• What Are You Working On? - December 2014
    1,204 replies, posted
[QUOTE=Dr. Evilcop;46729228]Are you planning on adding collisions?[/QUOTE] Depends on what collisions you are talking about here. Also depends on how it affects gameplay and whether or not its fun. The information for collisions already exist if that is what you may be referring to, they are just disabled between aircraft as you already know. [IMG]http://i62.tinypic.com/24xp5hs.jpg[/IMG]
[QUOTE=Rayboy1995;46729667]Depends on what collisions you are talking about here. Also depends on how it affects gameplay and whether or not its fun. The information for collisions already exist if that is what you may be referring to, they are just disabled between aircraft as you already know. [IMG]http://i62.tinypic.com/24xp5hs.jpg[/IMG][/QUOTE] [img]http://i.imgur.com/DZoRBYV.png[/img] ehehehehe
[QUOTE=Rayboy1995;46729667]Depends on what collisions you are talking about here. Also depends on how it affects gameplay and whether or not its fun. The information for collisions already exist if that is what you may be referring to, they are just disabled between aircraft as you already know. [IMG]http://i62.tinypic.com/24xp5hs.jpg[/IMG][/QUOTE] Being disabled between aircraft, yeah. I dunno, it would bother me if I was playing it. I don't necessarily think it should be insta-crash, but it should give the player some sort of feedback. Maybe on easy it'll just bounce you off, on hard it'll do some damage? Assuming you have difficulty levels, that is.
[IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2014-12-16_23-45-13.jpg[/IMG] debugging a bowl of soil
This is our 4th year Electronics Engineering group project. The idea is to make an agricultural monitoring network. Right now, we're measuring soil moisture (because over-irrigation is a huge problem in the agricultural industry, you might have seen the news recently). The basic idea is that a farmer plants these nodes around the place, our nodes turn on and communicate with each-other using a mesh network, the nodes report back to a base node, which then forwards the info over the internet to a server. Then there's a web interface for viewing the data and talking back to the nodes for configuration etc. Then the real-time data would be used to control some form of irrigation mechanism We've actually made our own sensors for the soil moisture, you can see it poking out of the bowl. It measures capacitance of the surrounding medium using wizardry and the laws of physics. Given that water has a higher capacitance than air, we can calibrate the sensors to measure the moisture content of the soil by measuring capacitance. My job is to write the networking code between the nodes/basenode. I'm using the XBees in Digimesh mode (which handles the synchronized sleeping and other cool stuff). I'm writing a layer on top of the XBee API to handle dynamic message sizes and other fun stuff. As I kind of sit in the middle of all of this, I get a nice overview of most aspects. [editline]16th December 2014[/editline] oops my marge [QUOTE=Rocket;46730127]Not to criticize your soup making skills, but that looks awfully like a bowl of mud.[/QUOTE] Yeah it's a bit over-saturated in the image :v:
messing around w/ javascript obfuscation, getting somewhere. thank god for [URL="http://esprima.org/"]esprima[/URL]. currently working on one that hides itself in big, ugly javascript libraries, works surprisingly well for how inconsistent javascript built-ins are across browsers [URL="https://github.com/grayleonard/interpellate"]https://github.com/grayleonard/interpellate[/URL]
I love using the word 'try' when I write .Net stuff, its like I'm begging the computer to do something.
[QUOTE=Solis;46733515]I love using the word 'try' when I write .Net stuff, its like I'm begging the computer to do something.[/QUOTE] I know you're not supposed to do "catch (Exception)" ever but I still do it all the time. It'd be great if there was a "shit" keyword that was just a macro for "catch (Exception)". [code]try { probably-failing-stuff; } shit { didnt-work; }[/code]
i think i got it [thumb]http://files.1337upload.net/Screen_Shot_2014-12-17_at_15.53.11-395f09.png[/thumb] does this look right? [editline]17th December 2014[/editline] oh and there are five pixels of padding to the glyphs to account for mipmap filtering [editline]17th December 2014[/editline] wait shit some glyphs are missing that cant be right
Figuring out Frostbite 3 skeleton/bone classes. Thankfully most of the class info can be dumped straight from the game. Found override transforms for bones and now my ultimate goal is custom animations for cinematic purposes. I found out there's a script that can build a FB3 skeleton in 3ds max and the FBX SDK has clear documentation on how to import files and read bone position and rotation. Hopefully it'll work out. [t]https://pbs.twimg.com/media/B47B96TIIAEFe97.jpg:large[/t] [t]http://i.imgur.com/y6iAzCL.jpg[/t]
[QUOTE=Trumple;46730093][IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2014-12-16_23-45-13.jpg[/IMG] debugging a bowl of soil[/QUOTE] That look awesome project! I was thinking about something similar to this long time ago but only with sensors there would be some CNC machinery that would fix soil (add minerals etc) / cut the vegetables.., basically do everything that farmers do plus some more.
[QUOTE=Fourier;46735000]That look awesome project! I was thinking about something similar to this long time ago but only with sensors there would be some CNC machinery that would fix soil (add minerals etc) / cut the vegetables.., basically do everything that farmers do plus some more.[/QUOTE] One day it'll happen, you should get ahead of the times and make millions :~) [editline]17th December 2014[/editline] How many of you have seen this piece of C wizardry before: [code] send(short *to, short *from, int count) { int n = (count + 7) / 8; switch(count % 8) { case 0: do { *to = *from++; case 7: *to = *from++; case 6: *to = *from++; case 5: *to = *from++; case 4: *to = *from++; case 3: *to = *from++; case 2: *to = *from++; case 1: *to = *from++; } while(--n > 0); } } [/code] That's an interlaced do-while switch-case [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]: Yes I've seen it and it makes sense [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG]: No I've never seen it and OH GOD WHAT WHY WOULD SOMEONE DO THAT [IMG]http://www.facepunch.com/fp/ratings/zing.png/bmi_orig_img/zing.png[/IMG]: No I've never seen that but so what? Makes sense to me
[QUOTE=Trumple;46735577]One day it'll happen, you should get ahead of the times and make millions :~) [editline]17th December 2014[/editline] How many of you have seen this piece of C wizardry before: -snipcode- That's an interlaced do-while switch-case [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]: Yes I've seen it and it makes sense [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG]: No I've never seen it and OH GOD WHAT WHY WOULD SOMEONE DO THAT [IMG]http://www.facepunch.com/fp/ratings/zing.png/bmi_orig_img/zing.png[/IMG]: No I've never seen that but so what? Makes sense to me[/QUOTE] Isn't that monstrosity called Duff's Device? Pretty sure I have read about it before.
is there a reason it starts at case 0 and ends with case 1?
[QUOTE=Trumple;46735577]One day it'll happen, you should get ahead of the times and make millions :~) [editline]17th December 2014[/editline] How many of you have seen this piece of C wizardry before: [code] send(short *to, short *from, int count) { int n = (count + 7) / 8; switch(count % 8) { case 0: do { *to = *from++; case 7: *to = *from++; case 6: *to = *from++; case 5: *to = *from++; case 4: *to = *from++; case 3: *to = *from++; case 2: *to = *from++; case 1: *to = *from++; } while(--n > 0); } } [/code] That's an interlaced do-while switch-case [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]: Yes I've seen it and it makes sense [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG]: No I've never seen it and OH GOD WHAT WHY WOULD SOMEONE DO THAT [IMG]http://www.facepunch.com/fp/ratings/zing.png/bmi_orig_img/zing.png[/IMG]: No I've never seen that but so what? Makes sense to me[/QUOTE] Maybe I really should :D. Ok, what the heck does this code do?
[QUOTE=Fourier;46735832]Maybe I really should :D. Ok, what the heck does this code do?[/QUOTE] Imagine this semi-hypothetical syntax where you could store labels in arrays. Switch-case is pretty much equivalent to it. [cpp]goto label[count % 8]; label[0]: do { label[7]: *to = *from++; label[6]: *to = *from++; label[5]: *to = *from++; label[4]: *to = *from++; label[3]: *to = *from++; label[2]: *to = *from++; label[1]: *to = *from++; } while(--n > 0);[/cpp]
Oh I see.. it copies values from -> to? But after 8 variables have been copied, it starts overwriting old ones? Like copying stuff into circle buffer with size of 8?
The switch-while combo is usually intended to manually unroll or align things. You might run into it with SSE code because there pointers need to be aligned to 16 bytes. That particular piece of code just overwrites the to-pointer over and over again. I suppose if the to-pointer is mapped to some special register (or port or whatever) it might make sense. Like maybe it's sending data to some other device.
Reading on the duff's device, reminds me of the first time I wrote a recursive factorial function... And when my PC froze for the first time, eventually returning my very first stack overflow error due to me improperly implementing the base case. Good old times... Ah, those times, the late November of 2014....
[thumb]http://files.1337upload.net/Screen_Shot_2014-12-17_at_21.44.39-a08bf5.png[/thumb] oh god hell yes fuck finally [editline]17th December 2014[/editline] i have no idea why it works but frankly at this point i dont even care [editline]17th December 2014[/editline] thanks for all those links guys i probably wouldnt have gotten this to work otherwise [editline]17th December 2014[/editline] assuming that it even works im still not sure
well your window bar says "hi" and if that isn't worth a $2,000,000 kickstarter, I don't know what is
[QUOTE=Trumple;46735577]One day it'll happen, you should get ahead of the times and make millions :~) [editline]17th December 2014[/editline] How many of you have seen this piece of C wizardry before: That's an interlaced do-while switch-case [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]: Yes I've seen it and it makes sense [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG]: No I've never seen it and OH GOD WHAT WHY WOULD SOMEONE DO THAT [IMG]http://www.facepunch.com/fp/ratings/zing.png/bmi_orig_img/zing.png[/IMG]: No I've never seen that but so what? Makes sense to me[/QUOTE] Duff's Device. A pretty old (1983) way of unrolling a loop. Used to be an optimization, but I doubt it really has much use today; as far as I know, memcpy (on Windows at least) has equal or better performance.
[QUOTE=DarKSunrise;46736215][thumb]http://files.1337upload.net/Screen_Shot_2014-12-17_at_21.44.39-a08bf5.png[/thumb] oh god hell yes fuck finally [editline]17th December 2014[/editline] i have no idea why it works but frankly at this point i dont even care [editline]17th December 2014[/editline] thanks for all those links guys i probably wouldnt have gotten this to work otherwise [editline]17th December 2014[/editline] assuming that it even works im still not sure[/QUOTE] That looks like it wastes a lot of space though...
[QUOTE=ThePuska;46736107]The switch-while combo is usually intended to manually unroll or align things. You might run into it with SSE code because there pointers need to be aligned to 16 bytes. That particular piece of code just overwrites the to-pointer over and over again. I suppose if the to-pointer is mapped to some special register (or port or whatever) it might make sense. Like maybe it's sending data to some other device.[/QUOTE] Maybe really only useful for embedded devices, some type of serial communication or something. I know AVRs have 8 bit registers per PORT, and this PORT has 8 PINs (one bit per each).
[img]http://i.imgur.com/P1lUsSq.png[/img] randomly generated cards :V
[QUOTE=Natrox;46736431]Duff's Device. A pretty old (1983) way of unrolling a loop. Used to be an optimization, but I doubt it really has much use today; as far as I know, memcpy (on Windows at least) has equal or better performance.[/QUOTE] Yeah, I just found it interesting that its syntactically valid. Quite a clever solution if you ask me. Originally had to be quick in order to display an animation on a screen or something. Rather than doing a mem copy, it copies it to an output register which is somehow linked to a display. Thats why the 'to' pointer doesn't increment for anyone who wondered.
[QUOTE=Hentie;46736580][img]http://i.imgur.com/P1lUsSq.png[/img] randomly generated cards :V[/QUOTE] Hey, it's the GitHub thingies!
[QUOTE=DarKSunrise;46736215][thumb]http://files.1337upload.net/Screen_Shot_2014-12-17_at_21.44.39-a08bf5.png[/thumb] oh god hell yes fuck finally [editline]17th December 2014[/editline] i have no idea why it works but frankly at this point i dont even care [editline]17th December 2014[/editline] thanks for all those links guys i probably wouldnt have gotten this to work otherwise [editline]17th December 2014[/editline] assuming that it even works im still not sure[/QUOTE] To check if it's working properly, keep adding glyphs to the atlas until it has no more room left, and render it to see how it decided to pack them.
[QUOTE=Naelstrom;46737170]To check if it's working properly, keep adding glyphs to the atlas until it has no more room left, and render it to see how it decided to pack them.[/QUOTE] [thumb]http://files.1337upload.net/Screen_Shot_2014-12-18_at_00.42.43-dae260.png[/thumb] yeah apparently it's not working [editline]18th December 2014[/editline] it can't fit any more
Haven't posted [url=http://facepunch.com/showthread.php?t=1381509&p=44647200#post44647200]this[/url] in over half a year, have a [B][I][U]sicknasty playable demo[/U][/I][/B] [unity]http://www.cs.purdue.edu/homes/hamma/Web.unity3d[/unity] [U]Controls are only set up for (XInput) controllers right now:[/U] Left stick - Moving and directing air-dash A - Jump (tap for short, hold for high) B (+direction) - Attack LBumper - Sprint Triggers - Shield/Air-dash Tap sprint+down - Fast fall [sp]You can also jump out of landing lag and attack cooldown (if the aerial attack hit) for faster combos[/sp]
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