• What are you working on? v16
    5,004 replies, posted
[QUOTE=Dlaor-guy;28997096]Back at primary school I had this awesome theory that you could survive a fall from any height by landing onto a big quarter-pipe like structure. Today, I have proved that theory: [img_thumb]http://i.imgur.com/6U1Um.gif[/img_thumb][/QUOTE] [media]http://www.youtube.com/watch?v=CTeXKHkNqgk[/media]
You wouldn't survive it because if you're falling from a too great height and the ramp isn't big enough, the centripetal forces will kill you. Also friction. Ergo, your theory is invalid, go back to primary school. [editline]5th April 2011[/editline] [QUOTE=Nigey Nige;28997128][media]http://www.youtube.com/watch?v=CTeXKHkNqgk[/media][/QUOTE] He didn't exactly hit the quarter pipe correctly, but hit it at a rather flat part. Also he survived it without any injuries but that doesn't prove the theory.
[QUOTE=DrLuke;28997133]You wouldn't survive it because if you're falling from a too great height and the ramp isn't big enough, the centripetal forces will kill you. Also friction. Ergo, your theory is invalid, go back to primary school. [editline]5th April 2011[/editline] He didn't exactly hit the quarter pipe correctly, but hit it at a rather flat part. Also he survived it without any injuries but that doesn't prove the theory.[/QUOTE] Just need to make it big enough elimitate friction and you would be fine.
[QUOTE=Nigey Nige;28997046][url=http://rwstream.rainwave.cc:8000/rainwave.ogg]This[/url] is what I listen to while I stumble blindly about in Eclipse. How about you guys?[/QUOTE] I normally have my Drum and Bass collection on shuffle, but at the moment I'm mostly listening to [url=http://www.medschoolmusic.com/]New Blood 011[/url]. I don't suppose anyone has it?
[QUOTE=Dlaor-guy;28997096]Back at primary school I had this awesome theory that you could survive a fall from any height by landing onto a big quarter-pipe like structure. Today, I have proved that theory: [img_thumb]http://i.imgur.com/6U1Um.gif[/img_thumb] (note: you are normally not supposed to have more than 1 ball in the game, but that was just for demonstration purposes)[/QUOTE] Any chance of a cheeky beta demo of this?
[QUOTE=Dlaor-guy;28997096]Back at primary school I had this awesome theory that you could survive a fall from any height by landing onto a big quarter-pipe like structure. Today, I have proved that theory: [img_thumb]http://i.imgur.com/6U1Um.gif[/img_thumb] (note: you are normally not supposed to have more than 1 ball in the game, but that was just for demonstration purposes)[/QUOTE] Landing on a large quarter-pipe structure would infact save you from any fall (there's a certain size it would need to be, then it wouldn't need to be any larger for any fall because of maximum velocity), provided you slid or rolled down it in some way that didn't cripple you in the process, because the gradual transfer from downwards to sideways movement acts as a big cushion like effect. If the ball didn't move sideways in that gif it would look like it had landed on some kind of air cushion because of the way it gradually slows down when it hits the ramp.
[QUOTE=Overv;28996920]Nah, it's not that hard. Here's the code I used for my PHP calculator: [php]function tokenize( $exp, $nesting ) { $tokens = array(); $chars = preg_split( "//", $exp, -1, PREG_SPLIT_NO_EMPTY ); $nbuf = ""; for ( $i = 0; $i < strlen( $exp ); $i++ ) { if ( $chars[$i] == " " ) { continue; } if ( ( ( is_operator( $chars[$i] ) || is_bracket( $chars[$i] ) ) && $chars[$i] != "-" ) || ( $chars[$i] == "-" && $i > 0 && !is_operator( $chars[$i-1] ) ) ) { if ( strlen( $nbuf ) > 0 ) { $tokens[] = $nbuf; $nbuf = ""; } $tokens[] = $chars[$i]; } else { $nbuf .= $chars[$i]; } } if ( strlen( $nbuf ) > 0 ) { $tokens[] = $nbuf; } dump_tokens( $tokens, $nesting ); return $tokens; }[/php] The only tricky part really is dealing with the minus operator.[/QUOTE] Does it handle identifiers and operators that are more than one character? Also, strings and decimal numbers (which are a problem if you have the dot as a separate operator)
[QUOTE=Loli;28997114]You should finish this after the comp, and see what steam have to say about it...[/QUOTE] The problem here is that I'd love to use Steamworks features like achievements and the Steam Cloud, but they don't provide C# wrappers for it (and I'm too inexperienced to make my own). Also, the DRM features it provides only work with C++ games. [QUOTE=DrLuke;28997133]You wouldn't survive it because if you're falling from a too great height and the ramp isn't big enough, the centripetal forces will kill you.[/QUOTE] [QUOTE]a [highlight]big[/highlight] quarter-pipe like structure[/QUOTE] [QUOTE=DrLuke;28997133]Also friction.[/quote] Let's assume the ramp is covered in ice. [QUOTE=Richy19;28997254]Any chance of a cheeky beta demo of this?[/QUOTE] No, but I'll post the game at the game programming competition deadline, which is the 29th of April.
[QUOTE=Darwin226;28997577]Does it handle identifiers and operators that are more than one character? Also, strings and decimal numbers (which are a problem if you have the dot as a separate operator)[/QUOTE] Only identifiers that are more than one character right now. It was not made to handle strings. [QUOTE=Richy19;28997091]Wheres th openGL tutorials man?[/QUOTE] Coming after my exams.
Hell yeah, got accepted into a school for Game Development. Feeling like a boss now.
[QUOTE=eXiv2;28998206]Hell yeah, got accepted into a school for Game Development. Feeling like a boss now.[/QUOTE] Is that like, one of those qualifications nobody has heard of in game design or whatever. Or is it a proper hardcore tech development one?
Proper hardcore tech dev one. It's a known school in Holland. Finishing there ensures me of quite a good job and the proper training.
[QUOTE=eXiv2;28998534]Proper hardcore tech dev one. It's a known school in Holland. Finishing there ensures me of quite a good job and the proper training.[/QUOTE] TU Delft? [b]Edit:[/b] ah
Mediacollege Amsterdam
[QUOTE=Dlaor-guy;28997605]The problem here is that I'd love to use Steamworks features like achievements and the Steam Cloud, but they don't provide C# wrappers for it (and I'm too inexperienced to make my own). Also, the DRM features it provides only work with C++ games.[/QUOTE] Magicka is programmed in C# and it uses Steamworks. It also contains "SteamWrapper.dll", which is a valid .NET library. [IMG]http://www.1337upload.net/files/SS-2011-04-05_20.26.36.png[/IMG] Though, I don't know if it's made and/or provided by Valve.
I think Flotilla is made with XNA and C# as well. [editline]5th April 2011[/editline] I immediately suspected it to be C# when I saw it had the default window icon. :v:
[QUOTE=Simspelaaja;28998851]Magicka is programmed in C# and it uses Steamworks. It also contains "SteamWrapper.dll", which is a valid .NET library. [img_thumb]http://www.1337upload.net/files/SS-2011-04-05_20.26.36.png[/img_thumb] Though, I don't know if it's made and/or provided by Valve.[/QUOTE] Valve FAQ says they don't supply one so it must be 3rd party. [editline]0[/editline] [url]http://www.steampowered.com/steamworks/FAQ.php[/url] [quote][b]5. Do you have a .NET or Actionscript wrapper?[/b] We do not have any wrappers available as part of the SDK.[/quote]
He could ask the Magicka team, who knows maybe they would give it to him.. Any way, more learning: [cpp]#include <iostream> namespace stuff { //Add stuff to a namespace named 'stuff'. int number = 10; //An integer with a value or 10. int& refToNumber = stuff::number; //A referance to said int. int* ptrToNumber = &stuff::number; //A pointer to said int. } template <typename var> //Just trying templates out. void ptrplusfive(var* ptr) //This is useless as I could just make an overloaded function for both an int and a double. { std::cout << "You can only add 5 to an int or a double." << std::endl; } template <> void ptrplusfive<int>(int* ptr) { *ptr = *ptr + 5; } template <> void ptrplusfive<double>(double* ptr) { *ptr = *ptr + 5; } void refSum(int& first, int& second, int& answer) { answer = first + second; //Changing variables outside of functions scope usig references. } int add(int nr1, int nr2 = 1) //Here: second int has a defauld value incase you don't specify one yourself. { return nr1+nr2; } void setTo9000(int arr[], int index) //Showing that arrays work similar to pointers/references. { arr[index] = 9000; } void multiply(int* p1, int* p2, int*pAns) { *pAns = *p1 * *p2; //Looks kinda confusing... } int main() { using std::cout; //So I don't have to use 'using namespace std;' using std::cin; //because that is a bad practice. using std::endl; stuff::refToNumber = 5; //Here: showing that changing the value of a referance or cout << stuff::number << " "; //pointer changes the original value of an int. *stuff::ptrToNumber = 2; //Also all of this is in a namespace. cout << stuff::number << endl; int arr[] = {1,2,3,4,5}; ptrplusfive(&arr[2]); //Adding 5 to one of the elements of the array. setTo9000(arr, 0); //Setting the first element of said array to 9000. multiply(&arr[1],&arr[3],&arr[4]); //Changing the last element of the array to a multiple of the 2nd and the 4th. int* ptr = 0; for(int i=0;i<5;i++) //This prints the array using pointers. { ptr = &arr[i]; cout << *ptr << " "; } cout << endl; int a = 5; int b = 10; int c; refSum(a, b, c); cout << c << " " << add(a) << " " << add(a,b) << endl; double ninety = 90; ptrplusfive(&ninety); cout << ninety << endl; ptrplusfive("hai"); //Testing an templated function. cin.get(); return 0; }[/cpp] Now with 100% more comments. Also arithmetical operators and function templates.
Did some improvements of my GWEN renderer, also added the tower model I was working on earlier to test the rendering. I'm quite pleased with the result. [img]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-05_21.50.55.png[/img] [B]Edit:[/B] Although, if anyone is willing to help me get a serviceable UV-map done of the tower I'd be very thankful
[QUOTE=CarlBooth;29000779]Valve FAQ says they don't supply one so it must be 3rd party.[/QUOTE] Maybe Valve has written this one, but they have forget to tell about it in the FAQ? [img]http://cdn.fpcontent.net/fp/ratings/rainbow.png[/img] SteamWrapper.dll is written in C++/CLI, but the Magicka team seems to only use C#.
Meh, posting here for a first time. I recently started learing Delphi, so I made a little program that simulates sand. It uses image as basis. There were some complications with height/width of the peak, but whatever, have messy screenshot of some hourglass... thingy: [media] [url]http://2.bp.blogspot.com/-s4EdB-NgEC8/TZt0WIO4KfI/AAAAAAAAADY/OU8XHG-BMxI/s1600/Untitled-1.jpg[/url] [/media] You can flip it thus making it fall once more.
[QUOTE=Simspelaaja;29001843]Maybe Valve has written this one, but they have forget to tell about it in the FAQ? [img_thumb]http://cdn.fpcontent.net/fp/ratings/rainbow.png[/img_thumb] SteamWrapper.dll is written in C++/CLI, but the Magicka team seems to only use C#.[/QUOTE] You have to use Managed C++ to wrap C++ codes afaik.
[QUOTE=ace13;29001643]Did some improvements of my GWEN renderer, also added the tower model I was working on earlier to test the rendering. I'm quite pleased with the result. [img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-05_21.50.55.png[/img_thumb] [B]Edit:[/B] Although, if anyone is willing to help me get a serviceable UV-map done of the tower I'd be very thankful[/QUOTE] Dunno if it's too late, but it you made GWEN render to a texture, then you could use that texture on anything, and with some fancy picking have some VERY awesome in-game computer screens. [editline]5th April 2011[/editline] [QUOTE=krassell;29002154]Meh, posting here for a first time. I recently started learing Delphi, so I made a little program that simulates sand. It uses image as basis. There were some complications with height/width of the peak, but whatever, have messy screenshot of some hourglass... thingy: [media] [url]http://2.bp.blogspot.com/-s4EdB-NgEC8/TZt0WIO4KfI/AAAAAAAAADY/OU8XHG-BMxI/s1600/Untitled-1.jpg[/url] [/media] You can flip it thus making it fall once more.[/QUOTE] How're you simulating so many particles? There must be thousands there. I've always wondered that about sand games.
I think it's easier when your particles are 1 px big. Then you can just loop through them and set some bitmaps pixels to correct colors and just render the bitmap at once. As for handling them, probably a 2 dimensional array of them and a list of particles so it doesn't loop through every pixel.
Why do the particles appear to spread while falling? Do they exhibit some kind of random motion, or do you simulate them correctly in a Newtonian way? Or is it some kind of an illusion [editline]6th April 2011[/editline] Not that it's a bad thing. It just seems nonstandard for a simple falling sand game that updates the world as a grid. Seems like it would be a result of particles gaining momentum or something.
[QUOTE=Dlaor-guy;28997096]Back at primary school I had this awesome theory that you could survive a fall from any height by landing onto a big quarter-pipe like structure. Today, I have proved that theory: [img_thumb]http://i.imgur.com/6U1Um.gif[/img_thumb] (note: you are normally not supposed to have more than 1 ball in the game, but that was just for demonstration purposes)[/QUOTE] DUDE, IDEA. You should have little wind-up spinny turbo things, and massive complex areas so there are bits that fire you at extreme speed through stunts like in old Sonic games. [editline]5th April 2011[/editline] Also a slow-motion awesome shattering effect when your ball breaks.
I have an aesthetic question. In my language you make a class like this [code]Random = class () { Prop Method = function () { Prop = 0 } }[/code] The problem is that the method needs to know that Prop already exists as a property of the class and that it's not supposed to make it's own local prop variable. If I did Prop = 0 inside of the class it self it would work correctly because the = operator would notice that there's no Prop variable declaration and make a new one in the scope of the class. Then the method would notice that Prop already exists and modify that one. Now, you sometimes don't want to define, or even can't define, a variable when you declare it so you can't do Prop = 0 in the class but still want the class to make a Prop variable in it's scope. Since there's no = operator this time, nothing is done with Prop identifier and it is ignored which is not what I want. I have 2 solutions to this problem and one is to do this.Prop where the . is the operator that will notice that Prop doesn't exist and make it, or introduce a new operator just for that. Something like Prop! ! operator would just make sure that there is a variable Prop in the current scope. Which option do you think is aesthetically more pleasing? [editline]5th April 2011[/editline] Hmmm... maybe it should be "declare Prop". That way it will be immediately obvious what is supposed to happen.
[QUOTE=Nigey Nige;29003164]DUDE, IDEA. You should have little wind-up spinny turbo things, and massive complex areas so there are bits that fire you at extreme speed through stunts like in old Sonic games.[/QUOTE] That would be cool, but I don't think Farseer Physics can handle extreme speeds. Another problem is that the ball has angular damping applied to it for gameplay reasons, otherwise it would be very hard to control. [QUOTE=Nigey Nige;29003164]Also a slow-motion awesome shattering effect when your ball breaks.[/quote] Yeah, that was also one of my plans, but the problem is that you want to annoy the player as less as possible, and getting a 20 second slowmotion breaking cutscene every time you die removes the pace from the game. Also, seeing a ball disappear and seeing some glass particles appearing doesn't look that appealing: if I'd want it to look nice, I'd need to actually cut the ball into multiple physically simulated pieces, which is is pretty damn hard to do (I hate working with polygons :smith:).
[QUOTE=Dlaor-guy;29003447]That would be cool, but I don't think Farseer Physics can handle extreme speeds. Another problem is that the ball has angular damping applied to it for gameplay reasons, otherwise it would be very hard to control. Yeah, that was also one of my plans, but the problem is that you want to annoy the player as less as possible, and getting a 20 second slowmotion breaking cutscene every time you die removes the pace from the game. Also, seeing a ball disappear and seeing some glass particles appearing doesn't look that appealing: if I'd want it to look nice, I'd need to actually cut the ball into multiple physically simulated pieces, which is is pretty damn hard to do (I hate working with polygons :smith:).[/QUOTE] :smith::respek::smith:
Or just make an animation of a ball shattering and replace the ball with the animation when it happens. And for the slowing down thing, just add a skip button.
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