• What are you working on? v16
    5,004 replies, posted
[QUOTE=Dj-J3;28552164]Yep, it does.[/QUOTE] Unless it's simulating the water being absorbed into the ground.
[QUOTE=geel9;28552114]Is it supposed to do that? I don't know much about Minecraft and that seems kind of odd.[/QUOTE] It's done this way to easily cancel out accidental floods.
Got arithmetic commands and pushing constants. Now to start on the memory access commands.
[QUOTE=Dlaor-guy;28552313]It's done this way to easily cancel out accidental floods.[/QUOTE] I hate when i place lava wrong. Have to fill up everything. [i]everything[/i]
I'm so getting some tonight [img]http://gyazo.com/1cf99db4ccffab723d54236fbf64848e.png[/img] [sp](Some practice drawing lines in my application that is)[/sp]
[img]http://dl.dropbox.com/u/2014606/newNoise.png[/img] [url]http://dl.dropbox.com/u/2014606/out.png[/url] Second one linked due to 3.2MB size Some image generation work I have been doing. Some comments or ideas on what to do with it?
[QUOTE=bromvlieg;28552077] Finaly.. after a huge struggle, got block updates working, and water.. next step lava, then redwire... the water flows like notch's server, and if you murder the source, it dies out[/QUOTE] [img]http://content.screencast.com/users/train/folders/Jing/media/f4bb7476-96b4-4bbb-9951-8de702c47b16/2011-03-11_2008.png[/img] that doesnt look right....
[QUOTE=Vbits;28553442][img_thumb]http://dl.dropbox.com/u/2014606/newNoise.png[/img_thumb] [url]http://dl.dropbox.com/u/2014606/out.png[/url] Second one linked due to 3.2MB size Some image generation work I have been doing. Some comments or ideas on what to do with it?[/QUOTE] Smooth those white dots.
[img]http://dl.dropbox.com/u/2014606/out%20%283%29.png[/img] [img]http://dl.dropbox.com/u/2014606/out%20%284%29.png[/img] Just fixed it with some blur. Also got the second one with some different parameters EDIT Since this got page king i have another image [img]http://dl.dropbox.com/u/2014606/out%20%285%29.png[/img] Also some more comments and improvements would help alot.
Have you considered using these for game textures?
Found a .NET wrapper for UPnP/Nat-PMP. [url]http://code.google.com/p/dotnetportmapper/[/url]
Do you guys like the concept of making a class with all of an application's functions and variables and creating an instance of that in the entry point function or do you prefer the 'regular' way?
[QUOTE=Overv;28554347]Do you guys like the concept of making a class with all of an application's functions and variables and creating an instance of that in the entry point function or do you prefer the 'regular' way?[/QUOTE] I like the class way. It feels more organised to me.
[QUOTE=Overv;28554347]Do you guys like the concept of making a class with all of an application's functions and variables and creating an instance of that in the entry point function or do you prefer the 'regular' way?[/QUOTE] I use the class way because, as mentioned before, it's more organized, but also because it allows you to inherit of some other object, for example, a base game class.
[QUOTE=Quark:;28554246]Have you considered using these for game textures?[/QUOTE] Yes but they make bad heightmaps, if you want any higher resolution versions then i can make these in any size and also slightly different styling. Also I use the class method.
Got infix half working on Tangaraular Grapher (and contrary to popular belief, I'm turb, not null) [img]http://ahb.me/26oQ[/img]
[QUOTE=Tangara;28555302]Tangaraular Grapher[/QUOTE] I have no idea how to pronounce that :colbert:
[QUOTE=Chandler;28555511]I have no idea how to pronounce that :colbert:[/QUOTE] I would imagine it's something like "Tang-uh-raw-ler"
[QUOTE=Chandler;28555511]I have no idea how to pronounce that :colbert:[/QUOTE] I would think it is Tanga-ra-la
-snip- Dem' ninjas.
No no, it has to be pronounced Triangular
/Tæŋgɑrajʊlɑ/
[QUOTE=Tangara;28556757]/Tæŋgɑrajʊlɑ/[/QUOTE] /ʌnˈridəbl/
Tan-jer-een?
I can't believe you're arguing about this. Tang-a-raular => t-ay-nG-uh-raw-lar
[QUOTE=Quark:;28557482]I can't believe you're arguing about this. Tang-a-raular => t-ay-nG-uh-raw-lar[/QUOTE] It's clearly not Tay
For my ease-of-use game base that i'm writing, how should I handle input events? At the moment, When writing a game/something else that draws shit you make a class the inherits from IGame, and override the functions Init(), Think() and Paint(Graphics2D gfx). How should I do input events? Should I do it the way awt does, with a fuck ton of functions, or do it some other way involving hooks of some sort? Also, is there no way to pass a method (or pointer to one) as an argument to another method? Do I have to make an interface, and implement that interface, and pass an instance of that? Also, is making a new class that implements an interface with a funciton in it inline in java possible? If so, how? No pictures to post, because I haven't actually written anything with it yet. [editline]12th March 2011[/editline] [QUOTE=Vbits;28553921] Just fixed it with some blur. Also got the second one with some different parameters EDIT Since this got page king i have another image Also some more comments and improvements would help alot.[/QUOTE] I like the first one the best actually. The rest seem too dark. Could you do one that is brighter/more white?
For callback, you can use delegates in C#. Other languages have function or method pointers and functors. This goes in what do you need help with. [editline]12th March 2011[/editline] edit: Oh Java? [url]http://stackoverflow.com/questions/122407/whats-the-nearest-substitute-for-a-function-pointer-in-java[/url]
Do your input using a static class and methods and just update them on main event loop.
What do you guys think of this? [img]http://gyazo.com/4d1d350e0af3837dffef74f2402793a1.png[/img] [b]-[/b] Fully resizeable [b]-[/b] Quick [b]-[/b] Zoom works kind of [b]-[/b] Tells you file size [b]-[/b] Tells you dimensions [b]-[/b] Tiled background to show transparency
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