• Programming - WAYWO - March 2013
    1,001 replies, posted
Wow that's sad.
[QUOTE=danharibo;39826628]There's plenty wrong with SVN, it's a pain to work with compared to git before you even start thinking about DVCS vs CVCS.[/QUOTE] It has a different workflow. You can't really compare CVCS and DVCS for the very reason that local repositories in essence turn the whole version control system to a network (of undefined topology) of interconnected repositories instead of a star network of users around a central repository. Though quite often git repository networks are star networks regardless, that doesn't mean they have to be. It's very possible to make a weird daisy-chains and even fully connected meshes even if it doesn't make much sense to do so.
90% of my SVN workflow seemed to be "NOOOOO I MOVED A FILE WITHOUT TELLING SVN NOW EVERYTHING'S BROKEN HELP FUCK I'VE PUT THE FILE BACK WHY WON'T YOU WORK GODDAMNIT"
[QUOTE=Lexic;39830126]90% of my SVN workflow seemed to be "NOOOOO I MOVED A FILE WITHOUT TELLING SVN NOW EVERYTHING'S BROKEN HELP FUCK I'VE PUT THE FILE BACK WHY WON'T YOU WORK GODDAMNIT"[/QUOTE] Oh, I guess I never moved files in SVN and assumed it had something similar to git's heuristic that decides that if a file is deleted but the same file or a similar file is added under a different name, it's a rename. The hell
Well git's all fun and games until someone gets a detached HEAD.
[QUOTE=Ziks;39830382]Well git's all fun and games until someone gets a detached HEAD.[/QUOTE] Witty and relatable. Nice.
[QUOTE=Ziks;39830382]Well git's all fun and games until someone gets a detached HEAD.[/QUOTE] Stashing the body can be quite a problem.
[QUOTE=voodooattack;39830519]Stashing the body can be quite a problem.[/QUOTE] For some people anyway, but most of the time you just have to commit to it.
You can usually just push them into a lake.
[QUOTE=esalaka;39830334]Oh, I guess I never moved files in SVN and assumed it had something similar to git's heuristic that decides that if a file is deleted but the same file or a similar file is added under a different name, it's a rename. The hell[/QUOTE] I usually recommend Git to SVN people by saying "Hey, you know what happens if you rename a file in a SVN using explorer? Git doesn't do that!" :v:
[QUOTE=Lexic;39830126]90% of my SVN workflow seemed to be "NOOOOO I MOVED A FILE WITHOUT TELLING SVN NOW EVERYTHING'S BROKEN HELP FUCK I'VE PUT THE FILE BACK WHY WON'T YOU WORK GODDAMNIT"[/QUOTE] I had totally forgotten about that. Such a pain.
So here's something I've been working on lately: An Airtight Plan. It's a game where you're a bubble and you're floating around with other bubbles, which tend to float towards you. There's wind and birds that influence the game and you're supposed to dodge everything that's coming at you. It's still a heavy WIP so yes, I am aware that it doesn't look like a lot of fun yet. It's made in C# with the OpenTK library for graphics. [video=youtube]http://www.youtube.com/watch?v=GqmokeFzqaA[/video] Please excuse the quality, Fraps decided it did not need to record in a proper quality. Furthermore, I have no clue why everything is stretched vertically.. If anyone has some ideas for improvement or maybe ideas to make it more fun, please go ahead and tell me since I'm not that creative and coming up with ideas is hard :|
[QUOTE=xThaWolfx;39832539]So here's something I've been working on lately: An Airtight Plan. It's a game where you're a bubble and you're floating around with other bubbles, which tend to float towards you. There's wind and birds that influence the game and you're supposed to dodge everything that's coming at you. It's still a heavy WIP so yes, I am aware that it doesn't look like a lot of fun yet. It's made in C# with the OpenTK library for graphics. [video=youtube]http://www.youtube.com/watch?v=GqmokeFzqaA[/video] Please excuse the quality, Fraps decided it did not need to record in a proper quality. Furthermore, I have no clue why everything is stretched vertically.. If anyone has some ideas for improvement or maybe ideas to make it more fun, please go ahead and tell me since I'm not that creative and coming up with ideas is hard :|[/QUOTE] make it so that when too bubbles collide they form a bigger bubble
[QUOTE=Kamshak;39833245]make it so that when too bubbles collide they form a bigger bubble[/QUOTE] Right now, when two bubbles collide the larger bubble consumes part of the smaller bubble, just not a lot. Should I increase the amount it consumes the other bubble with? [editline]derp[/editline] Changed the amount with which bubbles consume other bubbles and added trees to make the terrain less boring: [thumb]http://i.imgur.com/A1xEPq2.png[/thumb] [editline]derp[/editline] More trees! I'm using random trees I find on the internet until I get something better, and I've also fixed the trees floating above the terrain. [thumb]http://i.imgur.com/DheiaTt.png[/thumb]
Maybe you should fix the random angles of trees :v:
[QUOTE=ECrownofFire;39834400]Maybe you should fix the random angles of trees :v:[/QUOTE] Actually, I don't think they're random, just on the normals of the terrain, which isn't how trees grow.
[QUOTE=Neo Kabuto;39834432]Actually, I don't think they're random, just on the normals of the terrain, which isn't how trees grow.[/QUOTE] That is correct! I'm not sure how trees grow :v: Should I maybe just place them vertically and with small differences in their angles? As an aside note, particles! [thumb]http://i.imgur.com/YIoIMXG.png[/thumb] They're not very easy to see on the picture and far more spectacular in the game itself but I'm happy with them :) [editline]derp[/editline] How is this? [thumb]http://i.imgur.com/kMgBWGV.png[/thumb] Removed the brighter green tree because it had a far too wide trunk which made it float.
[QUOTE=xThaWolfx;39834579]That is correct! I'm not sure how trees grow :v: Should I maybe just place them vertically and with small differences in their angles?[/QUOTE] They always grow straight up, maybe with small bends in their bases if they do grow on a slope.
[QUOTE=xThaWolfx;39834579]That is correct! I'm not sure how trees grow :v: Should I maybe just place them vertically and with small differences in their angles? [/QUOTE] Make it so they grow up and add an offset that is equal to the terrain normal but scaled down by a constant. That way trees on a fairly straight terrain will grow almost straight up and trees growing on hills will grow up but with a big offset.
[QUOTE=ECrownofFire;39834645]They always grow straight up, maybe with small bends in their bases if they do grow on a slope.[/QUOTE] Interestingly, plants grow in the direction opposite to the force that's being applied to them. Gravity pushes downwards so they grow upwards. Their leaves and tree tops usually conform to where there's most sun but if they had sun anywhere, they would probably grow straight up. If you planted grass in a plate and constantly spin the plate around the center, the grass would grow inwards due to centrifuge. Don't take this as a fact, I might have been lied to since I've read that in a physics book.
look at some pictures of like national parks, base your assumptions on that, and call it a day i'd just make them all grow straight up, but if i wanted to really go crazy, then i'd offset their origin rotation by something so small it was barely noticable
[QUOTE=Darwin226;39834901]Interestingly, plants grow in the direction opposite to the force that's being applied to them. Gravity pushes downwards so they grow upwards. Their leaves and tree tops usually conform to where there's most sun but if they had sun anywhere, they would probably grow straight up. If you planted grass in a plate and constantly spin the plate around the center, the grass would grow inwards due to centrifuge. Don't take this as a fact, I might have been lied to since I've read that in a physics book.[/QUOTE] If I remember right, the mechanism that explains that is pretty cool. There's a growth hormone(?) that causes the plant cells to divide more frequently. If you have a branch going horizontally, that hormone wells up at the underside due to gravity, causing the cells there to divide and grow more. This leads to the branch bending upwards. Anyway programming. [editline]7th March 2013[/editline] Ooh that's a nice project idea, trying to simulate exactly how a tree grows based on direction of gravity, sunlight etc.
After years of programming almost exclusively console-based stuff, except for a small dalliance with XNA just before it was pronounced dead by MS, finally decided to try out SFML .Net. Starting out making an Asteroids clone, and working around the lack of C# documentation. Basic collision detection and movement implemented in a few hours, loving it so far. [IMG]http://i.imgur.com/DYuHbV5.png[/IMG] EDIT: Note my programmer art being EVEN WORSE than original asteroids art. Skilled.
Oh yeah, I remember when microsoft shot themselves in the foot by killing XNA.
[QUOTE=Map in a box;39835542]Oh yeah, I remember when microsoft shot themselves in the foot by killing XNA.[/QUOTE] It's a shame. XNA was a great platform. Our only hope now is that MonoGame will be able to continue the framework.
Microsoft: "lol indie devs and lol major platform, xbox doesn't need dirty fingers"
It definitely seemed like a strange decision not to use XNA on windows 8 phones when they seem to be marketing them quite heavily on their gaming capabilities.
They killed the xbox indie program IIRC.
XNA was a real disappointment for me, since I got into it right before they started killing it off.
[QUOTE=Neo Kabuto;39835990]XNA was a real disappointment for me, since I got into it right before they started killing it off.[/QUOTE] You can still make XNA games for windows 4ever.
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