• What Are You Working On? - December 2014
    1,204 replies, posted
[vid]https://dl.dropboxusercontent.com/u/1179448/Misc%20Video/shrooms.webm[/vid] Made a little visualizer that does exactly as the sound describes, plots the waveform of the left and right channel's onto an xy plane and let it rip. It's still got some issues, specifically I'm just using the default windowing function minim provides, so the number of points is directly based off of the buffer size I hand it. (Mind you I didn't make the [url=http://youtu.be/rtR63-ecUNo]sound file[/url], that's the hard part and I've only found like 5 songs in the world that are made with this in mind :v: ).
Kinda getting into SFML2 with C++, anyone got suggestions on how to handle Collision/Physics? I'm thinking of implementing Box2D, unless anyone else has a better idea.
Added UDP control to the RGB window thingie [video=youtube;FXL9NL7Gozk]http://www.youtube.com/watch?v=FXL9NL7Gozk[/video] edit: i did audio vis too! [video=youtube;-cyVX9xMSuk]http://www.youtube.com/watch?v=-cyVX9xMSuk[/video]
I have so many questions about this.
[img]http://i.imgur.com/ahTVjSk.png[/img] :suicide:
[QUOTE=jamie1130;46791651]Added UDP control to the RGB window thingie video edit: i did audio vis too! video[/QUOTE] I don't fully understand what you are getting at here, but I like where its going!
[QUOTE=riekelt;46791496]Kinda getting into SFML2 with C++, anyone got suggestions on how to handle Collision/Physics? I'm thinking of implementing Box2D, unless anyone else has a better idea.[/QUOTE] Depends on what your needs are. Box2D can be a bit of a ten ton hammer solution for collision, if all you need is AABB.
My friend let me borrow his Oculus Rift again, but this time I have it for a few weeks. Unity also now allows Oculus support for the Free version so I added rudimentary OR support. I had to tweak some things and a few others are still broken because my code assumes only one camera, but it's good enough to show off. This is just my pet project space sim that I work on for fun. The models and most sounds are from the Freespace 2 Source Code Project so I have something cool to look at while I work. [media]http://www.youtube.com/watch?v=F9iRjA6fatw[/media]
[QUOTE=riekelt;46791496]Kinda getting into SFML2 with C++, anyone got suggestions on how to handle Collision/Physics? I'm thinking of implementing Box2D, unless anyone else has a better idea.[/QUOTE] right now I'm using this [url]https://github.com/LaurentGomila/SFML/wiki/Source:-Simple-Collision-Detection-for-SFML-2[/url] and just doing stuff like [code]Collision::BoundingBoxTest(player.sprite, enemy.sprite[/code] i'm having some trouble figuring out how to manage collision of all sprites at once. i'm just checking the player and the enemy for now.
[QUOTE=riekelt;46791496]Kinda getting into SFML2 with C++, anyone got suggestions on how to handle Collision/Physics? I'm thinking of implementing Box2D, unless anyone else has a better idea.[/QUOTE] SFML comes with some basic forms of bounds checking if you look at [URL="http://www.sfml-dev.org/documentation/2.0/classsf_1_1Rect.php#a24163acdb9b2987c0ea55c201e270d41"]sf::Rect::contains[/URL] and [URL="http://www.sfml-dev.org/documentation/2.0/classsf_1_1Rect.php#a566740c8f58e01bb052266f47e7e1011"]sf::Rect::intersects[/URL]
[QUOTE=RedNinja;46743401][IMG]http://i.imgur.com/Ac6xDMk.png[/IMG] An arduino phone.[/QUOTE] I assume the color theme window's values are in 255's for RGB, how do you plan on inputting the values? Assuming the device is entirely touch
[QUOTE=Sally;46793394]I assume the color theme window's values are in 255's for RGB, how do you plan on inputting the values? Assuming the device is entirely touch[/QUOTE] Buttons and or sliders perhaps?
merry xmas WAYWO :) [t]http://i.imgur.com/RcWo1rC.gif[/t]
[QUOTE=jamie1130;46791651]Added UDP control to the RGB window thingie *snip* edit: i did audio vis too! *snip*[/QUOTE] Please, for the love of any Deity you may or may not believe in, turn this into a spotify powered screen saver.
Who the fuck was spanfile? [t]http://puu.sh/dJBvg/f17ccf454a.png[/t] [img]http://puu.sh/dJBza/88580c8839.jpg[/img] More like spamfile
[QUOTE=Rocket;46795496]He's someone in this thread, I don't remember who. Berkin did it too. [t]http://i.imgur.com/mxHBffw.png[/t][/QUOTE] I was just that excited about Mond, what else can I say?
I never thought lists were useful, but they're great when you want your iterators to stay valid even after insertions.
[QUOTE=elevate;46795967]I never thought lists were useful, but they're great when you want your iterators to stay valid even after insertions.[/QUOTE] Ew, what are you using that for?
[QUOTE=ECrownofFire;46796179]Ew, what are you using that for?[/QUOTE] Posts like these test my ability to actually articulate what my program is doing, but I'm using lists for Doom lump handling. In the Doom engine, all lumps are loaded into an array even if they are from different wads. Also, certain lumps are delimited by markers. I want to extract all these delimited lumps into a new object. However, I also want each lump in the object to refer to its position in the lump array so I can then refer to lumps relative to that position. My solution for this was to give this new object iterators instead of lumps. If I were to use a vector of wads, with each wad implemented as a vector, then my iterators would not be invalidated but they wouldn't obey the Doom engine behavior of all lumps being in the same array. For instance, you cannot iterate to one vector from another vector. If I were to use a vector of lumps, then each time I loaded a new wad, my iterators would be invalidated because there is the possibility my vector gets reallocated. I could also have two vectors, one with the lumps and one with positions of the lumps, but I don't think this solution is very elegant, so I went with lists. However, I could do without the list entirely if I don't require that I return new objects with lumps in them, and instead iterate through the lump array directly. I'm not for sure how I would implement this yet though.
I've been thinking what to name my game. I want to keep it light and not too serious. [IMG]http://i.imgur.com/AO6Ep3X.png[/IMG] "The Spooky Cave" (agree) "Enter the Multiverse" (disagree) "Dungeons and Friends" (rainbow) None of the above (box) Feel free to suggest one too. Also I wrote the distributing script today, so I'm well on my way to the first demo.
[QUOTE=polkm;46796500]I've been thinking what to name my game. I want to keep it light and not too serious. [IMG]http://i.imgur.com/AO6Ep3X.png[/IMG] "The Spooky Cave" (agree) "Enter the Multiverse" (disagree) "Dungeons and Friends" (rainbow) None of the above (box) Feel free to suggest one too. Also I wrote the distributing script today, so I'm well on my way to the first demo.[/QUOTE] Give us a rundown of the core features and ideas for your game.
[QUOTE=Ott;46796527]Give us a rundown of the core features and ideas for your game.[/QUOTE] Tactical Rougelight with depthy controls and combat - The game pauses when you aren't inputing - Standard RPG stuff (mostly coppied from D&D 3.5) - Parallel universes conected by magic - The deeper you delve the weirder it gets - Mood wise, I'm shooting for Adult Swim version of Adventure Time (+gore -tween drama)
Twisted descent (agree) Twisted spiral (disagree) (down the) Rabbit hole (optimistic) Decay (zing) Disruption (informative)
[QUOTE=polkm;46796500]I've been thinking what to name my game. I want to keep it light and not too serious. [t]http://i.imgur.com/AO6Ep3X.png[/t] "The Spooky Cave" (agree) "Enter the Multiverse" (disagree) "Dungeons and Friends" (rainbow) None of the above (box) Feel free to suggest one too. Also I wrote the distributing script today, so I'm well on my way to the first demo.[/QUOTE] From the image presented, I suggest you name it "Twangtwang." [editline]26th December 2014[/editline] More seriously, you can use the name I've been using for my various iterations of my dungeon crawler, which will never actually be publicly presentable: Dungeon Depths.
Shattered descent [editline]26th December 2014[/editline] <adj-your-game's-gimmick> <noun-your-game's-setting/plot>.
[QUOTE=elevate;46795967]I never thought lists were useful, but they're great when you want your iterators to stay valid even after insertions.[/QUOTE] Haven't used a functional language before, huh?
[QUOTE=reevezy67;46795386]Who the fuck was spanfile? [t]http://puu.sh/dJBvg/f17ccf454a.png[/t] [img]http://puu.sh/dJBza/88580c8839.jpg[/img] More like spamfile[/QUOTE] Sorry :v:
[QUOTE=Darwin226;46796835]Haven't used a functional language before, huh?[/QUOTE] That'd certainly be a great learning experience.
[QUOTE=Rocket;46796762][case:word]<adj-appearance> <place-indoor> <activity> Wouldn't you like to play Ancient Trailer Checkers or Symmetrical Garage Doom?[/QUOTE] That reminded me of the [URL="https://twitter.com/gameideamachine"]Game Idea Machine[/URL] Twitter bot. A Rant remake of this would be... interesting.
[QUOTE=elevate;46796847]That'd certainly be a great learning experience.[/QUOTE] If you're interested. I recommend starting with Haskell here [url]http://learnyouahaskell.com/chapters[/url] As a tip, try and forget everything you know.
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