[QUOTE=Quark:;29076567]Screenshot of the UI? :v:[/QUOTE]
Never seen it personally, he only gave me a generic RTMP player swf to connect and test the stream with, but I can vividly imagine.. the bright pink text flashing on the green background with brown vertical strips. My eyes bleed at the thought.. :psypop:
RTMP :smithicide:
[QUOTE=Dotmister;29076631]Can't flash get the video directly from the video cam / web cam?[/QUOTE]
Technically, it can, but I wish it was that simple.
[QUOTE=q3k;29076879]RTMP :smithicide:[/QUOTE]
nothing say "a god damn disaster" like rtmp.
[QUOTE=Maya2008;29078243]Complex geometry fracture:
[media]http://www.youtube.com/watch?v=YM2eHl-KovY[/media][/QUOTE]
That looks painful.
give me the model of someone's head, and I'll smash it for you :]
[QUOTE=Maya2008;29078512]give me the model of someone's head, and I'll smash it for you :][/QUOTE]
Hows about your avatar? :v:
sadly I don't have the mesh for it :(
Dr. Breen's head?
[QUOTE=q3k;29075465]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.[/QUOTE]
Wonderful - I get to do some reading on the differences between stack automata and FSM automata now.
Never tried 3D stuff before, so I took it upon myself to try to. And since the only language I really know how to display stuff in is java, this is made in java (in this case only using the Graphics function g.drawLine() ).
[media]http://www.youtube.com/watch?v=PTPBJUGgOSo[/media]
[QUOTE=Quark:;29079635]Dr. Breen's head?[/QUOTE]
Haha, I'll try that
meanwhile, I smashed a watermelon
[media]http://www.youtube.com/watch?v=dOnX0UO1I98[/media]
[img]http://i51.tinypic.com/20af5hg.png[/img]
Got much better terrain down, things are starting to fall together.
[img]http://i51.tinypic.com/1447jsy.png[/img]
Also added collisions and triggers, triggers are basically just events that activate when you enter that triggers rectangle, the trigger can interact with itself and everything inside it. So I can SUPER easily create a conveyor belt, teleporter, pool of lava, etc.
I'm extremely happy with my progress, this is the furthest I've ever gotten with a project in terms of good design, scripting, and work ethic.
I'm trying to move from OpenGL ES 1.0 on Android to OpenGL 3.3 on Windows (OpenTK) and I'm trying to pick up on all the non-depreciated stuff, I'm planning on learning GLSL in a day or two (I already looked through the specifications on the OpenGL website, just need to see some examples and I'll get the basics down quickly).
Right now I'm trying to get this 3d perspective (frustum) stuff down as well as all the matrix math (I looked up all the math behind it then realized that OpenTK handles it all with their very useful Matrix4 class). So far it's been hours of seeing a blank screen with my own matrix and a nice white square if I comment out my projection stuff and use an ortho projection from another 2D project.
I'll get it down eventually...
[editline]9th April 2011[/editline]
woop, just started working, I had to shift everything about -50 on the Z axis for it to appear at a decent size (0 is past the near clip plane and + values go through the camera in the Z axis)
Now I just need to figure out how to get camera movement working...
[editline]10th April 2011[/editline]
so I got basic camera movement working (I mean REALLY basic and pretty much just a quick hack)
[sp]Keyboard events, S and W on the Z axis, A and D on the X axis, nothing for the Y axis... and a glTranslatef call while in the projection matrix mode[/sp] :ssh:
Now to get it to work in a normal way with vectors and matrices, then start dealing with mouse input...
-snip-
[QUOTE=robmaister12;29082632]mouse input[/QUOTE]
Might want to skip the whole "reset cursor position to the center of the screen" time-wasting thing and just jump straight to RawInput (Windows). As an added bonus, there is no need to worry about mouse acceleration.
Methods to look for:
[code]
RegisterRawInputDevices
GetRawInputData
ClipCursor
[/code]
Been trying to hook Winsock 2 functions so I can try and figure out the Fallen Earth network protocol, have had some success, but as soon as I hook it freezes and just keeps sending the same packet over and over.
[media]http://www.tvcdev.net/files/img/Screenshot-2011-04-11_21.04.29.png[/media]
Media'd for largeness.
Help would be appreciated. :smile:
Why not just use Wireshark?
Or are you doing it as a programming project?
[QUOTE=TVC;29085331]Been trying to hook Winsock 2 functions so I can try and figure out the Fallen Earth network protocol, have had some success, but as soon as I hook it freezes and just keeps sending the same packet over and over.
[media]http://www.tvcdev.net/files/img/Screenshot-2011-04-11_21.04.29.png[/media]
Media'd for largeness.
Help would be appreciated. :smile:[/QUOTE]
Looks fine to me, show me your hook.
[QUOTE=CarlBooth;29085499]Why not just use Wireshark?
Or are you doing it as a programming project?[/QUOTE]
It is much easier to read then [url=http://www.tvcdev.net/files/img/Screenshot-2011-04-11_21.26.57.png]this[/url]. Also, I will be able to implement packets in later so it has human readable variables.
[QUOTE=ColdFusion;29085532]Looks fine to me, show me your hook.[/QUOTE]
[img]http://www.tvcdev.net/files/img/Screenshot-2011-04-11_21.28.39.png[/img]
[QUOTE=TVC;29085553]It is much easier to read then [url=http://www.tvcdev.net/files/img/Screenshot-2011-04-11_21.26.57.png]this[/url]. Also, I will be able to implement packets in later so it has human readable variables.
[img_thumb]http://www.tvcdev.net/files/img/Screenshot-2011-04-11_21.28.39.png[/img_thumb][/QUOTE]
You can open the stream in wireshark and view the packet arrays of both connection partners.
Just converted my game from variable timestep to semi-fixed timestep without any problems whatsoever. Feels good man :buddy:
Before this, you could cheat by freezing the game just before hitting a laser beam for a second or two and then unfreezing it, which teleports you through the beam without killing you. That's fixed now. :holy:
See [url]http://gafferongames.com/game-physics/fix-your-timestep/[/url], every game developer should read this!
Also looks fine to me.
PS. DLL_PROCESS_DETACH is incorrect. But i don' think this relates in any way to your problem.
[QUOTE=ColdFusion;29085938]Also looks fine to me.
PS. DLL_PROCESS_DETACH is incorrect. But i don' think this relates in any way to your problem.[/QUOTE]
What? It looks correct.
[img]http://www.tvcdev.net/files/img/Screenshot-2011-04-11_22.15.52.png[/img]
[QUOTE=TVC;29086049]What? It looks correct.
[img_thumb]http://www.tvcdev.net/files/img/Screenshot-2011-04-11_22.15.52.png[/img_thumb][/QUOTE]
[img]http://cold.netburst.co.uk/file/SS-2011-04-10_14.19.22.png[/img]
You attach a detour when you are supposed to detach it.
[editline]10th April 2011[/editline]
[QUOTE=Dlaor-guy;29085921]Just converted my game from variable timestep to semi-fixed timestep without any problems whatsoever. Feels good man :buddy:
Before this, you could cheat by freezing the game just before hitting a laser beam for a second or two and then unfreezing it, which teleports you through the beam without killing you. That's fixed now. :holy:
See [url]http://gafferongames.com/game-physics/fix-your-timestep/[/url], every game developer should read this![/QUOTE]
You can always do line interception between the lazer and the Previous and the current position of the player.
Also, bouncy platforms + new laser burn effect!
[img]http://i.imgur.com/RH4Im.gif[/img]
EDIT: Wow, that was supposed to be automerged... :v:
[QUOTE=Night-Eagle;29084057]Might want to skip the whole "reset cursor position to the center of the screen" time-wasting thing and just jump straight to RawInput (Windows). As an added bonus, there is no need to worry about mouse acceleration.
Methods to look for:
[code]
RegisterRawInputDevices
GetRawInputData
ClipCursor
[/code][/QUOTE]
Does anyone know how to do raw mouse input in C#? I've been having problems with centering the mouse all the time recently.
[QUOTE=Dlaor-guy;29085921]Just converted my game from variable timestep to semi-fixed timestep without any problems whatsoever. Feels good man :buddy:
Before this, you could cheat by freezing the game just before hitting a laser beam for a second or two and then unfreezing it, which teleports you through the beam without killing you. That's fixed now. :holy:
See [url]http://gafferongames.com/game-physics/fix-your-timestep/[/url], every game developer should read this![/QUOTE]
So many people don't know about fixed timesteps. They are easy to implement and 100x better so they should really be the norm for framerate independent game logic by now.
[QUOTE=Jallen;29086722]So many people don't know about fixed timesteps. They are easy to implement and 100x better so they should really be the norm for framerate independent game logic by now.[/QUOTE]
The problem is that it doesn't work in multiplayer games.
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