• What Are You Working On Jan 2013
    1,974 replies, posted
[QUOTE=T3hGamerDK;39368923]how did you change the ui like that in gmod[/QUOTE] i wonder if he's making an rp gamemode
Doing this tile thing in c#, involves many checks to make sure a given coordinate exists. Makes me wonder, can you make a property with an indexer so you can write: mapSquares[x][y] = Tiles.Floor; without fear of repercussion?
Initialize that damn twodimensional array.
[QUOTE=DoctorSalt;39368997]Doing this tile thing in c#, involves many checks to make sure a given coordinate exists. Makes me wonder, can you make a property with an indexer so you can write: mapSquares[x][y] = Tiles.Floor; without fear of repercussion?[/QUOTE] Yes, by making mapSquares an instance of a class with an indexer that returns indexable objects that manipulate the instance when indexed. Edit: Didn't know about multiple parameters for indexes. Rate me dumb.
[QUOTE=DoctorSalt;39368997]Doing this tile thing in c#, involves many checks to make sure a given coordinate exists. Makes me wonder, can you make a property with an indexer so you can write: mapSquares[x][y] = Tiles.Floor; without fear of repercussion?[/QUOTE] It'll be slower than accessing arrays directly, but you can write an indexer with multiple parameters as [x, y]: [csharp] public float this[int y, int x] { get { return data[y][x]; } set { data[y][x] = value; } } [/csharp] Additionally, you can write a property that returns a row and make sure you're not doing anything weird when you set it: [csharp] public float[] this[int row] { get { return data[row]; } set { if (value.Length != data[0].Length) throw new ArgumentException("Row length has been modified."); else data[row] = value; } } [/csharp] At least that's how I do it in my HeightMap class, your needs may be a bit different.
[QUOTE=WeltEnSTurm;39369107]Initialize that damn twodimensional array.[/QUOTE] Or that. [editline]26th January 2013[/editline] My merge :(
So I have to wrap it in something first, thanks much :D EDIT: Let me read this again
Finished the first Hacker Cup puzzle, on the second one now. Anyone else doing these, got an IRC or Steam chat you're in?
[QUOTE=Hexxeh;39369480]Finished the first Hacker Cup puzzle, on the second one now. Anyone else doing these, got an IRC or Steam chat you're in?[/QUOTE] I finished the first one, got stuck on the second one. Would be easy to do except you can have colons in parentheses.
[QUOTE=DarkCybo7;39368895]is this half life 2[/QUOTE] [QUOTE=DarkCybo7;39198239]is this gmod?[/QUOTE] [QUOTE=DarkCybo7;39246046]is this minecraft?[/QUOTE] This is getting old now.
[QUOTE=benjojo;39370446]This is getting old now.[/QUOTE] god damn it ben you missed the chance to make the joke "is this getting old now?"
[QUOTE=supersnail11;39370502]god damn it ben you missed the chance to make the joke "is this getting old now?"[/QUOTE] but that's barely a joke. Nice post Ben, I liked it.
[QUOTE=benjojo;39370446]This is getting old now.[/QUOTE] is this a real post [highlight](User was banned for this post ("is this a good post" - Gran PC))[/highlight]
Get back to posting what you're working on.
[media]http://www.youtube.com/watch?v=S0LJPXrQBjQ[/media] Some WIP boids in Unity.
Something needs to be done about that grass, it's really obvious where the max render distance on it is.
[QUOTE=DeanWinchester;39370624][media]http://www.youtube.com/watch?v=S0LJPXrQBjQ[/media] Some WIP boids in Unity.[/QUOTE] Dovehunt 2013.
[QUOTE=Bladezor;39363477]I haven't posted in a while... I was forced to learn LaTeX to write my research paper. It's pretty easy so far, however, it's a bit quirky sometimes. [img]https://dl.dropbox.com/u/16024664/hurr.png[/img] TeX is Turing Complete, but I can't imagine research papers or many things for that matter to fully utilize it that way. Either way, it's fun writing text and seeing it all formatted and rendered pretty.[/QUOTE] Are you forced to use LaTex from source? because if not I would recommend you use iTexMacs [url]http://code.google.com/p/itexmacs/[/url]
I worked more on the RPG game im making, it now supports larger maps and has cool player movement. Also a nice debug interface. [vid]https://dl.dropbox.com/u/43546107/ArrPeeGee 2013-01-27 01-18-37-62.webmhd.webm[/vid] I need to fix that entity movement bug which is easily noticed in the debug interface. [editline]yay[/editline] Now supports up to 9801 maps of different sizes. The entity movement displacement bug only seems to happen on maps larger than 16x16. I need to get the map editor working, making the maps by changing one zero to one and vice versa in a huge grid of numbers is pain.
[QUOTE=DeanWinchester;39370624][media]http://www.youtube.com/watch?v=S0LJPXrQBjQ[/media] Some WIP boids in Unity.[/QUOTE] Oh shit you just made me think of an awesome game idea: FPS where the teams are birds and humans, but the bird player is a flock not a single bird.
[QUOTE=sambooo;39371723]Oh shit you just made me think of an awesome game idea: FPS where the teams are birds and humans, but the bird player is a flock not a single bird.[/QUOTE] Do the birds have to poop on the humans?
[QUOTE=DrLuckyLuke;39371911]Do the birds have to poop on the humans?[/QUOTE] Where have I heard this before? [editline]27th January 2013[/editline] I've started some basic work on a tiny package manager-ish system written entirely in lua. I've intended it to be kind of like RubyGems, except with C packages and a custom musl-driven portable C compiler, pcc. Good idea = Agree Bad idea = Disagree
So, I've been out of the programming game for some time now (besides for Ludum Dare recently) due to exams etc, and I thought my first task back should be to finally make the leap proper to modern OpenGL. After one night of bug fixing and experimentation, and a total of around a week of learning over the past month, I give you: [video=youtube;YqiArMjtXyE]http://www.youtube.com/watch?v=YqiArMjtXyE[/video] [IMG]http://yfrog.com/scaled/landing/619/zy2d.png[/IMG]
[QUOTE=jonnopon3000;39372279]So, I've been out of the programming game for some time now (besides for Ludum Dare recently) due to exams etc, and I thought my first task back should be to finally make the leap proper to modern OpenGL. After one night of bug fixing and experimentation, and a total of around a week of learning over the past month, I give you: [/QUOTE] You're on your way, I remember my days of learning. Also what was the point of scrolling up and down over your code? :v: On another note I'm working on a multiplayer top down WW1 stealth game called SAS Commando. I took the code from my space game and turned it into such with my friend Salmonmarine doing the art work. So far we have: -JBox2D in and networked. -Player weapons with reloading and sounds.(Bayonet, Pistol, Sten Mk.II, and and Enfield) -Nazis, and the ability to shoot and stab them. Also if you come up behind them you can silently slice their neck open so they won't make a loud sound. I especially like doing that. -Sounds are also "2D", how far away you are from a sound source determines its volume. AI Nazis respond to sound and investigate. Louder sounds are heard farther away by them and sound types also determine their reactions. We plan on having lighting that determines on what you see and what Nazis see. You will be able to shoot out lights or turn off power sources to aid in your mission, whatever it may be. Right now I'm about to add body dragging and get a map editor in place. Hope to get a picture or video up soon.
assemble nothing works disassemble [code]00000004 B800B80000 mov eax,0xb800 00000009 66C7007777 mov word [rax],0x7777 [/code] this is meant to be this [cpp]*(unsigned short*)0xB800 = 0x7777;[/cpp] rax is loaded with 0x8080808080808080 when that runs god damnit GCC
What kind of code are you writing where you always run in to bugs where you have to disassemble it, then later realize it's a bug in your own code and not the compiler's?
[QUOTE=Jookia;39374000]What kind of code are you writing where you always run in to bugs where you have to disassemble it, then later realize it's a bug in your own code and not the compiler's?[/QUOTE] Long mode kernels Thats a pretty obvious compiler bug though, it writes to the lower 32 bits of the register, then when it does the write it uses the full 64 bit register, it doesnt reset the upper 32 bits so if those contain garbage it explodes, plus its GCC, doesnt really ever work just right
Finally got around to implementing mip levels (and reverted a terrible decision where texture ids started at 1 instead of 0) [IMG]https://dl.dropbox.com/u/33076954/New/mipmapping.PNG[/IMG] Now, all i need to do is write a trilinear filter (shouldn't be hard, just 2/1 bilinears and a weight the two based on the physical distance between miplevels, and where the pixel is sitting in the z axis in the mipmap space)
[QUOTE=Tobba;39373563]assemble nothing works disassemble [code]00000004 B800B80000 mov eax,0xb800 00000009 66C7007777 mov word [rax],0x7777 [/code] this is meant to be this [cpp]*(unsigned short*)0xB800 = 0x7777;[/cpp] rax is loaded with 0x8080808080808080 when that runs god damnit GCC[/QUOTE] It's 0xB8000, not 0xB800. Definitely don't think this is a compiler error anyway, post full code.
[QUOTE=dajoh;39374467]It's 0xB8000, not 0xB800. Definitely don't think this is a compiler error anyway, post full code.[/QUOTE] That is full code I see that now, though that still doesnt fix the problem that the top 32 bits of RAX are undefined which causes it to just page fault because its trying to write far outside of memory, the code only runs if RAX is reset to 0 before running it
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