• What Are You Working On Jan 2013
    1,974 replies, posted
The only thing that really needs that high of a tickrate is an FPS. And even then, L4D gets away with 30 according to that page.
[QUOTE=thomasfn;39281429]For a game which doesn't require high precision netcode (like Source does, for TF2 and CS:S), a lower tickrate is acceptable.[/QUOTE] I suppose you're right, but still 5 game updates per second is pretty low, or so I think. Anways I'm making a 2D top down space game with JBox2D implementation, do you think that would need a high tickrate? Right now I have it at 66 like Source, I figured it was a bit much but I wasn't sure.
I wish windows shares would work as they should.. offline syncing sounded promising but it never works as it should. Now when I open the folder it only shows the files I made available offline at home, even though it is connected :v: Anyway once I figure out how I want to sync my shit I'll continue on physics. It is way more complicated than I expected. At least I got quaternions working. Now I have rotating earths pulling on each other! :D Oh and apparently 70mb textures are not supported on Intel HD graphic chips [img]http://localhostr.com/file/930/ZaOkJKzALP4W/intelhd.png[/img]
So far everything is going good, multiplayer is working pretty well and I'm quite happy. Well at least its working well on a local network... [IMG]http://img204.imageshack.us/img204/6255/spoos.png[/IMG]
wop [img]http://i.imgur.com/T0fLSDy.png[/img] [img]http://i.imgur.com/miQOjCX.png[/img]
[QUOTE=SiPlus;39279408] [code] extern char Android_SDPath[]; strcpy( Android_SDPath, nativePath ); [/code][/QUOTE] wat?
[QUOTE=Lexic;39282383]wat?[/QUOTE] he forgot to unroll strcpy/memcpy [editline]19th January 2013[/editline] @[URL="http://facepunch.com/member.php?u=306808"]DarkCybo7[/URL] Which editor font is that?
I know this doesn't compare to the awesome some folks have here... but I've been working with GLFW and BASS in C++ I'm rather proud of myself. [vid]http://ultracoolguy.net/fp/glfw_and_bass_libtheora.ogv[/vid]
[QUOTE=WeltEnSTurm;39282484]he forgot to unroll strcpy/memcpy[/QUOTE] Ha. Ha. No, I mean that code doesn't make sense. Why is he declaring extern variables within a function?
[QUOTE=Lexic;39282531]Ha. Ha. No, I mean that code doesn't make sense. Why is he declaring extern variables within a function?[/QUOTE] As long as the machine understands it.
[QUOTE=WeltEnSTurm;39282484]he forgot to unroll strcpy/memcpy [editline]19th January 2013[/editline] @[URL="http://facepunch.com/member.php?u=306808"]DarkCybo7[/URL] Which editor font is that?[/QUOTE] Monospace
My assembler and my emulator now both support all of my planned addressing modes and a few more opcodes have been added in the emulator. Because of how my assembler works, it doesn't need any modification for new opcodes other than the addition of an entry to an enum and to an array which is in a class library shared with the emulator. In addition my assembler will now give useful errors with the line number and you can get a listing of lines to addresses. I plan to later add support to my emulator to step through code using this method. [CODE]mov R00, Test tst mov R01, 1 tst not R01 tst mov R02, 7 tst and R02, R00 nop ; No Operation tst ; Test function - prints to emulator console jmp Test tst ; Test function - prints to emulator console Test: ; Label ; An empty line just to screw with my parser tst ; Test function jmp R00[/CODE] to [CODE]20 01 00 00 21 01 20 01 01 00 01 01 30 00 01 01 20 01 02 00 07 01 31 00 02 00 00 01 10 10 00 21 01 01 10 00 00[/CODE] and also [CODE]0x0000: mov R00, Test 0x0005: tst 0x0006: mov R01, 1 0x000B: tst 0x000C: not R01 0x000F: tst 0x0010: mov R02, 7 0x0015: tst 0x0016: and R02, R00 0x001A: nop ; No Operation 0x001B: tst ; Test function - prints to emulator console 0x001C: jmp Test 0x0020: tst ; Test function - prints to emulator console 0x0021: tst ; Test function 0x0022: jmp R00[/CODE]
[QUOTE=Lexic;39282531]Ha. Ha. No, I mean that code doesn't make sense. Why is he declaring extern variables within a function?[/QUOTE] Why not?
[QUOTE=ThePuska;39283290]Why not?[/QUOTE] Because [URL=http://stackoverflow.com/a/1433387/823542] this guy[/URL] says not to and he seems to be making a good case for it. I'm interested, not accusatory.
Been messing around with Unity again. At first I only made that tentacle thing but then I decided to build a little "game" around it. [vid]https://dl.dropbox.com/u/4081391/onejob.webmvp8.webm[/vid] (those attack/walk animations are totally procedural, pretty proud of them :v:) (also that moving platform wasn't supposed to launch me but 1. the Unity first person character controller is terrible 2. it's pretty slow so the delta times are getting quite big, resulting in big movement changes aka velocity) Well great. [quote]Hi Dlaor, This email is an automated notification from Dropbox that your Public links have been temporarily suspended for generating excessive traffic. Your Dropbox will continue to function normally with the exception of Public links. This suspension is temporary (3 days for the first time). Please visit Dropbox support if you have any questions. - The Dropbox Team[/quote] :(
[QUOTE=Dlaor-guy;39284284]Been messing around with Unity again. At first I only made that tentacle thing but then I decided to build a little "game" around it. -snip- (those attack/walk animations are totally procedural, pretty proud of them :v:) (also that moving platform wasn't supposed to launch me but 1. the Unity first person character controller is terrible 2. it's pretty slow so the delta times are getting quite big, resulting in big movement changes aka velocity)[/QUOTE] I like the end.
1fps to a solid 60. Optimization! [vid]https://dl.dropbox.com/u/17738517/Videos/voxelgame01.webm[/vid]
I do believe I am spamming this thread too much. [img]http://i.imgur.com/nwSVJdX.png[/img] [video=youtube;lyhcnkpPdpQ]http://www.youtube.com/watch?v=lyhcnkpPdpQ&feature=youtu.be[/video] Buttons took quite a while to do :P, you build the button by entering parameters like text, x, y, width, height
Just finished loading the tilemap and using it nicely. [img]http://puu.sh/1PXSX[/img]
[QUOTE=Lexic;39282531]Ha. Ha. No, I mean that code doesn't make sense. Why is he declaring extern variables within a function?[/QUOTE] Some men just want to watch the world burn.
I put my JSON parser on github! [url]https://github.com/Octave85/jdad[/url] Yes, the name is a stupid pun. Now I have to put in Unicode support for strings.
[QUOTE=account;39287010]I put my JSON parser on github! [url]https://github.com/Octave85/jdad[/url] Yes, the name is a stupid pun. Now I have to put in Unicode support for strings.[/QUOTE] It looks fine to me. Strings are UTF-8?
[QUOTE=Jookia;39287205]It looks fine to me. Strings are UTF-8?[/QUOTE] Yeah, according to json.org. I was thinking of using the w* family of functions, would you recommend that? I really have no experience doing Unicode.
[IMG]https://dl.dropbox.com/u/17850283/purpledot.png[/IMG] Laid out and coded in 7 mins (Delphi). Probably the quickest thing I've made that has a GUI. (The purple dot thing is an inside joke, don't pay attention to it.)
[quote][img]http://puu.sh/1Q1KC[/img][/quote] Just finished up the beginning of my DirectX renderer (Using SharpDX) in my project. Now I have to set up an OpenGL renderer. Already have a system that lets me switch between the two, OpenGL being useless at the moment though.
[QUOTE=account;39287302]Yeah, according to json.org. I was thinking of using the w* family of functions, would you recommend that? I really have no experience doing Unicode.[/QUOTE] No. I don't recommend using wchar. You can [url=http://facepunch.com/showthread.php?t=1215368]learn Unicode[/url] in that thread I made, it explains why I don't like wchar. This is one of the reasons I don't like wchar: Because when you're doing naive string processing like you're doing, UTF-8 means you have to change NOTHING in your current code to get full Unicode support. However, if you're making a library and you really want people to be able to use it with Windows, you should suggest a library that converts between UTF-8 and wchar_t and back so people can use UTF-8 libraries under Windows and stuff. (Would it be worth making a small public domain header-only thing for people to convert between UTF-8 and wchar *properly*? I can't seem to find one that's simple and nice and liberal enough.)
[QUOTE=McDunkable;39286143]I do believe I am spamming this thread too much.[/QUOTE] There is no such thing as spamming this thread too much. Just make sure to post content.
[QUOTE=DarkCybo7;39282324]wop [img]http://i.imgur.com/T0fLSDy.png[/img] [img]http://i.imgur.com/miQOjCX.png[/img][/QUOTE] That IDE looks beautiful, what is it?
[QUOTE=Funley;39288126]There is no such thing as spamming this thread too much. Just make sure to post content.[/QUOTE] That should be in the OP of each thread. It seems that almost everybody worries about that.
Got effect parameters done. [thumb]http://www.1337upload.net/files/squares.png[/thumb]
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