• What Are You Working On? - December 2014
    1,204 replies, posted
[QUOTE=adnzzzzZ;46745437]fuck man, I give up and I agree. No one's laughing. I just tried so hard to be a comedian all my life but it never works out. This one time I tried to be a standup comedian and I got invited to open for some other guy... It was horrible. I started with a "two guys walk into a bar joke" and someone threw a bottle at me and it hit my head. Everyone laughed pretty hard and it kinda hurt a little but I continued: "t-two guys walk into..." and someone boos me pretty hard. I just ignore it because that's how it goes right? But then everyone starts booing me and I can't even speak. I started crying right there in front of everyone and they started laughing and I ran away. As I was running away from the stage I tripped and fell down and everyone laughed even harder and people threw more bottles at me when I was on the ground. Crying, being thrown bottles at, booed, being laughed at, I just couldn't handle it and I pissed myself on the floor. At this point people went insane and I'm pretty sure someone had a heart attack because of how hard they laughed because when I talked to the bartender a few months after he told me the ambulance had to go over and get some guy who had a problem after I left. Anyways, I pissed myself in front of everyone and I tried to get up but I feel again. At this point people didn't even laugh harder because they couldn't, so I just got up again and finally left. I went home and just felt pretty terrible for a lot of time but I said to myself that I wouldn't give up on my dream, at least I made them laugh really hard, right? That's all that matters. And so since then I've been trying to improve my comedian skills in all ways I can, but I got a job as a programmer instead by accident and made a lot of money with it so I just became a really frustrated comedian with no time for doing what I really love. This engine was just an attempt at that but now I must face the reality: this was just another failed show where I pissed myself, all over again. Thanks everyone, and especially you, slime, you've convinced me to change the name of my engine because this just isn't working. I hope one day I'm as mature as everyone else in the world... I need to work on that too on top of being a comedian. It's just a lot of stuff sometimes it feels overwhelming, you know?[/QUOTE] Good gosh, how old are you?
[QUOTE=cartman300;46745228]Got any documentation on the BMD format? I'm interested in using that in a game but the [URL="http://rel.cra0kalo.com"]blog post link on your releases page[/URL] does not seem to work.[/QUOTE] Currently still wip ill throw up the specs on github along with the plugin source data soon however if you need it now i can pm you the files.
[QUOTE=Hng;46745705]I liked it better when you just posted interesting stuff from your engine and not the ramblings of an insane person[/QUOTE] I don't like getting bullied because I post gifs.
[QUOTE=Clavus;46744150]Great idea: let's print the debug log in world space so I know what's going on when I'm in my Rift.Problem: have to lean back very far to read exception messages.[t]http://i.imgur.com/Axvo7ai.png[/t][/QUOTE] 3D via anaglyph *and* stereoscopy?! Does this allow me to see in 5D?
[QUOTE=COBRAa;46745898]3D via anaglyph *and* stereoscopy?! Does this allow me to see in 5D?[/QUOTE] Tesseract Simulator 2015
[QUOTE=adnzzzzZ;46741423]It actually doesn't sound anything like "fuck boy". I answered this in the FAQ:[/QUOTE] That won't prevent anyone from calling it fuck boy
I have no issues with people posting gifs, it just means I can't browse WAYWO at work from my phone. :(
the hardest part of programming is thinking how the hell you want to do things, typing is the easy part im a perfectionist, i want elegant solutions to problems, not a bunch of sloppy code
Also you never explained what fuccboi means
here's a more pertinent question why are you so attached to the name fuccboi
Its exotic, fûcćboï.
Just call it Amoré because it's based on LÖVE
Guys he can't change the name now, he already bought a URL :v:
[QUOTE=LordOfGears2;46747219]Guys he can't change the name now, he already bought a URL :v:[/QUOTE] buy another
keep the url and make fuccboi or whatever the company name, but change the name of the project itself that way you'll be able to put any other project you want on there in the future as well cause the websites your company name and shit
Have none of you read the FAQ? Geez :v:
I'll pronounce it foochboi the day I pronounced manga as "mahnga"
I got a Network Attached Storage server. Named it Nimbus, like the cloud from Dragonball. Found the logo online and cleaned it up for printing. [IMG]http://i.imgur.com/Otm7qjR.jpg[/IMG] My last final was today. Haven't had time to work on my game or even browse the thread recently. Now it's time to get to work!!
[QUOTE=Dr. Evilcop;46747481]I'll pronounce it foochboi the day I pronounced manga as "mahnga"[/QUOTE] How the fuck do you pronounce it now? "Cheer-EE-Ohs"? [QUOTE=elevate;46746400]the hardest part of programming is thinking how the hell you want to do things, typing is the easy part im a perfectionist, i want elegant solutions to problems, not a bunch of sloppy code[/QUOTE] If you're not familiar with it now, I highly suggest you look into [url=http://en.wikipedia.org/wiki/Unified_Modeling_Language]UML[/url]. I rarely ever put down code for anything more complicated that a "press button get results" program until I have sat down in [url=http://alexdp.free.fr/violetumleditor/page.php]Violet UML[/url] and built a class diagram, drafting out all the classes and interfaces, and how they all relate to one another. Not only does it save the headache of design-as-you-develop, but it also saves you the time and pain of constant refactoring as you realize you were coding yourself into a box and the way you were going doesn't actually work. There are few things in the world I hate more than having to do things over. Especially when that one thing just so happens to be central to the system and everything is so tightly coupled due to not properly thinking out / implementing interfaces that rewriting it requires rewriting [b]everything[/b]. I think all of you who have more than a few years experience building systems know exactly what I mean. On that note, coupling as a whole sucks dick, and diagramming before you code lets you easily see commonalities and streamline your interfaces and inheritances, to reduce coupling.
I feel like mommy and daddy are about to get divorced again. :(
[QUOTE=Gmod4ever;46747650]On that note, coupling as a whole sucks dick, and diagramming before you code lets you easily see commonalities and streamline your interfaces and inheritances, to reduce coupling.[/QUOTE] I'll check it out, and yes coupling does indeed suck, and yes it's taken me a while to find ways to decouple my classes. For what I'm working on though, decoupling in some places will definitely help me out if I want to extend the code later on!
I finaly have time to program new weapons! [video=youtube;SfNcUuqww0M]http://www.youtube.com/watch?v=SfNcUuqww0M&feature=youtu.be[/video]
Serialized and networked a Vector3 from Unity to a TCP server. Probably an easy task for some, but I feel accomplished. The hardest part was probably the frustration that continued to build up until I realized my object types need to be referenced from a library in both Unity & the server application.. I'm probably going to scratch the idea of networking within Unity engine and build a server from the ground up. Much to be learned
A handful of clients of a consulting company where i used to work, would request everything to be documented with UML class diagrams. Which in the beginning would mean i would take the effort to also start the project with designing the program, creating the UML diagrams, send to them to the client with the early technical documentation. It would always start off nice, neat and simple. But by the time the project came to an end it would be a giant mess regardless of the initial effort. Unforeseen programming stuff would change stuff around, but also a lot of changing client requests, or documentation faults in obscene private 3rd party interfaces. And at the moment there is an actual codebase there, its hard to refractor big pieces of code for sake of implementing a tiny feature, especially when there are deadlines involved. After a few projects like that, i just kinda gave up on it and decided to put my efforts towards refactoring code, and just automatically generate the UML diagrams if the client requested them. I am not saying that you shouldn't use UML or anything like that, but its important that you are realistic about your design, if its bound to change around a lot, or its some kind of experimental/research project, or even something huge with no obvious direction like "Game Engine". Its really not worth your time, unless you have big problems wrapping your head around it
[QUOTE=COBRAa;46745898]3D via anaglyph *and* stereoscopy?! Does this allow me to see in 5D?[/QUOTE] It's not anaglygh, it's chromatic aberration correction. In the rift that'd look normally coloured.
Working on a Galaga clone in Unity, very WIP. [vid]https://dl.dropboxusercontent.com/u/27247197/galaxia.webm[/vid] All graphics by me, which is why they suck.
[QUOTE=Matthew0505;46744282]Why are you dividing and moduloing by powers of 2 if you're that obsessed with execution time, wouldn't >>3 and &7 make more sense[/QUOTE] Look closer at the code. Those statements are only calculated once. Here's the idea in a nut shell: We take our number COUNT and divide N into it, where N is our number of cases (unrolled loop iterations). The remainder R = (COUNT mod N) is used to 'skip' the correct number of cases by jumping into the switch statement. We then stay in the fully unrolled loop M - 1 times, where M = (count + N - 1) / N. Say our COUNT is 2043. Then R = (COUNT mod 8) = 3. We then compute M = (2043 + 7) / 8 = 256. Now we use R and jump to case 3 to execute 3 statements before we hit the while condition. We decrement M to 255 and keep going. By the time the loop finishes, we'll have run 3 statements + 255 * 8 statements, for a total of 2043 statements. This was the desired COUNT. Shifting is a trivial optimization for a compiler. It is effectively free. Loop unrolling is also trivial but the compiler trades space for speed by duplicating assembly instructions multiple times. For that reason, you might turn disable that compiler optimization and code it yourself only where you know it is necessary.
Been making better shading for the terrain. Also I multithreaded the engine so that the drawing code executes in one thread and the game update code executes in the other, meaning my FPS counter shows around 200 FPS while the rendering stays steady around 30 FPS due to the amount of processing that it takes to draw the terrain. I decided that ultimately the boxes don't fit, and are default turned off. Combat also runs a lot smoother now. [IMG]http://s1.postimg.org/5acw811y7/terrainshading.png[/IMG] [IMG]http://s1.postimg.org/juykglman/nifty.png[/IMG]
Looks infinitely better ! Before you had the shading, your screenshots would kind of hurt my eyes
[QUOTE=war_man333;46735810]is there a reason it starts at case 0 and ends with case 1?[/QUOTE] Yes: It's very slightly faster in 1/8th of the cases assuming [I]count[/I] is always larger than 0. If [I]count[/I] is 0 then horrible things happen.
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