[IMG]http://imageshack.us/a/img844/7084/meshes.png[/IMG]
Meshed terrain. Still drawing the walls, but that's an artifact easily solved.
[QUOTE=OldFusion;39291553][URL]http://en.wikipedia.org/wiki/Beerware[/URL]
[code]/*
* ----------------------------------------------------------------------------
* "THE BEER-WARE LICENSE" (Revision 42):
* <phk@FreeBSD.ORG> wrote this file. As long as you retain this notice you
* can do whatever you want with this stuff. If we meet some day, and you think
* this stuff is worth it, you can buy me a beer in return Poul-Henning Kamp
* ----------------------------------------------------------------------------
*/[/code][/QUOTE]
Free as in free speech AND as in free beer
[QUOTE=jalb;39296668]See my post [URL="http://facepunch.com/showthread.php?t=1240585&p=39273870&viewfull=1#post39273870"]here[/URL]. I post a dirty fix for this. It would be nice to see someone come up with a proper fix though.
Anyway, content.
[IMG]https://dl.dropbox.com/u/11093974/Junk/tavern.png[/IMG][/QUOTE]
I like it. Reminds me of Thief for some reason. Probably because of the dining room in the first mission
[img]http://i48.tinypic.com/voregx.png[/img]
Humanity Against Cards is pretty much done, I'm fixing the final bugs then I can actually release.
Hopefully the Cards Against Humanity guys don't tell me that my name is too close to their trademark.
[QUOTE=DatZach;39298860]
Hopefully the Cards Against Humanity guys don't tell me that my name is too close to their trademark.[/QUOTE]
As long as you're not selling it, I doubt they'd care. The Creative Commons license they use makes it seem to me like they'd encourage things like this.
[QUOTE=DatZach;39298860][img]http://i48.tinypic.com/voregx.png[/img]
Humanity Against Cards is pretty much done, I'm fixing the final bugs then I can actually release.
Hopefully the Cards Against Humanity guys don't tell me that my name is too close to their trademark.[/QUOTE]
viagra, obviously
I've always wanted to play this game
[QUOTE=DatZach;39298860][img]http://i48.tinypic.com/voregx.png[/img]
Humanity Against Cards is pretty much done, I'm fixing the final bugs then I can actually release.
Hopefully the Cards Against Humanity guys don't tell me that my name is too close to their trademark.[/QUOTE]
When I played we had a rule (not sure if official) where you could discard any card you didn't know the meaning of but you had to tell everyone so they could laugh at you. You could implement a feature like that where it notifies everyone you don't know what something means and pulls up an urban dictionary entry.
[QUOTE=Zwolf11;39299141]When I played we had a rule (not sure if official) where you could discard any card you didn't know the meaning of but you had to tell everyone so they could laugh at you. You could implement a feature like that where it notifies everyone you don't know what something means and pulls up an urban dictionary entry.[/QUOTE]
[url=http://s3.amazonaws.com/cah/CAH_MainGame.pdf]Rules[/url]
you'll find it under How to play -> Never Have I Ever
[QUOTE=Zwolf11;39299141]When I played we had a rule (not sure if official) where you could discard any card you didn't know the meaning of but you had to tell everyone so they could laugh at you. You could implement a feature like that where it notifies everyone you don't know what something means and pulls up an urban dictionary entry.[/QUOTE]
I plan on making it so that hosts can pick rules to use in the game. Probably won't happen until after I release it though.
The source will be available under some license that's compatible with CC2.0 though, so anyone can add the extended game modes.
Mady a nifty little Box2d debug viewer that runs completelly in SFML, you simply pass it the b2bodies and it takes care of drawing out the shapes and the angle indicator
[IMG]http://i.imgur.com/BoWJ07R.jpg[/IMG]
[QUOTE=Richy19;39300931]Mady a nifty little Box2d debug viewer that runs completelly in SFML, you simply pass it the b2bodies and it takes care of drawing out the shapes and the angle indicator
[IMG]http://i.imgur.com/BoWJ07R.jpg[/IMG][/QUOTE]
Nice work, although it looks like you missed a 1 somewhere:
[img]http://i.imgur.com/px8UN2f.png[/img]
[QUOTE=Chris220;39301017]Nice work, although it looks like you missed a 1 somewhere:
[img]http://i.imgur.com/px8UN2f.png[/img][/QUOTE]
Hmm, thats odd, it should in theory end where it starts(the corner you pointed out is the start/end position)
[cpp]
b2PolygonShape* polygonShape = (b2PolygonShape*)f->GetShape();
int vertCount = polygonShape->GetVertexCount();
for(int i = 0; i < vertCount; i++)
{
sf::Vertex vert( Box2dUC::ToDisplayUnits( polygonShape->GetVertex(i) ) + pos, shapeColor );
va2.append(vert);
}
sf::Vertex vert( Box2dUC::ToDisplayUnits( polygonShape->GetVertex(0) ) + pos, shapeColor );
va2.append(vert);
[/cpp]
[QUOTE=DarkCybo7;39282324]wop
[img]http://i.imgur.com/T0fLSDy.png[/img]
[img]http://i.imgur.com/miQOjCX.png[/img][/QUOTE]
Are you ever planning on releasing the source code? I'd LOVE to take a look.
box2d makes me cry
[QUOTE=Ezhik;39301476]box2d makes me cry[/QUOTE]
Try having a look at bullet. Then Box2D might not make you sad :)
after all this time i'm spending with box2d i completely forgot how to use sfml
shit
Guys, I have something pretty cool to show if you guys can help me with something quickly. My whole program works, but I have a bug that come's from the computer overcompensating a force that grows exponentially with velocity. What results is that I get a fluttering effect on the object, almost like a controlled GMod spaz. This only happens at medium to high velocities. I've tried a smoothing function, but it doesn't work. What would you guys do?
[QUOTE=Ezhik;39301724]after all this time i'm spending with box2d i completely forgot how to use sfml
shit[/QUOTE]
Combine the two?
[QUOTE=Mossie;39301803]Guys, I have something pretty cool to show if you guys can help me with something quickly. My whole program works, but I have a bug that come's from the computer overcompensating a force that grows exponentially with velocity. What results is that I get a fluttering effect on the object, almost like a controlled GMod spaz. This only happens at medium to high velocities. I've tried a smoothing function, but it doesn't work. What would you guys do?[/QUOTE]
What integration method are you using - Euler or RK4? And I assume this force occurs directly against velocity?
Unless you offset the velocity or acceleration, I suspect that some fluttering could be caused by the fact that exp(0) = 1. Your velocity might never really stay zero, because even at v=0 the acceleration is nonzero. Combine this with discrete physics and you've got fluttering - though it's probably very small, and changes direction every timestep.
An alternative possibility: solving v out of F = -k*exp(v) (for positive v) gives
v = -log(k*t/m + c)
Euler's method would almost certainly overshoot the negated logarithmic curve, throwing the velocity into the negatives instead of smoothly decreasing it to zero. RK4 would likely be a lot smoother.
You might get rid of the fluttering if you check before applying the exponential force that the change in velocity should not be higher than the velocity itself.
[QUOTE=DatZach;39298860][img]http://i48.tinypic.com/voregx.png[/img]
Humanity Against Cards is pretty much done, I'm fixing the final bugs then I can actually release.
Hopefully the Cards Against Humanity guys don't tell me that my name is too close to their trademark.[/QUOTE]
Can't wait, I would really love to play this with some friends. It will be free, right?
[QUOTE=Ac!dL3ak;39299024]viagra, obviously
I've always wanted to play this game[/QUOTE]
[url]http://pyz.socialgamer.net/game.jsp[/url]
My raspberry pi arrived a few days ago. Getting quicklisp to work with ecl was a pain in the butt, but I managed to get it to work. I then made a small script that continually adds random songs to my MPD playlist. There's not much to show, but I'm planning on making it dynamically change the set of songs it picks from depending on the time of day/user input.
Okay guys, it's gonna get confusing. It already was confusing? Well fuck you it's gonna get even more confusing.
So I added that 2nd world to the right sides of my cubes, and I made it so that the player collides with both of them. Also the player can't go into empty "regions" anymore.
So there's either no block in a region, one block or both.
If it's no block, it's all blocks.
If it's one block, I just use those blocks.
and if it's two blocks it combines the two blocks' collide blocks.
Blocks can also not have a level on their side (making them red), they're then ignored.
So here's my front side:
[img]http://i.imgur.com/fg0PsM8.png[/img]
Here's the right side:
[img]http://i.imgur.com/AXEwUT5.png[/img]
And here's what the level actually looks like to the player because he interacts with both:
[img]http://i.imgur.com/852334C.png[/img]
So I tried to make this as unconfusing as possible for you and added a 2D map and a grid.
[img]http://i.imgur.com/Ij5NHMr.gif[/img]
It gets really interesting once you move blocks around but I'm currently too lazy to make a gif with that. Soon.
So there's no difference between a red empty side and a side filled with sky? Then I wouldn't use red sides, because it's a bit confusing to have 2 things which mean the same.
[QUOTE=TomsonTom;39304089]So there's no difference between a red empty side and a side filled with sky? Then I wouldn't use red sides, because it's a bit confusing to have 2 things which mean the same.[/QUOTE]
Red side is the same as no cube at all; it's different from all sky.
And I need to keep red sides in because of blocks with only 1 playable side (like the one in the gif)
No side, full side, and empty side are all different.
my mind hurts
[QUOTE=ThePuska;39302358]What integration method are you using - Euler or RK4? And I assume this force occurs directly against velocity?
Unless you offset the velocity or acceleration, I suspect that some fluttering could be caused by the fact that exp(0) = 1. Your velocity might never really stay zero, because even at v=0 the acceleration is nonzero. Combine this with discrete physics and you've got fluttering - though it's probably very small, and changes direction every timestep.
An alternative possibility: solving v out of F = -k*exp(v) (for positive v) gives
v = -log(k*t/m + c)
Euler's method would almost certainly overshoot the negated logarithmic curve, throwing the velocity into the negatives instead of smoothly decreasing it to zero. RK4 would likely be a lot smoother.
You might get rid of the fluttering if you check before applying the exponential force that the change in velocity should not be higher than the velocity itself.[/QUOTE]
I'll try that formula, thanks. It's a little simulator where you build your own plane and specify every aspect of it (number of wings, size and properties of each, mass of ballast, drag coefficients etc). The problem comes in when the angular velocity of the plane causes any wing that's not placed on the center of mass to exert some torque on the body, but the computer overcompensates when applying the torque, and this oscillates. It would have been easy if the wings's orientation stayed fixed to the body, but they can rotate to act like control surfaces.
How would box2D or any other physics engine stop this?
[QUOTE=Asgard;39301417]Are you ever planning on releasing the source code? I'd LOVE to take a look.[/QUOTE]
Sure thing, chief
[url]https://code.google.com/p/soringame/source/list[/url]
Kinda like Fez, huh?
[QUOTE=Jookia;39304530]Kinda like Fez, huh?[/QUOTE]
also every other game that involves perspective based platforming that came before fez (hint: quite a few)
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