• What are you working on? v16
    5,004 replies, posted
[img]http://img.meteornet.net/uploads/ioysh67/ss3.png[/img] Nicer font + server side scripted vehicles (embedded in a wall)! Currently pretty annoying to fly due to latency so I'm going to implement a little prediction at some point.
Awesome! I got my maze solver to find the shortest possible solution. This will go into the record as the most complicated thing I have pulled off at 2 AM, and possibly least understandable code. [media]http://i120.photobucket.com/albums/o181/SamPerson12345/wat-2.png[/media] I am somewhat doubtful of my abilities when it is this late, so if you do happen to see a route it could have taken that would be shorter, please point it out.
My A* pathed its way out of the maze and then back into it, and continued downwards along the right side. Are the holes in the top edge intentional?
[QUOTE=ThePuska;28488278]My A* pathed its way out of the maze and then back into it, and continued downwards along the right side. Are the holes in the top edge intentional?[/QUOTE] Oh, I didn't even notice those. No, they are not. I just randomly cut down walls of a maze to make something I could test this with.
Hm what would be the best way to unload a dll(.net) that is called from multiple threads? I don't want to end up unloading it while it is executing. So I need to block it and wait for it to finish being called before unloading it. Thing I am kinda confused about is how to have the unload function wait until say 5 calls to the dll are finished. All the calls are through the same method so that makes it easier I guess. I was thinking I would have a variable that before calling gets incremented and after the call it gets deincremented. If its zero it triggers the unload resetevent which would continue the unloading. Also, does anyone else get pissed off that google removes the # from searches? Annoys the shit outta me when I am searching for C# things.
[QUOTE=high;28489632]Also, does anyone else get pissed off that google removes the # from searches? Annoys the shit outta me when I am searching for C# things.[/QUOTE] It used to remove it (and still get relevant results) but now it seems to work: [IMG]http://i.imgur.com/7NO1V.png[/IMG] [IMG]http://i.imgur.com/65qf2.png[/IMG]
[QUOTE=high;28489632]Also, does anyone else get pissed off that google removes the # from searches? Annoys the shit outta me when I am searching for C# things.[/QUOTE] Writing csharp works aswell.
God it's going to be hilarious when my desktop application development lecturer marks my work. She used generic array lists (c#) in the framework rather than specialising them with <> which means changing data in them is a pain in the ass, so I'm doing all sorts of low level shit and running a list box concurrently where their indexes have to stay the same throughout for it to not do wierd stuff. :smugdog: Not really too concerned about this unit. I got 92% in a database / MySQL unit worth 20 units and this is only worth 10. Even if I scrape the 40% pass in this unit I'll still have an average of 74.6% over those two units, which is a first class degree. I love using big grades to not need to care about other units.
I just found this project I did in 10th grade. [img]http://dl.dropbox.com/u/12675166/box2d1.png[/img] [img]http://dl.dropbox.com/u/12675166/box2d2.png[/img] It's a simple 2D physics simulator using Box2D and Flash. You can set the size, rotation, mass, coefficient of friction, color and initial velocity of each object. Gravity and the floor's friction can also be adjusted. It was meant for helping kids understand mechanical physics. I never came around to adding realtime interactivity during the simulation though. It's in Thai, but you'll probably figure it out. [b][url=http://dl.dropbox.com/u/12675166/physicssim.rar]Download[/url][/b]
Implemented tiles binary serialization. Saves/loads maps in much less than a second. The file size is around 128kb. I'm satisfied.
[QUOTE=Catdaemon;28486985][img_thumb]http://img.meteornet.net/uploads/ioysh67/ss3.png[/img_thumb] [/QUOTE] In: 16.5058594 kb, is that even possible?
[QUOTE=likesoursugar;28491810]In: 16.5058594 kb, is that even possible?[/QUOTE] It's a total. And that's probably just a rounding error :v:
Visual Studio 2010 SP1 is out on MSDN now, and publicly on March 10th I would link, but I've only got a Technet account not MSDN.
I hope they fixed that stupid error with VC++ that makes it so that it can't access the exe file sometimes when you try to debug. You just hit run again and it works fine usually but it's irritating.
[QUOTE=Jallen;28492787]I hope they fixed that stupid error with VC++ that makes it so that it can't access the exe file sometimes when you try to debug. You just hit run again and it works fine usually but it's irritating.[/QUOTE] So it [b]isn't[/b] just me? Does anyone get the weird "mt.exe exited with error code 31(?)" error too? That fixes itself too.
Is there anyway to deactivate the database creation with VS2010? Thats the one thing that puts me off of using it, i have a program with source thats maybe 2mb but VS creates a database thats about 60mb
It also annoys the shit out of me when you're using MySQL.Data and get random "External Component threw an error" breaks, then re-run and it works fine.
ASP.NET MVC is quite wonderful.
[QUOTE=Darwin226;28493666]ASP.NET MVC is quite wonderful.[/QUOTE] Okay.
I've heard good things about it. I think turb is quite a big fan. Can't get into using it myself.
I'm working on a game engine. Is this structure logical? Root -Code --Entities --Managers -Manager.cs -Entitity.cs Basically, there is a list of Entities and a list of Managers. The entities are updated and drawn, and the managers are updated. Classes inherit from either.
I read somewhere that "Manager" type classes are pointless most of the time. Unfortunately I don't remember where I read that, nor do I remember what it said about WHY they're useless so you can probably conclude that this post is also useless and I should probably not have bothered posting.
It feels good converting your project from SFML 1.6 to 2.0 and while only having to replace String2D with Text, Center with Origin and PostFx with Shader and not running into any more problems than that :buddy: [editline]8th March 2011[/editline] [QUOTE=Chris220;28494024]I read somewhere that "Manager" type classes are pointless most of the time. Unfortunately I don't remember where I read that, nor do I remember what it said about WHY they're useless so you can probably conclude that this post is also useless and I should probably not have bothered posting.[/QUOTE] Managers are the best thing in the world. [img]http://i.imgur.com/Vyyfw.png[/img] :mmmhmm:
Having that many of ANYTHING can't be good. I mean, what do you even use them for? Do you really need a LevelManager for example? Couldn't you have a Game class that among other things manages the levels? Entity manager and draw manager sound like they have one loop inside that calls render on all drawables and update on all entities.
[img]http://img291.imageshack.us/img291/1696/csyntax.png[/img] Converting C# code to HTML/CSS with C# syntax highlighting. I forgot comments, though. Line numbering should be simple to add too. (note: displayed code crashes) [editline]8th March 2011[/editline] I wonder if I should try to make the {} blocks collapsible
[QUOTE=geel9;28493981]I'm working on a game engine. Is this structure logical? Root -Code --Entities --Managers -Manager.cs -Entitity.cs Basically, there is a list of Entities and a list of Managers. The entities are updated and drawn, and the managers are updated. Classes inherit from either.[/QUOTE] Having managers for entity drawing, handling etc. is especially good if you code (As in an engine) in generic types. So it makes f.e. sense to have a particle manager for a particle system instead of having to initialize every system itself again.... So, I like managers :)
[QUOTE=CarlBooth;28493962]I've heard good things about it. I think turb is quite a big fan. Can't get into using it myself.[/QUOTE] [url]http://channel9.msdn.com/blogs/matthijs/aspnet-mvc-2-basics-introduction-by-scott-hanselman[/url] Currently watching this and so far it seems very good.
I made a little chat client/server in java to learn how sockets work. Nothing fancy but it works and was quite easy to do. [media]http://dl.dropbox.com/u/14515180/Capture.PNG[/media] You can find it there : [url]http://dl.dropbox.com/u/14515180/ChattyChat.jar[/url] If for some reasons you'd like to launch a server, just run : [code] java -cp ChattyChat.jar chattychat.Server [/code]
[QUOTE=Darwin226;28494209]Having that many of ANYTHING can't be good. I mean, what do you even use them for? Do you really need a LevelManager for example? Couldn't you have a Game class that among other things manages the levels? Entity manager and draw manager sound like they have one loop inside that calls render on all drawables and update on all entities.[/QUOTE] Game classes do not exist in my world. I only have a Program.cs that I'd like to keep as small as possible so I'm moving all code to managers. And you're completely wrong concerning the DrawManager... [cpp]namespace SFMLGame.Managers { class DrawManager { private static RenderImage renderimage; private static Sprite rsprite; public static void Init(uint width, uint height) { renderimage = new RenderImage(width, height, false); rsprite = new Sprite(); } public static void Draw(Drawable d) { renderimage.Draw(d); } public static void Display() { rsprite.Image = renderimage.Image; renderimage.Display(); Globals.app.Draw(rsprite, ResourceManager.shaders["Bloom"]); } public static void Clear() { renderimage.Clear(); } } }[/cpp] Basically, it makes drawing stuff easier, with it you can just do DrawManager.Draw(Drawable) to draw stuff.
[QUOTE=BlkDucky;28492867]So it [b]isn't[/b] just me? Does anyone get the weird "mt.exe exited with error code 31(?)" error too? That fixes itself too.[/QUOTE] I do. Sometimes I edit something small and that error appears out of the blue. Then next build it's gone.
Sorry, you need to Log In to post a reply to this thread.