• Programming - WAYWO - March 2013
    1,001 replies, posted
day one dlc [editline]12th March 2013[/editline] Here's some actual content: [t]http://imageshack.us/a/img22/5470/mainmenur8.png[/t] I'm thinking about having the background for the main menu be some of the world environments you explore, but having it actually load the real world data, like a prefetch of some sort. The idea is that it loads and fades in bits of the world environment from your last saved game and when you go to continue, load times decrease! It gives off the feel of the digital-esque direction I want players to feel while being practical. [editline]12th March 2013[/editline] Also, is it better to render a vignette as a shader or a transparent image? Right now I'm doing the latter.
[QUOTE=voodooattack;39891092]Should I go for it? What do you guys think?[/QUOTE] If you have to ask on Facepunch, then I say no.
[QUOTE=acpm;39893167]i'm not yet seeing the difficulties of having 12 year olds "troll" you by dosing your servers i guess thats in the next version right[/QUOTE] In fact, yes, I do have DDos attacks planned where you have to tap a certain key at a certain time to "block the ddos attack".
[QUOTE=acpm;39893268]day one dlc [editline]12th March 2013[/editline] Here's some actual content: [t]http://imageshack.us/a/img22/5470/mainmenur8.png[/t] I'm thinking about having the background for the main menu be some of the world environments you explore, but having it actually load the real world data, like a prefetch of some sort. The idea is that it loads and fades in bits of the world environment from your last saved game and when you go to continue, load times decrease! It gives off the feel of the digital-esque direction I want players to feel while being practical. [editline]12th March 2013[/editline] Also, is it better to render a vignette as a shader or a transparent image? Right now I'm doing the latter.[/QUOTE] Doing it in a shader will scale and not take up any GPU memory.
[QUOTE=McDunkable;39894318]In fact, yes, I do have DDos attacks planned where you have to tap a certain key at a certain time to "block the ddos attack".[/QUOTE] Can I steal your idea and make a Server Simulator 2012?
I can already imagine playing in a datacenter, controlling a hand whilst trying to unplug frayed Ethernet cords and plug in new ones.
So since XNA development has stopped I'm not sure if I want to keep working on learning XNA. Anyone have any suggestions of what to move to? OpenGL doesn't sound very fun and nor does DirectX.
[QUOTE=Zombiedance;39895335]So since XNA development has stopped I'm not sure if I want to keep working on learning XNA. Anyone have any suggestions of what to move to? OpenGL doesn't sound very fun and nor does DirectX.[/QUOTE] Do OpenCL :v:
[QUOTE=Zombiedance;39895335]So since XNA development has stopped I'm not sure if I want to keep working on learning XNA. Anyone have any suggestions of what to move to? OpenGL doesn't sound very fun and nor does DirectX.[/QUOTE] MonoGame is an (almost) 1:1 open source clone of XNA, I've been using that and it works fine. Besides, it's not like XNA isn't feature complete and the act of stopping development on it puts your games out of commission.
[QUOTE=Hypershadsy;39895511]MonoGame is an (almost) 1:1 open source clone of XNA, I've been using that and it works fine. Besides, it's not like XNA isn't feature complete and the act of stopping development on it puts your games out of commission.[/QUOTE] I guess hahah, still kind of upsetting.
[video=youtube;YT4WgeJigOk]http://www.youtube.com/watch?v=YT4WgeJigOk[/video] Little bit of progress on the animation editor between sleep. Pausing the animation added, and the frames in the currently selected animation are displayed on the JPanel to the right and can be navigated with the scroll wheel. When the animation frames are all loaded, it generates a default animation (shown in the video) that cycles through all animation frames with a delay of 15 frames (at a rate of 60fps) between each animation frame. How the engine processes animations is it loads all frames into RAM, and then plays them via index rather than having specific images for each animation. This way, frames can be reused in other animations if it is ideal.
Been working on getting code into my computer... not happy with the solution I've got at the moment, but it'll do for the meantime. Now that that's working: [t]http://i.imgur.com/AyrNuh6.jpg[/t] Hello world!
Using git for the first time in my life, this is much easier then I thought it would be :v:
[QUOTE=Map in a box;39894535]Can I steal your idea and make a Server Simulator 2012?[/QUOTE] Feek free to
[QUOTE=Zombiedance;39895335]So since XNA development has stopped I'm not sure if I want to keep working on learning XNA. Anyone have any suggestions of what to move to? OpenGL doesn't sound very fun and nor does DirectX.[/QUOTE] SFML
[QUOTE=NovembrDobby;39898675]SFML[/QUOTE] Never looked at SFML but I have to say that I'm sold [img]http://puu.sh/2gYqq[/img]
SFML 2.0 is coming out any day now.
What's the state on C-SFML these days? Last time I checked their C bindings, they were outdated so badly they were broken
[img]http://imgs.xkcd.com/comics/ineffective_sorts.png[/img] [I]StackSort connects to StackOverflow, searches for 'sort a list', and downloads and runs code snippets until the list is sorted.[/I] So, Who is going to make StackSort?
[QUOTE=ThePuska;39899708]What's the state on C-SFML these days? Last time I checked their C bindings, they were outdated so badly they were broken[/QUOTE] There fine, Im using SFML.Net which rely on cSFML and it all works fine, that said it mgiht be a few days out of date
[QUOTE=Dr. Evilcop;39896984][video=youtube;YT4WgeJigOk]http://www.youtube.com/watch?v=YT4WgeJigOk[/video] Little bit of progress on the animation editor between sleep. Pausing the animation added, and the frames in the currently selected animation are displayed on the JPanel to the right and can be navigated with the scroll wheel. When the animation frames are all loaded, it generates a default animation (shown in the video) that cycles through all animation frames with a delay of 15 frames (at a rate of 60fps) between each animation frame. How the engine processes animations is it loads all frames into RAM, and then plays them via index rather than having specific images for each animation. This way, frames can be reused in other animations if it is ideal.[/QUOTE] Don't use a frame delay, use a time delay. What if the framerate dips?
Still some bugs, but it's getting there: [IMG]http://dl.dropbox.com/u/9277478/LuaConsole/LuaConsole-LS.png[/IMG]
My friend asked me if i could make a LAN paint where you can paint on the same canvas with other people, so here is the basic client + server. The server maybe manages many clients connected at once, haven't tested yet. [IMG]http://i.imgur.com/zMcoukZ.png[/IMG]
Skybox [media]http://www.youtube.com/watch?v=Q2qCC2HiC0I[/media] [editline]13th March 2013[/editline] +10 points if you guess where the music is from!
At first i thought it would maybe be fancy volume rendering, but it looks more like a skybox/skydome.
[QUOTE=Mr Kirill;39901520]Skybox [media]http://www.youtube.com/watch?v=Q2qCC2HiC0I[/media] [editline]13th March 2013[/editline] +10 points if you guess where the music is from![/QUOTE] UT99 ofc, Run.umx aka Botpack Tune#2 by Michiel van den Bos [url]http://www.youtube.com/watch?v=6tV3w8K0Nnc[/url]
EnvMap on a cow: [img]https://pbs.twimg.com/media/BFQrIRACMAInzGp.jpg:large[/img]
Standalone assembler and virtual machine! [t]http://i.imgur.com/NeKrf3Z.png[/t] The code for this: [CODE] ; Hello name! ; A slightly more complex hello world program in ShoASM main: alloc 1 ; Allocate a bit of memory goto question question: push "Enter your name:" call print call readline goto check check: store 0 load 0 push "" eq goto question ; If the response is empty, ask the question again goto answer ; Otherwise, give a response! answer: push "!" ; Because of the nature of stacks, everything needs to be pushed in reverse order ; for concat load 0 concat push "Hello, " concat call print push "It is very nice to meet you!" call print alloc 0 ; Deallocate memory end ; Done! [/CODE] If I have offended anyone with my horrible assembly coding skills, I am very sorry. EDIT: I just realized an empty string counts as a constant in the constant table. Makes sense, but still... EDIT: I made it so you can have random data at the end of the compiled object file (because the assembler puts an end-of-file flag on the end, so the virtual machine ignores everything after it). Also, ignore my previous statements about the structure of the object file. It has changed a bit since then.
[QUOTE=redx475;39902015]Standalone assembler and virtual machine! [t]http://i.imgur.com/NeKrf3Z.png[/t] [/QUOTE] And you censored your PC username because?
[QUOTE=bobiniki;39902292]And you censored your PC username because?[/QUOTE] Maybe he just doesn't want people to know his real name. It's not necessary to give it out if you post a screenshot.
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