• What are you working on? v16
    5,004 replies, posted
[QUOTE=iPope;29073142]I want to give OS dev a go but not only do I not know a suitable language but for some reason I can read and understand all the beginner tutorials and stuff but then once I get something working I have no idea what to do next or how to do. It's like a creative block but instead it's more of a "I am fucking clueless block and it doesn't how much on this subject I read I stay clueless". It is comparable to starting game development where you learn the graphics library and then your like "den what?" and for ages you have no idea until someday it suddenly clicks on how it all works.[/QUOTE] It's a bit like that. Arguably a little hack that prints "derp" right off the bootloader is an OS in itself, so set yourself a target like loading external executables.
I'm working on a binary clock, pretty simple stuff but I like it. Fully customizable colors and can choose between 2 different display styles (you'll know what I'm talking about when you see it) [url]http://www.swfcabin.com/open/1302371710[/url] Slow site, couldn't find a better, sorry.
[QUOTE=q3k;29073609]Eh, for me what really counts in kernel development is not the final effect, but the inner architecture itself. I could probably whip up a simple unix clone in two weeks, but I'm trying to be different. This is why I'm designing a microkernel, writing in C++ and not C, not always using POSIX function names, and it is also why my development is taking so long - I spend most of my time designing and rewriting a piece of code several times instead of doing it like everyone else does it. For me, kernel programming isn't difficult because writing context switching is hard or I'm having trouble with assembly - it's difficult because I'm trying to do everything they way I want it to be, taking my time. After all, it's my kernel. /random rant[/QUOTE] Sounds like anyone who wants to write a decent piece of code. Hell, I've agonized hours over stupid crap like what the final build file for my build system would/will look like. Most people don't give it a second thought, and just use whatever floats their boats. :v:
[url]http://spec.jimbomcb.net/alpha1.php[/url] fucking finally managed to get the angles working, turns out for whatever reason you need to invert the yaw.
[QUOTE=Jimbomcb;29074218][url]http://spec.jimbomcb.net/alpha1.php[/url] fucking finally managed to get the angles working, turns out for whatever reason you need to invert the yaw.[/QUOTE] That's fun to watch :buddy: (garry agrees)
[QUOTE=Jimbomcb;29074218][url]http://spec.jimbomcb.net/alpha1.php[/url] fucking finally managed to get the angles working, turns out for whatever reason you need to invert the yaw.[/QUOTE] It is awesome. Maybe sentry positions?
Very impressed with how well websockets seems to be coping with a lot of traffic! [editline]9th April 2011[/editline] [QUOTE=garry;29074340]It is awesome. Maybe sentry positions?[/QUOTE] It's on my to-do list, I intend to have a few key things in the map to be on there with an icon, for example a marker where the cart is, markers on control points showing which team owns it etc etc. Was also thinking of having lines drawn between the killer and a victim on a kill, fading out quickly afterwards but I think that might just get in the way.
Now integrate it with WebGL and have real maps and models rendered! :v:
Cool. There seem to be some that quickly slide to different places though. Why is that? Also, maybe you could put hats on the arrows to complete the experience :v:
[QUOTE=CarlBooth;29074602]Cool. There seem to be some that quickly slide to different places though. Why is that? Also, maybe you could put hats on the arrows to complete the experience :v:[/QUOTE] I think it's lerping and the server doesn't seem to be pushing out updates quickly enough - you can see that at the end of every round.
It's just because I'm using an animation to move the marker to where it should be when it receives each update. It's going to jump here and there if there's any latency in receiving the websocket data I assume. I'm surprised it's still alive, currently sitting around 80 simultaneous connections to the websockets server as garry linked it on his twitter. Very very impressed with it.
GOD DAMN GAME OF RAGE!!!!!!! [media]http://www.youtube.com/watch?v=suWhhLuGRQo[/media] Seriously it took me about 50 tries to do that
Hey, this has been troubling me for a while now and you guys seem to have it down pretty good. What is the best way to set levels, as in how would you make your programme recognise that its on the help menu or in-game.
[QUOTE=Bambo.;29074970]Hey, this has been troubling me for a while now and you guys seem to have it down pretty good. What is the best way to set levels, as in how would you make your programme recognise that its on the help menu or in-game.[/QUOTE] You have a game state for each mode. Then in your update and draw loops you do the appropriate things for whatever state you're in. e.g. If you're game state is Menu then you draw the Menu UI, play background music, etc.
[QUOTE=CarlBooth;29074996]You have a game state for each mode. Then in your update and draw loops you do the appropriate things for whatever state you're in. e.g. If you're game state is Menu then you draw the Menu UI, play background music, etc.[/QUOTE] I did this using a tonne of bool's but i thought there must be a easier and more efficient way to do this...
[QUOTE=Bambo.;29074970]Hey, this has been troubling me for a while now and you guys seem to have it down pretty good. What is the best way to set levels, as in how would you make your programme recognise that its on the help menu or in-game.[/QUOTE] FSM and then dispatch on state. You can use those everywhere in game logic.
[QUOTE=Bambo.;29075034]I did this using a tonne of bool's but i thought there must be a easier and more efficient way to do this...[/QUOTE] I usually just do it with an enum.
[QUOTE=Bambo.;29075034]I did this using a tonne of bool's but i thought there must be a easier and more efficient way to do this...[/QUOTE] enum gameStates { menu, game, win, loose } switch(myEnum) { case menu: ... break; case game: ... break; ... }
Fuck yeh, finally got achievement caching to work.
damn it, I cannot stop breaking stuf... [media]http://www.youtube.com/watch?v=lHigfI_koGg[/media]
[QUOTE=Bambo.;29074970]Hey, this has been troubling me for a while now and you guys seem to have it down pretty good. What is the best way to set levels, as in how would you make your programme recognise that its on the help menu or in-game.[/QUOTE] Or write a ScreenManager class (which is used by the game engine), intro which you can push Screen-derived objects (in which you override the Draw member function). You can have one derived generic class for GUI screens (to which you can add widgets), another one which has your main game view...
[QUOTE=q3k;29075180]Or write a ScreenManager class (which is used by the game engine), intro which you can push Screen-derived objects (in which you override the Draw member function). You can have one derived generic class for GUI screens, another one which has your main game view...[/QUOTE] And then you'd go back onto the issue of how you're managing these Screen states in the first place.
[QUOTE=HubmaN;29075205]And then you'd go back onto the issue of how you're managing these Screen states in the first place.[/QUOTE] What do you mean? (maybe I don't understand the problem)
[QUOTE=q3k;29075246]What do you mean? (maybe I don't understand the problem)[/QUOTE] The question was asking how to tell when the menu is open etc and stop drawing the game if it is
Well, if you push the Menu object to the view controller, the Game's Draw member function isn't being called... Maybe some code will help. [code]class CViewController { public: // Called by the engine void Draw(void) { if (m_View) m_View->Draw(); } void PushView(CView *View) { m_View = View; } private: CView *m_View; } class CView { public: virtual void Draw(void) = 0; //Dummy function } class CMenuView : public CView { public: void Draw(void) { // Draw menu } } class CGameView : public CView { public: void Draw(void) { // Draw game } } // From the game main function... CViewController Controller; CGameView GameView; CMenuView MenuView; Controller.PushView(&GameView); while (1) Controller.Draw(); // When opening the menu... Controller.PushView(&MenuView);[/code] And if you want the View to know that it's been pushed out, just have the controller call ->Invalidate() or something like that on it before replacing it with a new one... And if you want one view ot be able to access the previous one (be it to draw a transparent view or to do transition animations), instead of having one active View in the ViewController, have a stack of them.
Thoughts on the icons for [url]http://spec.jimbomcb.net/?[/url] Currently using blue icons for both teams, not done red yet and just want to see how it looks. Is it hard to work out what they are at first?
Doing some contract work.. The client wants me to write a module to transcode a raw h.264 stream (captured from a video cam and encoded on the fly) into a MPEG transport stream, then broadcast that over UDP to a RTMP server, which then converts and broadcasts the video stream back to an embedded flash player.. The catch, however, is that said flash player is embedded within the same application where the camera capturing is taking place, and all broadcasting is to be done over the loopback interface. :wtc: I tried to convince him otherwise, but he's hell-bent on not wasting all the work he'd already done on his flash UI, because it's sooo cool and rad and has all kinds of movieclips and doodads drawn over the video. Sometimes I... :smithicide:
Screenshot of the UI? :v:
[QUOTE=voodooattack;29076506]Doing some contract work.. The client wants me to write a module to transcode a raw h.264 stream (captured from a video cam and encoded on the fly) into a MPEG transport stream, then broadcast that over UDP to a RTMP server, which then converts and broadcasts the video stream back to an embedded flash player.. The catch, however, is that said flash player is embedded within the same application where the camera capturing is taking place, and all broadcasting is to be done over the loopback interface. :wtc: I tried to convince him otherwise, but he's hell-bent on not wasting all the work he'd already done on his flash UI, because it's sooo cool and rad and has all kinds of movieclips and doodads drawn over the video. Sometimes I... :smithicide:[/QUOTE] Can't flash get the video directly from the video cam / web cam?
[QUOTE=Jimbomcb;29076358]Thoughts on the icons for [url]http://spec.jimbomcb.net/?[/url] Currently using blue icons for both teams, not done red yet and just want to see how it looks. Is it hard to work out what they are at first?[/QUOTE] Some of the icons are a little hard to distinguish, but I think one of the main reasons it can be hard is the rotation. It would be better to have a non-rotating icon and then just have the arrow drawn separately.
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