• What Are You Working On August 2012
    2,271 replies, posted
Another thing I want to mention is that 3D simplex noise-based spherical texture generation is highly configurable. [IMG]http://i.imgur.com/gYjnD.jpg[/IMG]
[QUOTE=sixtyten;37472902]Another thing I want to mention is that 3D simplex noise-based spherical texture generation is highly configurable. [IMG]http://i.imgur.com/gYjnD.jpg[/IMG][/QUOTE] Looks like you could tweak it to generate coastlines.
Google Games Chat #3 is streaming live right now if anyone is interested. [url]http://www.youtube.com/watch?v=wESFEKsaEbw&feature=g-u-lsb[/url] [editline]30th August 2012[/editline] Nvm, it's over.
Well, I finally managed to get Valgrind support for my project working. Just before bed. [code][jookia@jookia-arch clang]% make test-valgrind Creating translation template... 'Ŧᙢʑ-dom.pot' done. Copying and updating stock translations... Compiling translations... [ 0%] Built target test-lang-Ŧᙢʑ-dom Creating translation template... 'unicodé-dom.pot' done. Copying and updating stock translations... Compiling translations... [ 0%] Built target test-lang-unicodé-dom Creating translation template... 'test-dom.pot' done. Copying and updating stock translations... Compiling translations... [ 0%] Built target test-lang-test-dom [ 0%] Built target test-lang [ 0%] Built target test-data [100%] Built target test ==12421== Memcheck, a memory error detector ==12421== Copyright (C) 2002-2012, and GNU GPL'd, by Julian Seward et al. ==12421== Using Valgrind-3.8.0 and LibVEX; rerun with -h for copyright info ==12421== Command: /home/jookia/Programming/voyager/builds/clang/test/test ==12421== [==========] Running 9 tests from 2 test cases. [----------] Global test environment set-up. [----------] 7 tests from l10n [ RUN ] l10n.moFinderSuccess [ OK ] l10n.moFinderSuccess (558 ms) [ RUN ] l10n.moFinderFail [ OK ] l10n.moFinderFail (28 ms) [ RUN ] l10n.makeLocaleName [ OK ] l10n.makeLocaleName (49 ms) [ RUN ] l10n.createLocaleSuccess [ OK ] l10n.createLocaleSuccess (22790 ms) [ RUN ] l10n.createLocaleFail TODO: THIS TEST [ OK ] l10n.createLocaleFail (41 ms) [ RUN ] l10n.setupLocale [ OK ] l10n.setupLocale (736 ms) [ RUN ] l10n.getLocInfo [ OK ] l10n.getLocInfo (21080 ms) [----------] 7 tests from l10n (45307 ms total) [----------] 2 tests from file [ RUN ] file.loadFileSuccess [ OK ] file.loadFileSuccess (46 ms) [ RUN ] file.loadFileFail [ OK ] file.loadFileFail (10 ms) [----------] 2 tests from file (56 ms total) [----------] Global test environment tear-down [==========] 9 tests from 2 test cases ran. (45431 ms total) [ PASSED ] 9 tests. ==12421== ==12421== HEAP SUMMARY: ==12421== in use at exit: 123,975 bytes in 1,662 blocks ==12421== total heap usage: 454,663 allocs, 453,001 frees, 277,202,909 bytes alloca ted ==12421== ==12421== LEAK SUMMARY: ==12421== definitely lost: 0 bytes in 0 blocks ==12421== indirectly lost: 0 bytes in 0 blocks ==12421== possibly lost: 0 bytes in 0 blocks ==12421== still reachable: 0 bytes in 0 blocks ==12421== suppressed: 123,975 bytes in 1,662 blocks ==12421== ==12421== For counts of detected and suppressed errors, rerun with: -v ==12421== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 3 from 3) [100%] Built target test-valgrind[/code]
I somewhat wish Java would stick with jars, or have a click-to-enable feature.
Time to go on greenlight and see how many of the games got their ideas from this: [url]http://www.squidi.net/three/[/url]
Do you guys know if it's efficient to use a bunch of rendertargets/framebuffers for GUI panels and only re-rendering them when something changed?
It's what I do, I've had no performance issues yet.
[QUOTE=Hentie;37475040]Do you guys know if it's efficient to use a bunch of rendertargets/framebuffers for GUI panels and only re-rendering them when something changed?[/QUOTE] Use a single RT and viewports, that way you can update only part of the RT when the corresponding ui element changes.
Writing an app for my uni's timetable system. So far it loads the list of awards and optional modules from my API. Now I've wrapped my head around it, I'm actually enjoying working with Android a lot more than I thought I would. [IMG]http://i.imgur.com/Kmp46.png[/IMG]
[QUOTE=neos300;37474316]Time to go on greenlight and see how many of the games got their ideas from this: [url]http://www.squidi.net/three/[/url][/QUOTE] 90% of Greenlight games aren't nearly as creative as those ideas. In fact, they all look suspiciously as if programmers have all suddenly stopped what they were doing and thrown half-finished voxel engines, pixelated platformers, and jmonkey zombie games out into the wild.
its as if a switch was flicked and suddenly my eyes were shown the light of devalued pixel art that day cries of legitimate pixel artists were heard all throughout all of the internet after seeing greenlight, i have never felt more like i did not want to be a game developer than i do now
[QUOTE=amcfaggot;37476770]its as if a switch was flicked and suddenly my eyes were shown the light of devalued pixel art that day cries of legitimate pixel artists were heard all throughout all of the internet after seeing greenlight, i have never felt more like i did not want to be a game developer than i do now[/QUOTE] I thought the house fire simulator was pretty good
[t]http://dl.dropbox.com/u/29760911/ZScreen/2012-08/NjDl5ALmbB1nZ.png[/t] Now to just have this log to a database. Going to analyze the best/worst times to travel my commute. I should probably also record accidents/road work too.
[b]BREATHING SIMULATOR 2012:[/b] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=93033438[/url] EDIT: BANNED
[QUOTE=Nigey Nige;37476041]90% of Greenlight games aren't nearly as creative as those ideas. In fact, they all look suspiciously as if programmers have all suddenly stopped what they were doing and thrown half-finished voxel engines, pixelated platformers, and jmonkey zombie games out into the wild.[/QUOTE] Yes, but then you have the unimaginably awesome games like Rotion.
[QUOTE=Chandler;37452248]stuff[/QUOTE] if you configure vs correctly you dont need to bother with intrinsics; and he wont need to specifically declare inlining the function at all. but since it IS inlined i will cut him some slack. [editline]31st August 2012[/editline] [QUOTE=WeltEnSTurm;37453164]Probably late for vector discussion, but I made a vector class in C++ which allows simple maths and can be used as base for like, a color class. [cpp] class color: public math::vector<4> { public: float& r; float& g; float& b; float& a; color(float r = 1, float g = 1, float b = 1, float a = 1): r(data[0]), g(data[1]), b(data[2]), a(data[3]) { this->r = r; this->g = g; this->b = b; this->a = a; } color(const vector& c): color(c.data[0], c.data[1], c.data[2], c.data[3]) {} color& operator = (const color& c){ r = c.r; g = c.g; b = c.g; a = c.a; return *this; } }; int main(){ color whatever = color(0.1, 0, 1, 0.7); color whatever2 = whatever; color mul = color(1, 1, 1, 0.5); std::cout << mul * whatever2 << std::endl; // I guess we have that too return 0; } [/cpp] Ugly as fuck, but try to tell that the C++ standard consortium. I think I'll switch to D for future projects. [url]http://pastebin.com/xCNXEEjT[/url] Doesn't really depend on anything, but too lazy to fix it up for you. :D[/QUOTE] better: [cpp]template< typename T > class CColor { public: CColor() { memset( this, 0, sizeof( CColor ) ); } CColor( const CColor& col ) { *this = col; } CColor( T R, T G, T B, T A ) : r( R ), g( G ), b( B ), a( A ) { } CColor( T R, T G, T B ) : r( R ), g( G ), b( B ) { } T r, g, b, a; CColor& operator=( const CColor& col ) { this->Set( col.r, col.g, col.b, col.a ); return *this; } void Set( T R, T G, T B, T A ) { r = R; g = G; b = B; a = A; } void Set( T R, T G, T B ) { r = R; g = G; b = B; } T* ToArray() { return ( T* )( this ); } };[/cpp]
..I may not be the smartest, but memsetting an object doesn't sound like a good idea. Initializer lists?
[QUOTE=Hayburner;37477975]if you configure vs correctly you dont need to bother with intrinsics; and he wont need to specifically declare inlining the function at all. but since it IS inlined i will cut him some slack. [editline]31st August 2012[/editline] better: [cpp] template< typename T > class CColor { public: // Use an initialiser list this is dumb. CColor() { memset( this, 0, sizeof( CColor ) ); } // Auto-generated copy constructor already does this. CColor( const CColor& col ) { *this = col; } // Oh hay we've found the initialiser list! CColor( T R, T G, T B, T A ) : r( R ), g( G ), b( B ), a( A ) { } // Didn't initialise a. CColor( T R, T G, T B ) : r( R ), g( G ), b( B ) { } // Why have this shit public then go add worthless Set and Get methods? T r, g, b, a; // The fields are accessible in the class, calling Set is even more useless than everywhere else. CColor& operator=( const CColor& col ) { this->Set( col.r, col.g, col.b, col.a ); return *this; } // The fields are public. void Set( T R, T G, T B, T A ) { r = R; g = G; b = B; a = A; } // The fields are public. Alpha is now in unknown state. void Set( T R, T G, T B ) { r = R; g = G; b = B; } // There's no guarantee the values will be laid out like an array in memory. // Compiler is free to add padding anywhere even between elements of the // same type. T* ToArray() { return ( T* )( this ); } }; [/cpp][/QUOTE] Everything in this post is wrong.
Even down to the alpha not being set by default.
[QUOTE=qqqqqqqq;37478169]Everything in this post is wrong.[/QUOTE] sounds like you're butt-devastated that i criticized your shitty code?
[QUOTE=Hayburner;37478227]sounds like you're butt-devastated that i criticized your shitty code?[/QUOTE] I commented your code in earlier reply. Cheers.
[QUOTE=Hayburner;37478227]sounds like you're butt-devastated that i criticized your shitty code?[/QUOTE] No, more like the code is awful. Sorry.
[QUOTE=qqqqqqqq;37478245]I commented your code in earlier reply. Cheers.[/QUOTE] too bad every single piece of criticism you made was bullshit. thanks for playing. [editline]31st August 2012[/editline] [QUOTE=gparent;37478269]No, more like the code is awful. Sorry.[/QUOTE] who are you? random gay? [editline]31st August 2012[/editline] [QUOTE=Jookia;37478182]Even down to the alpha not being set by default.[/QUOTE] intentional for when alpha is not used, for example: [cpp] CColor< float > m_color; //... m_pPlayer->GetChamsColor( m_color, false ); g_pRenderView->SetColorModulation( m_color.ToArray() );[/cpp]
[QUOTE=Hayburner;37478307]intentional for when alpha is not used, for example: [cpp]m_pPlayer->GetChamsColor( m_color, false ); g_pRenderView->SetColorModulation( m_color.ToArray() );[/cpp][/QUOTE] But you're copying uninitialized memory in operator=. Let's say you get a colour for 255, 255, 128 from a BMP then try to draw it on screen. You could have who knows what alpha. Also it's bad practice to have uninitialized memory. Also stop memsetting objects. This in C++. Use initializer lists.
[QUOTE=Jookia;37478336]But you're copying uninitialized memory in operator=. Let's say you get a colour for 255, 255, 128 from a BMP then try to draw it on screen. You could have who knows what alpha. Also it's bad practice to have uninitialized memory.[/QUOTE] missed the point entirely... SetColorModulation takes a float array (SIZE 12) pointer, if it was size 16 then it would be using alpha you stupid fuck. but since it takes a 4 byte pointer we can pass the address of our (in this case) 16 byte object. [quote]Also stop memsetting objects. This in C++. Use initializer lists.[/QUOTE] idiot
[QUOTE=Hayburner;37478349]missed the point entirely... SetColorModulation takes a float array (SIZE 12) pointer, if it was size 16 then it would be using alpha you stupid fuck.[/QUOTE] I'm talking about your class not tempermental APIs. [QUOTE=Hayburner;37478349]idiot[/QUOTE] wat
[QUOTE=Hayburner;37478307]too bad every single piece of criticism you made was bullshit. thanks for playing.[/QUOTE] But it's not bullshit, it's all pretty much true. [QUOTE=Hayburner;37478307]who are you? random gay?[/QUOTE] How old are you? [QUOTE=Hayburner;37478307]intentional for when alpha is not used, for example:[/QUOTE] It's still not valid to not initialize all members when using the initializer list, if we ignore the other mistakes with that.
[QUOTE=gparent;37478365]But it's not bullshit, it's all pretty much true.[/quote] raged [quote]How old are you?[/quote] old enough to be your dad [quote]It's still not valid to not initialize all members when using the initializer list, if we ignore the other mistakes with that.[/QUOTE] i already thwarted your jewish bullshit yet you're fine with clinging onto it. slit your wrists. [highlight](User was banned for this post ("Threadshitting" - Orkel))[/highlight]
[QUOTE=Hayburner;37478395]i already thwarted your jewish bullshit yet you're fine with clinging onto it. slit your wrists.[/QUOTE] What a bad troll... moving on...
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