• What Are You Working On Jan 2013
    1,974 replies, posted
[QUOTE=Swebonny;39221469]Is there any better feeling than finding the error in your program after hours of debugging :D[/QUOTE] Having a stupid, crazy-ass idea that actually turns out to work?
[QUOTE=wingless;39221718]Having a stupid, crazy-ass idea that actually turns out to work?[/QUOTE] Only to regret it later when it fucks you over.
[QUOTE=DatZach;39212373][img]http://i.imgur.com/5U70z.png[/img] Best game 2013.[/QUOTE] Are you working on that? If so, are you planning to make it publicly available? That's the best looking digital version I've come across.
[QUOTE=cartman300;39221552]Having sex?[/QUOTE] Fixing a large debugging issue is the best sex I've ever had
Almost done with working out the Lego Racers "AI" path format. (Previously I could only get the location of each node, now I can get the quaternion rotation at each and the speed at which each node is traversed) I put AI in quotes since the computer racers are literally locked on rails. The only physics they possess are the following: > Collision with other racers (player and computer), which bounces them back, but keeps them on their rails > Collision with powerups, collecting them in the process. Since the rails are hardcoded, any given computer player will always pick the same powerups. > Collision with projectiles/hazards, throwing them into the air or spinning in circles (but all the time locked to their rail, albeit vertically altered) They have no collision physics with the terrain whatsoever. Their rails were presumably created by capturing the developers playing through the tracks. So, here's a video of Captain Redbeard going around in circles: [video=youtube;2xRTpRpoIzo]http://www.youtube.com/watch?v=2xRTpRpoIzo[/video]
Christ, I remember playing Lego Racers [I]way[/I] back in the day. Awesome game t'was!
Yay resolutions [media]http://www.youtube.com/watch?v=NYvOb1nm8QI&feature=youtu.be[/media]
Working on getting a UDP connection working for a multiplayer game I'm making. I'm used to TCP, I feel like I have no idea what I'm doing. :suicide: [B]Edit:[/B] FUCKING UDP PACKETS
[QUOTE=calzoneman;39221907]Are you working on that? If so, are you planning to make it publicly available? That's the best looking digital version I've come across.[/QUOTE] Yes and yes. Wanted to play the game but I couldn't be fucked to buy it or make it at Staples or some other office store. What's a lowly programmer to do in such a situation?
[QUOTE=DatZach;39223419]Yes and yes. Wanted to play the game but I couldn't be fucked to buy it or make it at Staples or some other office store. What's a lowly programmer to do in such a situation?[/QUOTE] [url]http://pyz.socialgamer.net/[/url] ?
[vid]https://dl.dropbox.com/u/39090770/img/wtfisthis.webm[/vid] I'm really good when it comes to screwing up shaders yet making something else totally awesome happen. [editline]14th January 2013[/editline] whoops, forgot to remove audio. Oh well, it's kind of fitting.
[QUOTE=false prophet;39202950]So I'm a failure and can't understand that GafferOnGames article about integration and fixed time steps... So I threw input and logic into a thread and limited logic to only run once every 30ms. :([/QUOTE] Pretty sure you are trying to do what I did for my game loop. Have a look at this [url]https://github.com/sartek/teknix[/url] Specifically the Game.cpp file. Pretty much I add up the time each frame check if its over a certain time call the function then remove the time from the added up value and keep calling it till there are no blocks of time left.
[QUOTE=supersnail11;39223430][url]http://pyz.socialgamer.net/[/url] ?[/QUOTE] Hm, server was down when I originally tried that. Assumed the project was abandoned. I still like my incarnation more, feels a tad more polished.
[QUOTE=DatZach;39223848]Hm, server was down when I originally tried that. Assumed the project was abandoned. I still like my incarnation more, feels a tad more polished.[/QUOTE] I play on that site all the time at work, cracks me up.
I took that 2D physics AABB simulator and made it 3D. [img]http://i.imgur.com/LeeZv.png[/img] I am incredibly happy right now, not only is this my first 3D OpenGL application [b]ever[/b], but I also got the physics working in the third dimension in under 10 minutes or so. It also uses all the boilerplate code from the 2D version, so most of it is simply re-used; all I've changed really is the rendering calls.
I've been working on another wallpaper for android [video=youtube;GFkaavbikas]http://www.youtube.com/watch?v=GFkaavbikas[/video] The links to the free and paid version are in the video description
[QUOTE=Mr Kirill;39208406]Today I uploaded [url="http://www.newgrounds.com/portal/view/609301"]A Bit of Fun to Newgrounds[/url]! After even more complaints about slippery controls, I made them super-responsive. Plays better now, in my opinion.[/QUOTE] I liked it. It was fun. However. I tap right and left rapidly to be precise, but this technique doesn't work with setting your initial momentum in ball form since the only factor in not sending you directly downwards when the expectation is to move diagonally is if you have left or right pressed the frame [I]beforehand[/I]. Has anyone gotten the 10 minute/don't die/all bits medal yet?
Since shadow mapping when comparing depth has it's problems, I came up with the solution of comparing world position instead: [img]https://dl.dropbox.com/u/41041550/Coding/C%23/OGLFV/PositionShadows.PNG[/img] Works quite well.
[QUOTE=Swebonny;39221469]Is there any better feeling than finding the error in your program after hours of debugging :D[/QUOTE] fixed a bug yesterday where i wrote 'start' instead of 'state' and 'start' happened to also be a variable name. took me days to figure out, mainly because i ragequit every time i tried to debug it [editline]15th January 2013[/editline] also because the actual error manifested itself in a totally different place
I now have a rough version of my particle system set up. It's currently using a whole game entity per particle, so it'll be much, much faster when I make it one entity per system. I'm pretty happy with it! [img]http://imageshack.us/a/img685/1201/screenshot2013011500312.png[/img]
[QUOTE=chimitos;39225892]I now have a rough version of my particle system set up. It's currently using a whole game entity per particle, so it'll be much, much faster when I make it one entity per system. I'm pretty happy with it! [img]http://imageshack.us/a/img685/1201/screenshot2013011500312.png[/img][/QUOTE] Sexy back and next buttons ;)
[QUOTE=Topgamer7;39225916]Sexy back and next buttons ;)[/QUOTE] No point making what only I/you guys are ever going to see look pretty. ;) [editline]15th January 2013[/editline] Other than the parts I'm here to show you of course.
[QUOTE=Hexxeh;39215339]Trying to merge changes for a project that's been 4 months in the working to master today. [img]http://i2.kym-cdn.com/photos/images/original/000/439/825/7f8.gif[/img][/QUOTE] I had to fish in to my nightly backups because I realized Git was rebasing and I was like 'oh, that's weird' and aborted the rebase. All local changes gone and some commits lost.
[QUOTE=Jookia;39226595]I had to fish in to my nightly backups because I realized Git was rebasing and I was like 'oh, that's weird' and aborted the rebase. All local changes gone and some commits lost.[/QUOTE] i know a guy who just the other week realized he'd had a rebase going for the past 1.5 years [editline]15th January 2013[/editline] 100% true story
[QUOTE=origamiguy;39222096]Almost done with working out the Lego Racers "AI" path format. (Previously I could only get the location of each node, now I can get the quaternion rotation at each and the speed at which each node is traversed) I put AI in quotes since the computer racers are literally locked on rails. The only physics they possess are the following: > Collision with other racers (player and computer), which bounces them back, but keeps them on their rails > Collision with powerups, collecting them in the process. Since the rails are hardcoded, any given computer player will always pick the same powerups. > Collision with projectiles/hazards, throwing them into the air or spinning in circles (but all the time locked to their rail, albeit vertically altered) They have no collision physics with the terrain whatsoever. Their rails were presumably created by capturing the developers playing through the tracks. So, here's a video of Captain Redbeard going around in circles:[/QUOTE] How are you doing this? This is amazing.
[QUOTE=Jookia;39226595]I had to fish in to my nightly backups because I realized Git was rebasing and I was like 'oh, that's weird' and aborted the rebase. All local changes gone and some commits lost.[/QUOTE] Thankfully these changes are (fairly huge) single commits, just to lots of different repos. They're also stored inside Gerrit (for code review) so it'd be difficult to lose them. Which is good because I make some pretty fail Git typos when tired.
I got bored so I made a Teamspeak cleverbot bot using my Teamspeak interface class thingey [img]http://i.imgur.com/t97wd.png?1[/img]
[QUOTE=Mega1mpact;39227852]I got bored so I made a Teamspeak cleverbot bot using my Teamspeak interface class thingey [img]http://i.imgur.com/t97wd.png?1[/img][/QUOTE] Now add voice recognition and TTS and it'll be the best thing.
This has to be one of the best chats ever with a bot. It predicted it's own crash [quote] <15:42:56> "CleverTeam(BOT by Mega)": No way. <15:42:57> "Mega1mpact": Who is teampseakuser? <15:42:59> "CleverTeam(BOT by Mega)": Now is when the bot crashes. <15:43:00> "TeamSpeakUser": D: <15:43:02> "CleverTeam(BOT by Mega)": So how is your husband? <15:43:03> "Mega1mpact": Who is teamspeakuser? <15:43:08> "TeamSpeakUser": He is gay <15:43:14> "TeamSpeakUser": Hot dawg <15:43:21> "Marauder": Who is teamspeakuser cleverbutt? <15:43:26> "Mega1mpact": crawhed <15:43:27> "Mega1mpact": wat <15:43:30> "Mega1mpact": crashed <15:43:31> "Mega1mpact": wat <15:43:33> "Mega1mpact": I don't even <15:43:33> "TeamSpeakUser": LOL <15:43:35> "Marauder": oh noes <15:43:38> "Mega1mpact": It knows <15:43:40> "TeamSpeakUser": Gaben has da power <15:43:42> "Mega1mpact": It predicted it! <15:43:51> "Marauder": You predicted its crash! <15:43:51> "Mega1mpact": THE BOT FUCKING PREDICTED IT <15:43:53> "Marauder": OH MY GOOOD[/quote]
[thumb]http://www.1337upload.net/files/fuckingfinally.png[/thumb] Just got a working model class and an effect class done. Nothing too fancy yet, but it's getting there. The logo class in the picture is derived from the model class (which in turn is derived from the "drawable" class) where it gets those setVertices, setIndices and setEffect functions from. But yeah, I'm planning to release this library as open-source when it's somewhat usable. I'm going to have to do some more stuff such as textures and cameras and input before that though.
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