• What Are You Working On Jan 2013
    1,974 replies, posted
-SNIP-
[QUOTE=Richy19;39308632]Anyone guess what kind of game im working on? [img]http://i.imgur.com/yoyBFWp.png[/img][/QUOTE] euro truck simulator 3
[QUOTE=Richy19;39308632]Anyone guess what kind of game im working on? [img]http://i.imgur.com/yoyBFWp.png[/img][/QUOTE] Geometry Wars2: Retro Evolved - Yet more retro.
[QUOTE=Topgamer7;39308803]Geometry Wars2: Retro Evolved - Yet more retro.[/QUOTE] arcadia 2
[QUOTE=supersnail11;39308363]infiniminer voxlap[/QUOTE]Wasn't voxlap just a tech demo?
[QUOTE=danharibo;39308944]Wasn't voxlap just a tech demo?[/QUOTE] it was a voxel engine ace of spades runs on it (or used to)
[QUOTE=Richy19;39308632]Anyone guess what kind of game im working on? [img]http://i.imgur.com/yoyBFWp.png[/img][/QUOTE] Gentoo
[QUOTE=Richy19;39308632]Anyone guess what kind of game im working on? [t]http://i.imgur.com/yoyBFWp.png[/t][/QUOTE] JBMod?
We managed to get the game server compiling and running on Linux. I learnt a whole bunch of shit I didn't know about. I'm still slow as shit using vim though. Oh man and a funny problem too. So all day the server was taking longer and longer to start up, I had no idea why. It just hit 12AM and the server instantly started up. Turns out the server was making the log files bigger each time, when the clock ticked over to 12AM a new log got created so it stopped reading in a huge file into memory.
[QUOTE=Richy19;39308632]Anyone guess what kind of game im working on? [img]http://i.imgur.com/yoyBFWp.png[/img][/QUOTE] A remake of ET.
[QUOTE=Richy19;39308632]Anyone guess what kind of game im working on? [img]http://i.imgur.com/yoyBFWp.png[/img][/QUOTE] rotion 2?
[img]http://x2048.com/screenshots/waywoplsstop.png[/img] Aaaand it's out! All nicely polished and (hopefully) bug free. A splash of Austech is addeded into the game in the form of encouraging sound effects. Can be grabbed here: [url]http://www.x2048.com/project.php?id=6[/url]
disregarded game, went straight to sound directory. Help I can't stop laughing.
[QUOTE=DatZach;39309510]-hac-[/QUOTE] Any particular reason why you've included the Californium project along with the source code?
[QUOTE=JohnD;39309574]Any particular reason why you've included the Californium project along with the source code?[/QUOTE] Because I'm using a modified version of Californium. Forgot to mention that in the readme, will fix.
[img]http://i.imgur.com/2AdHkYL.png[/img] Sharpening via square root microdistortion using a Sobel-rotated 3×1 bilinear-sampled window with an obligatory anime screenshot test case. [editline]fuk off ya shitcunt[/editline] [url=http://screenshotcomparison.com/comparison/3670]Full comparison[/url].
Okay. I've got texture-mapped fonts working now (and yes I've used the Minecraft font as a simple placeholder). I haven't done much else than that, rather than small optimisations such as culling unseen faces. I've just been doing some simple tests here and there. Here, have some waved cubes: [thumb]http://i.imgur.com/mxDPA3g.jpg[/thumb] This was also a simple test to see how many entities I could get on-screen with a reasonable FPS - I'm not culling faces right next to each other, and entities behind the fog are still being drawn. I managed to get around 40FPS, which to say for me, is pretty impressive (these are all static entities, however). [thumb]http://i.imgur.com/f8bF975.jpg[/thumb] Excuse the Minecraft block textures :v:
[QUOTE=sixtyten;39309615]-snip- Sharpening via square root microdistortion using a Sobel-rotated 3×1 bilinear-sampled window with an obligatory anime screenshot test case.[/QUOTE] Obligatory "ENHANCE!" comment
So I spent a very long time trying to figure out why lighting in my game was acting weird. Specifically, intensity was somehow tied to the scaling of the model matrix... After an hour of trying to pinpoint the issue, I found it. I do my lighting in eye space, so I have to transform normals from a normal map into eye coords. This depends on the normal matrix (inverse transpose of the modelview matrix). When scaling is applied to the model matrix, it scales the surface normal as well. So when I do this: [code]vec3 N = normalize(texture2D(normalMap, frag_texcoord).rgb * 2.0 - 1.0); N = frag_tangentSpace * N;[/code] [img_thumb]http://i.imgur.com/htKbSUO.png[/img_thumb] (Model is scaled by 0.01f) My surface normal N gets scaled. The solution? [code]vec3 N = normalize(texture2D(normalMap, frag_texcoord).rgb * 2.0 - 1.0); N = normalize(frag_tangentSpace * N);[/code] [img_thumb]http://i.imgur.com/cnwq7wb.png[/img_thumb] Took long enough to figure that one out... Also, ignore the sand texture on the scope model, I haven't tied the IQM texture name with my material system just yet.
[QUOTE=DatZach;39309510]*snip*[/QUOTE] Needs a master server! *snip, servers down now*
[QUOTE=false prophet;39309932]Needs a master server! *snip, servers down now*[/QUOTE] I may add a global server list, but seeing how well that worked for [url=http://wanderlustgame.com/]Wanderlust[/url] I'm a little weary of doing so. It tends to piss more people off than it helps.
[QUOTE=DatZach;39310165]I may add a global server list, but seeing how well that worked for [url=http://wanderlustgame.com/]Wanderlust[/url] I'm a little weary of doing so. It tends to piss more people off than it helps.[/QUOTE] What happened with Wanderlust? I've never heard of it before.
[QUOTE=DatZach;39309510][img]http://x2048.com/screenshots/waywoplsstop.png[/img] Aaaand it's out! All nicely polished and (hopefully) bug free. A splash of Austech is addeded into the game in the form of encouraging sound effects. Can be grabbed here: [url]http://www.x2048.com/project.php?id=6[/url][/QUOTE] Please let me change the screen resolution.
[QUOTE=DatZach;39310165]I may add a global server list, but seeing how well that worked for [url=http://wanderlustgame.com/]Wanderlust[/url] I'm a little weary of doing so. It tends to piss more people off than it helps.[/QUOTE] I have a small master server project that you could use if you like. It's kind of old, and I never put it to any use except for a tic tac toe game.
[QUOTE=ECrownofFire;39310296]What happened with Wanderlust? I've never heard of it before.[/QUOTE] In 2004 these guys started on one version of the game. It was massive, biggest game on the GMC (high honor). Then they had disagreements and school/family stuff and stopped working on it. They started working on a new version in 2006. They finished the game sometime mid-2011. It was incredibly good during development but it's terrible now because no one who plays it knows how to port forward. Their server list is 2 pages of unconnectable games. [QUOTE=supersnail11;39310418]Please let me change the screen resolution.[/QUOTE] Eventually. [QUOTE=false prophet;39310568]I have a small master server project that you could use if you like. It's kind of old, and I never put it to any use except for a tic tac toe game.[/QUOTE] I'll check it out.
[QUOTE=laylay;39309267]We managed to get the game server compiling and running on Linux. I learnt a whole bunch of shit I didn't know about. I'm still slow as shit using vim though. Oh man and a funny problem too. So all day the server was taking longer and longer to start up, I had no idea why. It just hit 12AM and the server instantly started up. Turns out the server was making the log files bigger each time, when the clock ticked over to 12AM a new log got created so it stopped reading in a huge file into memory.[/QUOTE] Why were you reading the entire log file anyway? I'm assuming the game doesn't need to know what's inside the log, so it could just append to the end of the file, right?
[QUOTE=T3hGamerDK;39314052]Why were you reading the entire log file anyway? I'm assuming the game doesn't need to know what's inside the log, so it could just append to the end of the file, right?[/QUOTE] I have a html log file, I need to remove the footer so I can append the logs before it. I imagine there's a few other ways around that but It didn't matter too much at the time.
[QUOTE=laylay;39314850]I have a html log file, I need to remove the footer so I can append the logs before it. I imagine there's a few other ways around that but It didn't matter too much at the time.[/QUOTE] Isn't there a way to append to a file but not at it's end? Like, overwriting everything after some point.
[QUOTE=Darwin226;39314858]Isn't there a way to append to a file but not at it's end? Like, overwriting everything after some point.[/QUOTE] I think so and that's probably the way I'd do it. I'd have to make sure to write enough logs to overwrite the footer though.
[QUOTE=laylay;39314850]I have a html log file[/QUOTE] Bad idea.
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