[QUOTE=BlkDucky;28947995]To be honest, I ignored it because it wasn't very interesting. :v:
As far as I can tell, you're just changing variables.[/QUOTE]
That must be a huge accomplishment for him.
[img]http://i.imgur.com/SiJSv.png[/img]
[editline]2nd April 2011[/editline]
[img]http://i.imgur.com/2RXGs.png[/img]
[QUOTE=somescripter;28948847]
[img_thumb]http://i.imgur.com/2RXGs.png[/img_thumb][/QUOTE]
oh great another person deploying the reprehensible "send to front/back" metaphor. I fucking hate working with software that relies on this.
Posted about this a while ago, made plenty more progress on my procedural cave system for university project.
[U] [media][URL="http://youtube.com/watch?v=NGRnckC55Fg"]http://youtube.com/watch?v=NGRnckC55Fg[/media][/URL]
[/U]
Video shows building a simple cave from scratch by combining metaballs and layers of 3D noise over a field, the cave surface is extracted from, with a little collision detection and response at the end.
The collisions are fast enough for a particle system. Using a single thread the simulation I've been able to simulate 5000 particles at a good framerate.
[media][URL]http://fortblox.dyndns.org/uploads/cave_wip/cave_29_03_11-2.png[/URL]
[URL]http://fortblox.dyndns.org/uploads/cave_wip/cave_29_03_11.png[/URL][/media]
[URL="http://fortblox.dyndns.org/uploads/cave_wip/cave_29_03_11.png"]
[/URL]
[QUOTE=Catdaemon;28949547]oh great another person deploying the reprehensible "send to front/back" metaphor. I fucking hate working with software that relies on this.[/QUOTE]
What would be a suitable alternative?
[QUOTE=bean_xp;28949572]<awesome cave snip>[/QUOTE]
That's really, really cool!
Which university do you attend?
Does anybody here use unsigned ints?
I only just found out about them and think that they're probably better for scores and health and such...
[QUOTE=Loli;28950423]Does anybody here use unsigned ints?
I only just found out about them and think that they're probably better for scores and health and such...[/QUOTE]
I use whatever data type is necessary. That's not meant to be snarky sounding.
[QUOTE=thomasfn;28949741]What would be a suitable alternative?[/QUOTE]
How about layers? You'd need another window, but working on the background would be a lot easier if you could hide many objects with one click.
Didn't sound it. Yeah, only just discovered them, I'll definitely be using them from now on.
[QUOTE=Loli;28950423]Does anybody here use unsigned ints?
I only just found out about them and think that they're probably better for scores and health and such...[/QUOTE]
Scores and health? Both seem fairly unlikely to go over 2147483648. Unless your character is *really* beastly :v:
[QUOTE=Loli;28950423]Does anybody here use unsigned ints?
I only just found out about them and think that they're probably better for scores and health and such...[/QUOTE]
Usually I don't, as most interfaces use normal ints for everything. They are needed for binary shift right in C#, but normally I don't need values higher than 2147483647.
[QUOTE=Tamschi;28950540]How about layers? You'd need another window, but working on the background would be a lot easier if you could hide many objects with one click.[/QUOTE]
That's kind of exactly the same thing - you just have a window with a list of objects that you can drag up and down a list.
[QUOTE=garry;28950729]That's kind of exactly the same thing - you just have a window with a list of objects that you can drag up and down a list.[/QUOTE]
I was thinking about graphics software, i.e. named groups of objects stacked on top of each other.
I just thought about how you need a different utility to view info about different files. For example Hammer to see what's in a .vmf file, an image viewer for image files, Visual Studio for .sln and .vcxproj files and an archive utility for .zip and .rar files. What if someone made a single program that shows info about every type of file? It doesn't have to have the same functionality as the program made for the file, but it could work like this:
[list][*][b].vmf[/b] - Show list of used entities and amounts, map dimensions, brush amount, lighting and name of the skymap.
[*][b].sln[/b] - Show a list of projects, configurations and which version of VS is needed to open it.
[*][b].dll[/b] - View exported functions (and compiler).[/list]
Do you think this would be feasible and/or useful enough?
Feasible? Maybe, with enough time. Useful? Yes.
[QUOTE=Overv;28950855]I just thought about how you need a different utility to view info about different files. For example Hammer to see what's in a .vmf file, an image viewer for image files, Visual Studio for .sln and .vcxproj files and an archive utility for .zip and .rar files. What if someone made a single program that shows info about every type of file? It doesn't have to have the same functionality as the program made for the file, but it could work like this:
[list][*][b].vmf[/b] - Show list of used entities and amounts, map dimensions, brush amount, lighting and name of the skymap.
[*][b].sln[/b] - Show a list of projects, configurations and which version of VS is needed to open it.
[*][b].dll[/b] - View exported functions (and compiler).[/list]
Do you think this would be feasible and/or useful enough?[/QUOTE]
How about make a framework and people can make plugins for different formats.
What I was about suggest.
[QUOTE=bean_xp;28949572]Posted about this a while ago, made plenty more progress on my procedural cave system for university project.
[U] [media][URL="http://youtube.com/watch?v=NGRnckC55Fg"]http://youtube.com/watch?v=NGRnckC55Fg[/media][/URL]
[/U]
Video shows building a simple cave from scratch by combining metaballs and layers of 3D noise over a field, the cave surface is extracted from, with a little collision detection and response at the end.
The collisions are fast enough for a particle system. Using a single thread the simulation I've been able to simulate 5000 particles at a good framerate.
[media][URL]http://fortblox.dyndns.org/uploads/cave_wip/cave_29_03_11-2.png[/URL]
[URL]http://fortblox.dyndns.org/uploads/cave_wip/cave_29_03_11.png[/URL][/media]
[URL="http://fortblox.dyndns.org/uploads/cave_wip/cave_29_03_11.png"]
[/URL][/QUOTE]
That lava thing looks awesome!
[QUOTE=Overv;28950855]I just thought about how you need a different utility to view info about different files. For example Hammer to see what's in a .vmf file, an image viewer for image files, Visual Studio for .sln and .vcxproj files and an archive utility for .zip and .rar files. What if someone made a single program that shows info about every type of file? It doesn't have to have the same functionality as the program made for the file, but it could work like this:
[list][*][b].vmf[/b] - Show list of used entities and amounts, map dimensions, brush amount, lighting and name of the skymap.
[*][b].sln[/b] - Show a list of projects, configurations and which version of VS is needed to open it.
[*][b].dll[/b] - View exported functions (and compiler).[/list]
Do you think this would be feasible and/or useful enough?[/QUOTE]
Well that basically already exists with shell plugins for explorer. Of course you're limited in how much data you can display I guess.
[QUOTE=CarlBooth;28950884]How about make a framework and people can make plugins for different formats.[/QUOTE]
They'd need to be able to stack, so we could split composite formats and pass media data to another decoder. Maybe open the file as a tree and make plugins fill in the nodes/show panels with more detailed information...
I'd definitely write a few plugins if the interface is simple enough.
Seems like GWEN doesn't like correctly clipping my cached control, here are two pictures of the clip function replaced to draw the clip region:
[img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-02_19.10.47.png[/img_thumb]
[img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-02_19.12.30.png[/img_thumb]
Everything except the main control seems to get correct clipping, but since the main control hosts the other ones they get clipped as well...
My clipping code if it helps:
[cpp]
void SFML::StartClip()
{
Gwen::Rect rect = ClipRegion();
float scale = Scale();
sf::IntRect view = m_pWindow->GetViewport(m_pWindow->GetView());
int x = floor(float(rect.x) * scale),
y = floor(float(rect.y + rect.h) * scale),
w = floor(float(rect.w) * scale),
h = floor(float(rect.h) * scale);
glScissor(x, (view.Top + view.Height) - y, w, h);
glEnable(GL_SCISSOR_TEST);
}
void SFML::EndClip()
{
glDisable(GL_SCISSOR_TEST);
}
[/cpp]
I can add that the clipping works perfectly on non-cached controls.
[QUOTE=ace13;28951063]Seems like GWEN doesn't like correctly clipping my cached control, here are two pictures of the clip function replaced to draw the clip region:
[img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-02_19.10.47.png[/img_thumb]
[img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-02_19.12.30.png[/img_thumb]
Everything except the main control seems to get correct clipping, but since the main control hosts the other ones they get clipped as well...
My clipping code if it helps:
[cpp]
void SFML::StartClip()
{
Gwen::Rect rect = ClipRegion();
float scale = Scale();
sf::IntRect view = m_pWindow->GetViewport(m_pWindow->GetView());
int x = floor(float(rect.x) * scale),
y = floor(float(rect.y + rect.h) * scale),
w = floor(float(rect.w) * scale),
h = floor(float(rect.h) * scale);
glScissor(x, (view.Top + view.Height) - y, w, h);
glEnable(GL_SCISSOR_TEST);
}
void SFML::EndClip()
{
glDisable(GL_SCISSOR_TEST);
}
[/cpp]
I can add that the clipping works perfectly on non-cached controls.[/QUOTE]
It seems like the X coordinate is twice as big as it should be, what's the scale value for? and can you debug it's value?
[QUOTE=Chris220;28949898]That's really, really cool!
Which university do you attend?[/QUOTE]
Thanks, and Hull University
[QUOTE=Overv;28950855]I just thought about how you need a different utility to view info about different files. For example Hammer to see what's in a .vmf file, an image viewer for image files, Visual Studio for .sln and .vcxproj files and an archive utility for .zip and .rar files. What if someone made a single program that shows info about every type of file? It doesn't have to have the same functionality as the program made for the file, but it could work like this:
[list][*][b].vmf[/b] - Show list of used entities and amounts, map dimensions, brush amount, lighting and name of the skymap.
[*][b].sln[/b] - Show a list of projects, configurations and which version of VS is needed to open it.
[*][b].dll[/b] - View exported functions (and compiler).[/list]
Do you think this would be feasible and/or useful enough?[/QUOTE]
I was thinking about something like this a while back. I think, if you used the plugin idea, this could be really very useful.
[QUOTE=Chris220;28951945]I was thinking about something like this a while back. I think, if you used the plugin idea, this could be really very useful.[/QUOTE]
It could work like GOM, downloading dlls that handle file formats from a site as you request info. Those dlls would be submitted by users and approved by the developer.
Yes! I just got my first person maze working! It uses ray casting.
[img]http://i120.photobucket.com/albums/o181/SamPerson12345/firstpersonmaze.png[/img]
It's curved a bit too much right now, I think.
[QUOTE=bean_xp;28951191]Thanks, and Hull University[/QUOTE]
Which year?
Very nice! If you want to remove the curve, you simply multiply your found distance by Cos(BETA), where BETA is the angle of the trace relative to the viewer, to get a "fixed" distance to the object which you can then use to draw.
Edit:
@SamPerson
[QUOTE=Shrapnel :3;28952311]Which year?[/QUOTE]
Third year
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