• What Are You Working On Jan 2013
    1,974 replies, posted
Just gotten into my infectious Blue Sky planning for a Roguelike version of FTL set in the Firefly universe while programming something much much more doable. I'm starting to hate how much I like doing this ridiculous planning. EDIT: That and I'm wondering if I'm getting Design Fever. I love you, Head First Design Patterns. I got it for Christmas and it so happens to be one of my textbooks for school ha
[QUOTE=DoctorSalt;39273711]Just gotten into my infectious Blue Sky planning for a Roguelike version of FTL set in the Firefly universe while programming something much much more doable. I'm starting to hate how much I like doing this ridiculous planning. EDIT: That and I'm wondering if I'm getting Design Fever. I love you, Head First Design Patterns. I got it for Christmas and it so happens to be one of my textbooks for school ha[/QUOTE] Just remember that when you're holding a hammer, everything starts looking like a nail. Instead of approaching a design problem with "Which pattern fits this problem", try approaching it by itself and as you're writing your code, a pattern should emerge. It'll take some time for that idea to sink in, everyone goes through the OMFG SINGLETONS EVERYWHERE phase.
[B]Day 1, still have no idea what I'm doing.[/B] [IMG]http://i1240.photobucket.com/albums/gg494/McDunkable/Untitled2_zps50cc9634.png[/IMG] Would like to point out those 3 layers are random for example, grass will have from 6 > 8 mountains from 4 > 6 while the background has 2 > 4 needs to have more "shape" and it will look better. Compare my previous picture with this one [B]Edited:[/B] [IMG]http://i1240.photobucket.com/albums/gg494/McDunkable/Untitled3_zps82087cef.png[/IMG] Adjusted colors, imo it looks much better :)
[QUOTE=McDunkable;39273949]Compare my previous picture with this one[/QUOTE] Backgrounds should be low contrast and kinda dark, and foreground objects should be high contrast and brighter.
[QUOTE=chimitos;39274097]Backgrounds should be low contrast and kinda dark, and foreground objects should be high contrast and brighter.[/QUOTE] It's what I am trying to accomplish :P wanna help me out with 'dem colors?
[QUOTE=McDunkable;39274104]It's what I am trying to accomplish :P wanna help me out with 'dem colors?[/QUOTE] If you have any specific questions, PM me. I'll try to help out if I can :)
Now supports document lookup via the list or MediaFire quick key.. [IMG]http://i.imgur.com/ZtpZRjq.png[/IMG]
Because I can. [video=youtube;ER9wt7BpLBQ]http://www.youtube.com/watch?v=ER9wt7BpLBQ&feature=youtu.be[/video]
I've been cleaning up, optimizing, and adding to OpenTK's math classes. By the time I'm done with them, all the GLSL matrix sizes will have an equivalent C# struct with a bunch of helper methods in all of them. I pulled in my Matrix4x3 and Matrix3x4 classes and basically finished implementing the Matrix2 class tonight. [url]https://github.com/GoldBlockGames/opentk/commits/master[/url] Tomorrow night I'm flying back to the east coast to start my second semester at RPI. 6h46m flight duration with 2 layovers totaling 4h4m. That's a 10h50m trip... It's a red eye flight out, so the times I'm not sleeping, I'll be working on those matrix implementations, it'll keep me pretty busy. Would be awesome to see these changes eventually end up in an official OpenTK 1.1 release...
so i posted about a castlevania remake two pages ago. so i've been thinking about making maps. instead of writing out shit to automatically generate maps from a text file / write a map maker, i'm gonna hand draw the fucking maps and just store / apply collision and spawners or whatever in the code normally depending on what image file is loaded. so why would i hand draw maps? because i can put a lot of love and detail that a text file full of numbers or a bland tile map editor wouldn't let me do.
So a long time ago I started developing my own SMD exporter for Softimage (JScript is what I knew at the time so I kept that), since the XSI ModTool "Valve Source" exporter plugin is no longer updated and incompatible with newer Softimage versions, I decided to make a proper interface and turn my SMD exporting scripts into self installing plugin. Any Softimage user interested in testing? [IMG]http://puu.sh/1PBGW/b42620aa67cf34824c618ff75077abc9[/IMG]
I started messing around with OOTK (my object-oriented OpenTK wrapper) again, added a function for creating line objects from points, wrote a shader to distort a cylinder mantle into a tornado and started writing an interface between my titan quest mesh library and the scene graph framework I'm writing on top of OOTK. [IMG]https://dl.dropbox.com/u/5013896/forum/Facepunch/Programming WAYWO/1.2013/Tornado.png[/IMG] The texture is loaded from a .png right now, I can probably change it to load the original .tex files with some tweaking. The framework doesn't do much more than what's in this picture because I'm just adding things as I go along.
Ok so I've begun rewriting the jpeg loader I showed some days ago. It's done in one go now, so it's faster, however, there is still a bug with it. [img]http://uppix.net/3/c/e/6c8a30a16022c5e0c58ae7b336fbe.png[/img] As you can see there is no longer the color shift, but there is still a bit of the image that is glitching. I don't really understand why it does that :( The size the avatar should be 184px, It's drawn 132px with 52px of glitch. And it appears that the glitched part goes away when ingame. But the avatar stays about 72% the size it should be. Also, I found a way to make the steam web api reliable. Don't go to ?xml=1 but ?xml=2. It sound stupid but I haven't got a single 503 since I did that.
[URL="http://puu.sh/1PFRx"]It works![/URL] (flickering 11,4MB gif) It just guesses the texture for each mesh and can't do multiple textures. [editline]19th January 2013[/editline] [QUOTE=OrYgin;39277754]Ok so I've begun rewriting the jpeg loader I showed some days ago. It's done in one go now, so it's faster, however, there is still a bug with it. [IMG]http://uppix.net/3/c/e/6c8a30a16022c5e0c58ae7b336fbe.png[/IMG] As you can see there is no longer the color shift, but there is still a bit of the image that is glitching. I don't really understand why it does that :( The size the avatar should be 184px, It's drawn 132px with 52px of glitch. And it appears that the glitched part goes away when ingame. But the avatar stays about 72% the size it should be. Also, I found a way to make the steam web api reliable. Don't go to ?xml=1 but ?xml=2. It sound stupid but I haven't got a single 503 since I did that.[/QUOTE] Does the glitch change to a full transparent/something else without/with the debugger? It's possible this is uninitialized memory if you don't draw to the target area properly. [editline]19th January 2013[/editline] The pattern is weird though, it should repeat faster if that was the case.
Just starting work on a simple 2D game engine using SFML. Just has a functioning main menu at this point, with an options menu to be filled up with SFGUI elements. I just need to know how to do this: [IMG]http://i.imgur.com/Q35dsNT.png[/IMG] [IMG]http://i.imgur.com/xKJH5Iz.png[/IMG] Would I just make 4 sf::rects, one for each edge? That seems a little wasteful, don't you think? Here's my git, by the way: [URL]https://github.com/Tetramputechture/Yttra[/URL]
[QUOTE=Tamschi;39278013]Does the glitch change to a full transparent/something else without/with the debugger? It's possible this is uninitialized memory if you don't draw to the target area properly. [editline]19th January 2013[/editline] The pattern is weird though, it should repeat faster if that was the case.[/QUOTE] It does it in debug and Release with and without debugger attached. I also double checked the buffers (RGB and RGBA) and they are both fully initialized and represent correct data. Here is the code I use to decompress the jpeg and transform the RGB to RGBA [url]http://pastebin.com/eFQvz6KV[/url]
Nothing spectacular, but quite proud of the performance [media]http://www.youtube.com/watch?v=z3MffXpfgcs[/media]
I'm always curious to see how these systems work in combination with environment rendering, HUD, networking, etc. I think this demo is very impressive, but more real world demos are even more so. Maybe make a very simple zombie demo like you were mentioning? Awesome work, though!
[QUOTE=Meatpuppet;39278211]Just starting work on a simple 2D game engine using SFML. Just has a functioning main menu at this point, with an options menu to be filled up with SFGUI elements. I just need to know how to do this: [IMG]http://i.imgur.com/Q35dsNT.png[/IMG] [IMG]http://i.imgur.com/xKJH5Iz.png[/IMG] Would I just make 4 sf::rects, one for each edge? That seems a little wasteful, don't you think? Here's my git, by the way: [URL]https://github.com/Tetramputechture/Yttra[/URL][/QUOTE] Draw a rectangle that fills space including borders, then a rectangle that is narrower on top of that.
Got NDK working! [img]http://i.imgur.com/cWZ82EC.jpg[/img] src/net.somegame.android/MainActivity.java: [code]Toast.makeText(getApplicationContext(), String.format("%d", SomegameJNI.SetSDPath("/mnt/sdcard")), Toast.LENGTH_LONG).show();[/code] jni/source/android/android_jni.cpp: [code] extern "C" JNIEXPORT jint JNICALL Java_net_somegame_android_SomegameJNI_SetSDPath( JNIEnv *env, jobject obj, jstring path ) { extern char Android_SDPath[]; extern size_t Android_SDPathLength; const char *nativePath = env->GetStringUTFChars( path, 0 ); strcpy( Android_SDPath, nativePath ); strcat( Android_SDPath, "/net.smgame/game/" ); Android_SDPathLength = strlen( Android_SDPath ); env->ReleaseStringUTFChars( path, nativePath ); return Android_SDPathLength; } [/code]
[QUOTE=sambooo;39279353]Draw a rectangle that fills space including borders, then a rectangle that is narrower on top of that.[/QUOTE] You mean draw two rectangles, one slightly bigger than the other (the orange one)? Then how would I still have the start text appear?
[QUOTE=sambooo;39279353]Draw a rectangle that fills space including borders, then a rectangle that is narrower on top of that.[/QUOTE] If you do so, you will have to redraw a bigger area, I supose it's better to draw just two orange rectangles, as Meatpuppet suggested. Working with SMFL this is not that important, but if you were working with gdi, you would notice your menu flickers when redraws. It's a good idea to try to make your code draw the less area possible.
[QUOTE=Meatpuppet;39279497]You mean draw two rectangles, one slightly bigger than the other (the orange one)? Then how would I still have the start text appear?[/QUOTE] I assumed each option was a texture. Is the whole menu just a single image then?
Remember kids, always use highest precision possible for depthmaps otherwise the evil eye will haunt you. [t]https://dl.dropbox.com/u/41041550/Coding/C%23/OGLFV/OHGOD.PNG[/t] I'll just leave it and call it a feature!
[QUOTE=Meatpuppet;39278211]Just starting work on a simple 2D game engine using SFML. Just has a functioning main menu at this point, with an options menu to be filled up with SFGUI elements. I just need to know how to do this: [IMG]http://i.imgur.com/Q35dsNT.png[/IMG] [IMG]http://i.imgur.com/xKJH5Iz.png[/IMG] Would I just make 4 sf::rects, one for each edge? That seems a little wasteful, don't you think? Here's my git, by the way: [URL]https://github.com/Tetramputechture/Yttra[/URL][/QUOTE] SFML shapes have an outline parameter [url]http://sfml-dev.org/documentation/2.0/classsf_1_1Shape.php[/url] (and sf::RectangleShape is also a subclass of sf::Shape)
Aya, I figured it out. It resized it to around 72% of the original size because 184/256 is around 72% too. In fact I had to resize it so its size was a power of two. [img]http://uppix.net/7/7/8/04171b35b844501f6c1fcca41a840.png[/img]
[QUOTE=sambooo;39279835]I assumed each option was a texture. Is the whole menu just a single image then?[/QUOTE] It all was pretty much a huge oversight on my part (I'm a moron). I should have created a text class that has functions to highlight/make a certain effect for text. I'll get on that soon.
[QUOTE=Meatpuppet;39280602]It all was pretty much a huge oversight on my part (I'm a moron). I should have created a text class that has functions to highlight/make a certain effect for text. I'll get on that soon.[/QUOTE] You're not a moron, making mistakes is how we learn.
Still working on multiplayer for my space game. I just discovered something about multiplayer that makes me want to go jump off a cliff. So I was just reading [URL="http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking"]http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/URL] and learning some more things about networking when I saw this: "By default, the timestep is 15ms, so 66.666... ticks per second are simulated, but mods can specify their own tickrate. During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary." Then noticed this: "[B]timestep is 15ms, so 66.666... ticks per second are simulated[/B]" "[B]After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary.[/B]" So the Source engine sends 66 game updates per second. No big deal, until I realized the rate at which I used to send game updates on my really old multiplayer projects. My old multiplayer servers ran at the current FPS of the game, so around 40 ticks per second.(I know you're not supposed to run the server at the FPS now, but I didn't know that then so don't laugh at me :v:) Also no big deal if I were to send game updates at that right? Well I didn't I sent game updates to the client every 8 ticks. So that was FUCKING 5 GAME UPDATES A SECOND COMPARED TO SOURCE'S 66 GAME UPDATES A SECOND SENT TO THE CLIENT. :suicide: Unless I read or calculated something wrong, which I kinda hope I did, I really fucked up my old multiplayer projects. :v:
[QUOTE=Rayboy1995;39281200]Still working on multiplayer for my space game. I just discovered something about multiplayer that makes me want to go jump off a cliff. So I was just reading [URL="http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking"]http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/URL] and learning some more things about networking when I saw this: "By default, the timestep is 15ms, so 66.666... ticks per second are simulated, but mods can specify their own tickrate. During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary." Then noticed this: "[B]timestep is 15ms, so 66.666... ticks per second are simulated[/B]" "[B]After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary.[/B]" So the Source engine sends 66 game updates per second. No big deal, until I realized the rate at which I used to send game updates on my really old multiplayer projects. My old multiplayer servers ran at the current FPS of the game, so around 40 ticks per second.(I know you're not supposed to run the server at the FPS now, but I didn't know that then so don't laugh at me :v:) Also no big deal if I were to send game updates at that right? Well I didn't I sent game updates to the client every 8 ticks. So that was FUCKING 5 GAME UPDATES A SECOND COMPARED TO SOURCE'S 66 GAME UPDATES A SECOND SENT TO THE CLIENT. :suicide: Unless I read or calculated something wrong, which I kinda hope I did, I really fucked up my old multiplayer projects. :v:[/QUOTE] For a game which doesn't require high precision netcode (like Source does, for TF2 and CS:S), a lower tickrate is acceptable.
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