[QUOTE=Chandler;28573454]
Additionally, storing it as a text file might be worse, and a byte system in a binary file would be beneficial allowing 255 (everything minus a null character) types of tiles to be stored. The only issue then would be storing the number of rows and columns, but that could be placed into a header. :)[/QUOTE]
Actually, that would be 254 (0xFF - 1), and you could just use a short instead of a byte allowing 65534 (0xFFFF - 1) tiles
[b]Edit:[/b]
Actually, he's right, my bad. That would be 255 tiles (excluding 0) and if he used a short that would be 65535 tiles (again, excluding 0).
[QUOTE=dajoh;28573603]Actually, that would be 254 (0xFF - 1), and you could just use a short instead of a byte allowing 65534 (0xFFFF - 1) tiles.[/QUOTE]
No, it'd be 255, 0 counts.
Woo! Almost got zoom working on a percent factor, and working zoom reset! I can safely say today was productive day!
[QUOTE=killman;28573450]Why don't you switch to using shaders?
You get more flexibility that way than the standard fixed pipeline.[/QUOTE]
I'm drawing a bunch of cubes.
Working ray picking, replaced my old z-buffer picking. No cool GLSL things here tho.
[img]http://img146.imageshack.us/img146/2784/picking1.png[/img]
[IMG]http://cl.ly/5Bqy/Screen_shot_2011-03-13_at_14.59.54.png[/IMG]
Trying to get some form of 2D dynamic shadows working, from [url=http://forums.tigsource.com/index.php?topic=8803.0]this article[/url]. Once I manage to get all these small components working (like that maze earlier) I hope to turn them eventually into a game.
[QUOTE=Jawalt;28573717]No, it'd be 255, 0 counts.[/QUOTE]
No, it would allow 256 types of tiles. Zero counts and 0xFF, or 255, is the largest number a byte can store.
edit: And Chandler was originally right if null (0) doesn't count, so that makes 255
[QUOTE=likesoursugar;28575344]Working ray picking, replaced my old z-buffer picking. No cool GLSL things here tho.
[img_thumb]http://img146.imageshack.us/img146/2784/picking1.png[/img_thumb][/QUOTE]
Do you have all the developer textures?
[QUOTE=aero1444;28567056]I just realised the usefulness of texture coordinates, and now I'm able to render tiles! (I did take a few hours break, I'm not just really slow):
From this:
[code]00000000000
00001110000
00011111000
00110101100
00111111100
00110001100
00011111000
00001110000
00000000000[/code]
to the slightly better this:
[img_thumb]http://filesmelt.com/dl/tilegame.png[/img_thumb][/QUOTE]
Ha, I just implemented something similar for my little pokemon engine. Except mine takes whatever number is there and uses the corresponding tile in a huge reference image of tiles.
[cpp] pathData path = filesystem->getPathData("/home/jookia/Programming/DEngine");
vector<string> paths = path.getChildren();
std::cout << path.getDirectory() << " contains:" << std::endl;
for(auto& path : paths)
{
std::cout << " " << path << std::endl;
}[/cpp]
[quote]/home/jookia/Programming/DEngine/ contains:
/home/jookia/Programming/DEngine/source
/home/jookia/Programming/DEngine/include
/home/jookia/Programming/DEngine/cmake
/home/jookia/Programming/DEngine/hacking
/home/jookia/Programming/DEngine/license
/home/jookia/Programming/DEngine/utilities
/home/jookia/Programming/DEngine/out
/home/jookia/Programming/DEngine/doxygen
/home/jookia/Programming/DEngine/readme
/home/jookia/Programming/DEngine/.git
/home/jookia/Programming/DEngine/todo
/home/jookia/Programming/DEngine/.gitignore[/quote]Nearlly finished with my filesystem layer. Still have a few tweaks to do (directories don't have a trailing slash in the listing), error checking, documentation, etc.
[QUOTE=redonkulous;28576064]Ha, I just implemented something similar for my little pokemon engine. Except mine takes whatever number is there and uses the corresponding tile in a huge reference image of tiles.[/QUOTE]
[img]http://jmazouri.com/pubfiles/smug.jpg[/img]
[code]bbbbbbbbbbbbb
bsssssssssssb
bsrrrrrrrrrrb
bsssssssssssb
brrrrrrrrrrsb
bsssssssssssb
bsrrrrrrrrrrb
bsssssssssssb
brrrrrrrrrrsb
bbbbbbbbbbbbb[/code]
:smug:
Finally figured out how to implement this:
[url]http://www.gameprogrammer.com/fractal.html[/url]
I used the function to generate a table of heights, then divided that table into chunks of 17x17 values, the maximum number of points in a source displacement, and threw it into a VMF file. After that I used my nearly non-existing mapping skills to add an ugly skybox and ended up with this:
[media]http://i.cubeupload.com/NaYh3J.png[/media]
[QUOTE=Dr Magnusson;28578689]Finally figured out how to implement this:
[url]http://www.gameprogrammer.com/fractal.html[/url]
I used the function to generate a table of heights, then divided that table into chunks of 17x17 values, the maximum number of points in a source displacement, and threw it into a VMF file. After that I used my nearly non-existing mapping skills to add an ugly skybox and ended up with this:
[media]http://i.cubeupload.com/NaYh3J.png[/media][/QUOTE]
and like all terrain in the source engine, it looks like shit :P
Not your fault, the terrain generation is pretty cool, but source does not do terrain well at all
[QUOTE=Kylegar;28579106]and like all terrain in the source engine, it looks like shit :P
Not your fault, the terrain generation is pretty cool, but source does not do terrain well at all[/QUOTE]
That's one of the reasons I did this. I'm gonna leave it on overnight with a really high resolution set, and hopefully have a proper looking terrain in the morning.
[editline]13th March 2011[/editline]
And then I'll leave hammer on for the next week and hopefully have a compiled version after that!
[QUOTE=DevBug;28575985]Do you have all the developer textures?[/QUOTE]
Print screened this one in valve hammer :] it's 128x128, just a dev texture
You could have just ripped them using GCFScape.
[media]http://www.youtube.com/watch?v=8PojgDsm8oU[/media]
iPhone Media Centre Remote, it can be used to control other things as well, it just emulates the input required to perform certain actions in Media Centre.
It uses multicast to find all instances of that application running on the network
[img]http://vps.adamncasey.co.uk/Capture1.png[/img]
I made the video before I actually added text to the buttons, but the photoshop part shows the UI which will eventually be added to it.
This was originally an Android Application, but Eclipse is so horrible I've stopped and for now I'm just working on an iPhone application.
The windows side application is written in C++ and C# (The networking / client handling code is C++ and the UI is C#)
Working on problem 8 from project Euler...
[quote]Find the greatest product of five consecutive digits in the 1000-digit number. {1000 Digit Number Here}[/quote]
- snip -
never mind, I'll read the question next time...
Working on making Dildo Machine for more Bondage videos im making for pornhub
[QUOTE=deaththrea10;28580000]Working on making Dildo Machine for more Bondage videos im making for pornhub[/QUOTE]
Open Source?
That URL looks suspicious. :v:
Edit: So, uh, where does it go? :ohdear:
I just remembered that I never showed you anything about my Bubble Bobble clone.
I don't work on that any more. Lost interest. But it's still something. Has it's own editor and everything.
Also, too bad videos never get into highlights :(
[media]http://www.youtube.com/watch?v=Z9qU78NF8S0[/media]
[QUOTE=Darwin226;28580193]I just remembered that I never showed you anything about my Bubble Bobble clone.
I don't work on that any more. Lost interest. But it's still something. Has it's own editor and everything.
Also, too bad videos never get into highlights :(
[media]http://www.youtube.com/watch?v=Z9qU78NF8S0[/media][/QUOTE]
:D
Any download? looks fun to mess around with
NO!
Mwahahahahaahaha!
[editline]13th March 2011[/editline]
Oh, and that code I'm showing. It's the AI script. Runtime compiled C#.
[QUOTE=Darwin226;28580307]NO!
Mwahahahahaahaha!
[editline]13th March 2011[/editline]
Oh, and that code I'm showing. It's the AI script. Runtime compiled C#.[/QUOTE]
:v:
btw i meant the actual game not the code
Is that XNA?
Nope. OpenGL 3
Made an XML map reader. This:
[img]http://puu.sh/1cGh[/img]
gives this:
[img]http://puu.sh/1cGi[/img]
It works :v:
[QUOTE=commander204;28580722]Made an XML map reader. This:
[img_thumb]http://puu.sh/1cGh[/img_thumb]
gives this:
[img_thumb]http://puu.sh/1cGi[/img_thumb]
It works :v:[/QUOTE]
Why XML :frown:
Use Lua, like I did...
[code]Entity{type = "Player", x = 24, y = h / 3}
for i = 24, w, 48 do
Entity{type = "Wall", x = i, y = h - math.random(0, 3) * 48 - 24}
end[/code]
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