challenge than art. I made this in two days. DL [url]https://dl.dropbox.com/u/3975474/audioviz.rar[/url]
[QUOTE=Electroholic;37444637]Got some progress on the skills in my ORPG game. Here, Have a super lossy, sped up GIF: [IMG]http://i.imm.io/Cnpj.gif[/IMG] That definitely looks like something I'd play. I assume it's just a personal project of yours? The animation is a shitty temporary one I made. I'll get my artist to make a better one :v:[/QUOTE]
[QUOTE=Maurice;37443093]I made a game for a friend (he didn't know about it) in 20 or so hours over the weekend. [media]http://www.youtube.com/watch?v=l-yCtFtnQe8[/media] You can download and play it here (requires [url=https://www.love2d.org/]löve 0.8.0[/url]): [b][url]http://stabyourself.net/other/[/url][/b][/QUOTE] I lol'ed. I lol'ed hard.
[QUOTE=Electroholic;37444637]Got some progress on the skills in my ORPG game. Here, Have a super lossy, sped up GIF: [IMG]http://i.imm.io/Cnpj.gif[/IMG] The animation is a shitty temporary one I made. I'll get my artist to make a better one :v:[/QUOTE] This remember me a lot of rayman. :v:
[QUOTE=nVidia;37444792] I made an audio visualizer with Unity. I decided to post this here as well, because it really was more of a programming challenge than art. I made this in two days.[/QUOTE] Add render-to-video functionality for it, and I'll have great use for it. I presume you recorded it using fraps or something?
Woot, 32 hours of work condensed into a 6 minute timelapse with an awesome song on top. Check out the entire process of development of my Ludum Dare #24 game, Assimilator: [video=youtube;qwBUQfCQc-E]http://www.youtube.com/watch?v=qwBUQfCQc-E&feature=youtu.be[/video]
[QUOTE=Mordi;37444894]Add render-to-video functionality for it, and I'll have great use for it. I presume you recorded it using fraps or something?[/QUOTE] Yeah, i used fraps. I was actually just thinking about if it's possible to render out video straight from unity.
[QUOTE=nVidia;37444792][hd]http://www.youtube.com/watch?v=h4x9hgrPUiQ&hd=1[/hd] I made an audio visualizer with Unity. I decided to post this here as well, because it really was more of a programming challenge than art. I made this in two days.[/QUOTE] jesus please link me to a downloadable version, that looks beautiful
A birthday card for my mom in LÖVE. [img]http://i.imgur.com/oUt8b.png[/img] Edit: Not that good of a programmer, but I am bad at making cards and stuff like that, so thought I'd try this. It generates "particles" randomly and gives them a random time before extinguishment and a random direction and a random speed.
[QUOTE=antid2;37445001]jesus please link me to a downloadable version, that looks beautiful[/QUOTE] It's pretty limited at the moment, you can't change the song. But it's pretty never the less. Also pressing "R" resets the scene. [url]https://dl.dropbox.com/u/3975474/audioviz.rar[/url]
So I found this article about planetary landscape generation. [url]http://freespace.virgin.net/hugo.elias/models/m_landsp.htm[/url] It looked pretty promising but I seriously couldn't believe such a ridiculous algorithm would actually create nice planets. [quote]Take a sphere Cut it in half Make one side a little larger Make the other side a little smaller You repeat this process many times, choosing a random plane each time you slice the sphere in half. [/quote] Seriously, what? So I decided to implement it myself. Results: [img]http://i.imgur.com/oWBzw.png[/img] Not bad, I'd say. (the cool thing about this is that it doesn't suffer from distortion at the poles, and I'm using a geosphere so the topology of the polygons is pretty much perfectly spread around the sphere, also those artifacts on the top right are from misaligned planes the geosphere is made out of) I'd like to try this with more polygons and iterations one day, but the way I currently coded it means it already takes 30 seconds to generate the polygons and then it draws the planet at 2 FPS, I should stop using deprecated OpenGL :v: EDIT: Now threaded so it's actually plausible to have more polygons. [img]http://i.imgur.com/Vieha.png[/img]
[QUOTE=Asgard;37444800]That definitely looks like something I'd play. I assume it's just a personal project of yours?[/QUOTE] Yeah it's been sort of a side project for me and the artist for at least 2 years. We work on some other projects here and there, but we usually come back to work on this game once and a while. The fact that we live on opposite sides of the planet also makes it hard to communicate, and progress is slow.
Well, more people look at this than WDYNHW, so i'll edit my post to work here. I've been working on my "planetary simulator" again, but I've gotta be mentally retarded or something. I use to be able to do this, but I completely forgot how. I'm trying to make it so it will leave a trail wherever it goes, but limited to a certain amount of lines per planet. [vid]https://dl-web.dropbox.com/get/Public/lines.webmvp8.webm?w=35e633b8[/vid] [CODE]void UpdateLines(Planet planets[],int num,ALLEGRO_FONT* font24){ planets[num].tX[0] = planets[num].x; planets[num].tY[0] = planets[num].y; for(int i=1; i<10;i++){ planets[num].tX[i] = planets[num].tX[i-1]; planets[num].tY[i] = planets[num].tY[i-1]; al_draw_line(planets[num].tX[i-1],planets[num].tY[i-1],planets[num].tX[i],planets[num].tY[i],al_map_rgb(255,255,255),4); if(num == 0){ al_draw_textf(font24,al_map_rgb(255,0,255),5,5+((i)*20),0,"%f, %f",planets[num].tX[i],planets[num].tY[i]); } } if(num == 0){ al_draw_textf(font24,al_map_rgb(255,0,255),5,5,0,"%f, %f",planets[num].tX[0],planets[num].tY[0]); } }[/CODE] This might be considered sloppy, seeing as it's been a while since I've done any programming at all. Any help at all is appreciated. EDIT: NVM! I got it finally!:D
[QUOTE=Dlaor-guy;37445128]So I found this article about planetary landscape generation. [url]http://freespace.virgin.net/hugo.elias/models/m_landsp.htm[/url] It looked pretty promising but I seriously couldn't believe such a ridiculous algorithm would actually create nice planets. Seriously, what? So I decided to implement it myself. Results: [img]http://i.imgur.com/oWBzw.png[/img] Not bad, I'd say. (the cool thing about this is that it doesn't suffer from distortion at the poles, and I'm using a geosphere so the topology of the polygons is pretty much perfectly spread around the sphere, also those artifacts on the top right are from misaligned planes the geosphere is made out of) I'd like to try this with more polygons and iterations one day, but the way I currently coded it means it already takes 30 seconds to generate the polygons and then it draws the planet at 2 FPS, I should stop using deprecated OpenGL :v: EDIT: Now threaded so it's actually plausible to have more polygons. [img]http://i.imgur.com/Vieha.png[/img][/QUOTE] Woahh I love planetary generation resources. I was about to bookmark it when i realized I already had it :/ Any chance you could github/pastebin the code for the actual algorithm? [editline]28th August 2012[/editline] [QUOTE=Darkwater124;37444645][img]http://puu.sh/ZIWA[/img] Yay [editline]28th August 2012[/editline] My merge :c[/QUOTE] [img]http://i.imgur.com/XadNe.png[/img] :eng101:
[QUOTE=Richy19;37446041]*56k points* :eng101:[/QUOTE] My ass.
[QUOTE=Maurice;37446311]My ass.[/QUOTE] Anything is possible with programming :P
[img]http://puu.sh/ZLvr[/img] I continued working for on my app for a bit. I'm 99% sure I'm doing the image loading wrong (at least not in the UI thread though :v:) and ListViews kicked my ass pretty hard (and continue to do so), but PROGRESS! What do you think would look best for the data on top? I have to label it somehow, but I've been thinking about a few different solutions: [img]http://www.facepunch.com/fp/ratings/wrench.png[/img] Label on top [img]http://www.facepunch.com/fp/ratings/clock.png[/img] Label on the bottom (like the contact app) [img]http://www.facepunch.com/fp/ratings/zing.png[/img] Labels to the left like most Windows applications
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