• What Are You Working On? - December 2014
    1,204 replies, posted
Alien Isolation reverse engineering and stuff 53 Vertex formats later [t]http://puu.sh/dlSxW.jpg[/t] Also now parses Havok HKX data from the animations pak (if anyones interested in Havoks HKX format I have most of the data structures leaked from sleeping_dogs for the 2013 version) [t]http://puu.sh/dkjzH.png[/t]
I'm more impressed with the fact you comment your code
[QUOTE=Dr. Evilcop;46672679]Well alrighty then. I'll finish up getting a basic understanding of XNA then move to SFML. The content pipeline thing with Monogame really buggers my junipers.[/QUOTE] I'd honestly not waste your time with XNA. [editline]8th December 2014[/editline] [QUOTE=Map in a box;46673589]I'm more impressed with the fact you comment your code[/QUOTE] I comment my code :/ Mini Poll: [img]http://www.facepunch.com/fp/ratings/tick.png[/img] You comment your code. [img]http://www.facepunch.com/fp/ratings/cross.png[/img] You don't comment your code.
[QUOTE=Map in a box;46673589]I'm more impressed with the fact you comment your code[/QUOTE] [QUOTE=Map in a box;46673589][IMG]http://i.imgur.com/cw8nh34.png[/IMG][/QUOTE] How do you even know what's going on at all? (or don't you?)
[QUOTE=Banandana;46674003] [img]http://www.facepunch.com/fp/ratings/tick.png[/img] You comment your code. [img]http://www.facepunch.com/fp/ratings/cross.png[/img] You don't comment your code.[/QUOTE] Pretty sure most people do some kind of comments. I think there's a difference between documenting comments and "note" comments, things that are there as a reminder. I do more of the latter, mostly because I haven't done much collaborative work
The only time I really do comments is for when I do something and it works but don't know how it works so I leave a comment saying "Don't fuck with this or you're fucked"
[QUOTE=AnonTakesOver;46674465]The only time I really do comments is for when I do something and it works but don't know how it works so I leave a comment saying "Don't fuck with this or you're fucked"[/QUOTE] I don't do that often but I still have some code that has some bad commenting. I saw this again the other day: [code]if (keys == null) { Debug.Print("Unable to parse RSA/session key response. This is a critical error. Exiting."); if (OnLogin != null) OnLogin.Invoke(Result.UNKNOWN_ERROR); return; } //The format of the response is: //convoluted. //It has a session key which uniquely identifies each session, obviously //And an RSA key, mod, and exponent used to crypt usernames and passwords before sending it over //the net. //This is industry standard and in other web services, is done via Javascript.[/code] Some of my comments are really bad, others tend to go off on a tangent. [editline]9th December 2014[/editline] This one was pretty bad. [code]public void Logout() { //Literally kill the method of authenticating _accesskey = ""; //Don't listen to events. _operationHandler.Stop(); Client.logout(); //No fucking idea what this does but it seems cool }[/code] I totally forgot about these comments...
I have more Todo's in my code than anything else. Two in one method even. [code] public static void SendMove(Move mv, string id) { //TODO: before this is implemented anywhere put a timer on it for something crazy like 1 hour until socket api is implemented, then remove the fucker. throw new NotImplementedException(); if (authToken == null) Console.WriteLine("Unauthed"); //TODO handle this somehow, not sure yet. var url = "http://online-go.com/api/v1/games/" + id + "/move/"; var content = mv.ToXYString(); var json = new JObject(new JProperty("move", content)); AuthedPost(url,json.ToString()); } [/code] Resharper highlights them blue so they are really useful.
Made a simple winforms app which lets me create blog posts from images captured in sharex easily and automagically for jekyll. It's a bit sketchy and requires an assets/media folder but I find it useful so maybe other people will. [img]http://i.imgur.com/3jbnxB8.png[/img] To make it automagically open when an image is taken you have to link it to ShareX as an action. Then in the after capture tasks select perform actions. [img]http://i.imgur.com/h4edCpl.png[/img] [url]https://github.com/Bambofy/GitX[/url]
[IMG]http://i.imgur.com/FVPKNKh.png[/IMG] [B]He looks like he has downs or something.[/B]
[QUOTE=Winded;46674454]Pretty sure most people do some kind of comments. I think there's a difference between documenting comments and "note" comments, things that are there as a reminder. I do more of the latter, mostly because I haven't done much collaborative work[/QUOTE] I write document comments if I think somebody else might read my code. In that case, I'll usually try to use a documentation engine. It makes the code look like I actually put some effort into designing it :v:
[QUOTE=sarge997;46676845][IMG]http://i.imgur.com/FVPKNKh.png[/IMG] [B]He looks like he has downs or something.[/B][/QUOTE] He looks like he put his legs on backwards..
I'm getting back into programming after a few month break, anybody have some simple game ideas to help me improve?
[img]http://i.imgur.com/TFu7jo5.gif[/img] zoom zoom space travel
Status update on the SVG loader/triangulator. Switched to a monotone triangulation algorithm and the performance went from 4 seconds for 10k vertices to 0.2 seconds. The algorithm already supports holes by design, so no need to fiddle around with them individually. [img]http://i.imgur.com/mHHC1D4.jpg[/img]
Is your project open source, MIT'd and written in C#? If yes i would love you forever.
[QUOTE=cartman300;46677497]Is your project open source, MIT'd and written in C#? If yes i would love you forever.[/QUOTE] I might release it if I get more time to work on it. It's written in C++.
Tried to make console scrolling, got a cool effect instead. [IMG]http://i.imgur.com/CirZdcj.png[/IMG] [thumb]http://i.imgur.com/t7BG07K.png[/thumb]
FINALLY GOT THE COLLISION GRID WORKING. [IMG]http://i.imgur.com/ihx12jD.png[/IMG] Tested with a 45 second stress test. Note, the first function in the image only detects if an asteroid collides with an asteroid, so the actual collision detection for everything is even slower (~800 ms) [editline]9th December 2014[/editline] AND I FIXED MY PAUSING PROBLEM FUCK YES MOTHERFUCKER [editline]9th December 2014[/editline] Just goes to show, if you're facing a problem, take a rest and come back to it later. I solved both these problems in the span of 10 minutes!
[IMG_THUMB]http://i.imgur.com/nxDOmke.png[/IMG_THUMB] Some basic functions can be somewhat more easily bound now. Still absolutely no support for classes and such, only uint, int, string, boolean, double and void can be marshalled in this fashion. It works though.
Time to transition from GLES1 to GLES2. Excited to write some shaders again, not excited to port matrix math from GL to a matrix library.
[QUOTE=icantread49;46679849]Time to transition from GLES1 to GLES2. Excited to write some shaders again, not excited to port matrix math from GL to a matrix library.[/QUOTE] If you're using C++ use glm ([url]http://glm.g-truc.net/0.9.6/index.html[/url])
[QUOTE=ben1066;46679916]If you're using C++ use glm ([url]http://glm.g-truc.net/0.9.6/index.html[/url])[/QUOTE] Wow, awesome. Thanks!
wow it would be really nice if there was just some documentation on SFML.NET instead of having to try to translate it all from the SFML documentation
why does nobody like SDL? :( i see a lot of SFML here but no SDL
[QUOTE=awcmon;46681095]why does nobody like SDL? :( i see a lot of SFML here but no SDL[/QUOTE] SFML is easier and works on more languages. Honestly though I see more C# based stuff like Unity. C# is like the language of the future around here.
SDL uses C style which really sucks to work with in C#
[QUOTE=awcmon;46681095]why does nobody like SDL? :( i see a lot of SFML here but no SDL[/QUOTE] SFML is slightly higher level i.e. it comes with more handy game constructs out of the box. The big ones for me are cameras for 2d rendering, more 2d rendering primitives, vector objects, and networking stuff.
Resharper 9 got dependency diagrams. [t]http://i.imgur.com/aloFGyr.png[/t] [editline]10th December 2014[/editline] you can also add all referenced types but it gets a bit crazy. [url]http://puu.sh/doCJc/8a3b16ea2a.png[/url]
[QUOTE=Dr. Evilcop;46681023]wow it would be really nice if there was just some documentation on SFML.NET instead of having to try to translate it all from the SFML documentation[/QUOTE] They're 1:1 copy except the .NET one starts with an upper case letter. There is nothing to translate. [editline]10th December 2014[/editline] And use the SFML.NET nuget package just to be sure you're up to date.
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