• Programming - WAYWO - March 2013
    1,001 replies, posted
[QUOTE=Larikang;39928173]I made a little juggling game. You control the "hands" with the xbox controller's joysticks and flick them to throw. [vid]https://dl.dropbox.com/u/1548814/juggle.webm[/vid] I am terrible at juggling.[/QUOTE] I don't think you compressed the video enough.
[vid]http://files.1337upload.net/lol.webm[/vid] Did a shitload of refactoring and all objects (like shaders) can now be shared between windows. Apparently sharing didn't work properly with a deprecated context so everything is now fully non-deprecated.
Messing around with Python and SFML. I wrote a Love2D-like interface that provides functions like draw and update, and mouse etc. I might make it more love-like by making functions for actually drawing primitives, instead of having to create objects for them. That's one thing I don't like about SFML. If I want to draw a rectangle, I need four to six lines. I need to make the quadtree accept objects into nodes that have children. [thumb]http://puu.sh/2iL2E[/thumb] Here's the wrapping code, if you're interested: [code] class SfHelper: window = None vidmode = None cls = True def __init__(self,width=700,height=700,title="Python SFML Window.",clear=True,load=None,draw=None,update=None,defaultevent=None,mouseclick=None,mousemove=None,keypress=None): self.vidmode = sf.VideoMode(width,height) self.window = sf.RenderWindow(self.vidmode,title) print "Window created." self.cls = clear self.load = load self.draw = draw self.update = update self.defaultevent = defaultevent self.mousemove = mousemove self.mouseclick = mouseclick self.keypress = keypress def begin(self): CallIfExists(self.load) now = curtime() while self.window.is_open: for event in self.window.events: if type(event) is sf.MouseMoveEvent: CallIfExists(self.mousemove,event) elif type(event) is sf.MouseButtonEvent and event.released: CallIfExists(self.mouseclick,event) elif type(event) is sf.KeyEvent and event.pressed: CallIfExists(self.keypress,event) else: CallIfExists(self.defaultevent,event) if type(event) is sf.CloseEvent and self.window.is_open: print "Closing window." self.window.close() dt = curtime()-now now = curtime() CallIfExists(self.update,dt) if self.cls: self.window.clear() CallIfExists(self.draw,self.window) self.window.display() [/code] Then I've got a Game superclass that subscribes to all these events and has overridable functions for them: [code] class Game: def __init__(self): self.helper = SfHelper(load=self.load,draw=self.draw,update=self.update,mouseclick=self.mouseclick,mousemove=self.mousemove,keypress=self.keypress ) self.helper.begin() def load(self): pass def draw(self,window): pass def update(self,dt): pass def mouseclick(self,event): pass def mousemove(self,event): pass def keypress(self,event): pass [/code]
I'm finally seriously working on my opengl game engine, which I plan on using for 2D games. It is extremely noob friendly and probably bad for any kind of practical game usage. But then again I am no master developer. This is all using modern opengl rendering techniques, such as VBOs and custom shaders, and I am manipulating the matrices in the code etc. I have just covered all the ugly stuff with nice functions for simplicity sake. Any feedback would be pretty cool. This is how entities can be manipulated just using a function ( there is also scaling and rotation ) [IMG]http://i.imgur.com/DV1EP8m.png[/IMG] You can assign geometry to any kind of object. Right now I only have a Quad class ( it derives from Geometry ) but I plan on adding circles and such. The geometry can then be manipulated. [IMG]http://i.imgur.com/RRBKpBh.png[/IMG] This is some of the render call for some geometry. Like I said, this is not the deprecated functions, I just named them similar to the old deprecated ones because those are very familiar to me. [IMG]http://i.imgur.com/9GKejEF.png[/IMG] This is the end result. Time to make the call of duty killer :wink: [T]http://i.imgur.com/oNxQjDw.png[/T]
[QUOTE=bobthe2lol;39935273]That's one thing I don't like about SFML. If I want to draw a rectangle, I need four to six lines.[/QUOTE] Or a rectangle with transparent fill? [url]http://www.sfml-dev.org/documentation/2.0/classsf_1_1RectangleShape.php[/url]
[QUOTE=Richy19;39935345]Or a rectangle with transparent fill? [url]http://www.sfml-dev.org/documentation/2.0/classsf_1_1RectangleShape.php[/url][/QUOTE] I mean, which one looks better to you: [code] self.rectshape = sf.RectangleShape() self.rectshape.size = self.bounds.size self.rectshape.position = self.min self.rectshape.fill_color = sf.Color(100,149,237) ... window.draw(self.rectshape) [/code] or [code] drawRect(self.min,self.bounds.size,sf.Color(100,149,237),window) [/code]
[QUOTE=cartman300;39929014] I just wanted to create two new branches, clean the master branch and then merge, but it went ALOT more complicated then i expected..[/QUOTE] You think that is bad? [img]http://i.imgur.com/YWJ4TPH.png[/img]
[QUOTE=JonBons;39935923]You think that is bad? [/QUOTE] how does this even happen
~open source~
[QUOTE=JonBons;39935923]You think that is bad? [img]http://i.imgur.com/YWJ4TPH.png[/img][/QUOTE] Turn it around. [img]http://i.imgur.com/vYr28ae.png[/img] Now it's an Excitebike level.
Got third person camera, movement and simple map loading. Spent a few intense hours on this but the results are worth it: [media]http://www.youtube.com/watch?v=j5OA5XrFJ5c[/media] Next stop - animations!
[QUOTE=Mr Kirill;39936245]Got third person camera, movement and simple map loading. Spent a few intense hours on this but the results are worth it: [media]http://www.youtube.com/watch?v=j5OA5XrFJ5c[/media] Next stop - animations![/QUOTE] Cow Life Simulator 2013 Okay I'm done, bye.
Early animation tests: [media]http://www.youtube.com/watch?v=MvEifMR11Hs[/media]
[QUOTE=AtomiCasd;39935976]how does this even happen[/QUOTE] Working with a .NET stack where older versions of the software have all changesets merged up; that plus there is a team of developers working on it.
"Display driver stopped responding and has recovered" Multithreaded OpenGL, oh joy :D If OPTLINK only would produce executables that work with GDB.. I'll fix it tomorrow on linux then
So the FPP's bot has markov chains built in (it has for a while now) If you want to test this out * [URL="steam://friends/joinchat/103582791430091926"]Click Here To Enter FPP[/URL] * Pick a single word to start with (It has to be a word that would be said in a chat room since it only learns off the chat room) * Type into the chat "]<word you picked>" * Watch as the bot builds a sentence. But anyway, I just added twitter support so it will tweet these things every hour! [img]http://i.imgur.com/ImsEoKy.png[/img] [URL="https://twitter.com/SweetiBot"](Link to twitter account here)[/URL]
I got problems once with multithreaded DirectX (actually, XNA with C#) with SpriteBatch. So is it even possible to do multithreaded graphic calls?
[QUOTE=HeatPipe;39938231]I got problems once with multithreaded DirectX (actually, XNA with C#) with SpriteBatch. So is it even possible to do multithreaded graphic calls?[/QUOTE] Multithreaded DirectX works quite well afaik. In OpenGL you need a context for each thread and you can only share specific stuff between them.
[QUOTE=HeatPipe;39938231]I got problems once with multithreaded DirectX (actually, XNA with C#) with SpriteBatch. So is it even possible to do multithreaded graphic calls?[/QUOTE] Multi-threading is used to upload data to the GPU, rather than issue draw calls (draws don't always happen when you make the call anyway so threading doesn't really help you there).
[QUOTE=benjojo;39938211]So the FPP's bot has markov chains built in (it has for a while now) If you want to test this out * [URL="steam://friends/joinchat/103582791430091926"]Click Here To Enter FPP[/URL] * Pick a single word to start with (It has to be a word that would be said in a chat room since it only learns off the chat room) * Type into the chat "]<word you picked>" * Watch as the bot builds a sentence. But anyway, I just added twitter support so it will tweet these things every hour! [img]http://i.imgur.com/ImsEoKy.png[/img] [URL="https://twitter.com/SweetiBot"](Link to twitter account here)[/URL][/QUOTE] xD.
[IMG]http://localhostr.com/files/9xPVuXV/capture.png[/IMG] finally managed to get the lua working in blops2 it uses havok script(custom lua vm) which i think can only be bought so that makes the reversing a bit difficult Havn't managed to get a full _G dump yet, the tostring crashes sometimes Edit: here is _G dump: [url]http://pastebin.com/q6PEaFkf[/url] CriticalSections was the problem
My virtual machine's opcodes take arguments in two ways: a list of arguments passed to them, or they can pop them from the stack. Most used to use the list method, which made it impossible to do dynamic memory allocation inside of a script. Now, most opcodes pop from the stack instead, and the assembler has some syntactic sugar that allows you to specify arguments normally instead of manually adding push opcodes. The downside of this is that I can't check the argument count at compile time. EDIT: I just realized I never implemented less-than/greater-than...
[QUOTE=Map in a box;39938626]xD.[/QUOTE] For those who don't know, sweetibot autokicks for that(or did)
XNA Library to show gamepad state on-screen. [URL="https://github.com/WillKirkby/GamepadPreviewLib"][IMG]http://kirk.by/s/20130317062319592.png[/IMG][/URL] I only have the one controller to test with, but it [i]should[/i] work with more than one.
Friendly reminder: Steam chatrooms have been broken for the past hour or so. If you're in FPP, [url=steam://friends/joinchat/103582791430091926]rejoin![/url]
Making a more or less terraria clone with SFML and fully integrated lua modding. I thought this was a neat milestone, and perl thought i should share it, so i am. :v: [IMG]http://frameaway.org/ftp/ShareX/2013-03-17_14-34-56.png[/IMG] Here's how it works [IMG]http://frameaway.org/ftp/ShareX/2013-03-17_14-49-24.png[/IMG] And here's how that works [URL]http://frameaway.org/ftp/ShareX/2013-03-17_14-47-56.png[/URL] [URL]http://frameaway.org/ftp/ShareX/2013-03-17_15-00-34.png[/URL] [URL]http://frameaway.org/ftp/ShareX/2013-03-17_14-43-21.png[/URL] [URL]http://frameaway.org/ftp/ShareX/2013-03-17_14-45-09.png[/URL] [editline].[/editline] Also, does anyone know how to fix that ugly text? Using SFML.NET 2.0.
What library are you using to integrate Lua into C# or is it your own solution?
Writing a more comprehensive emulator so I can debug code for the OISC on my machine, I couldn't find any grid controls that suited my needs so I ended up whipping up my own barebones hex editor: [IMG]http://i.imgur.com/j5WbOSR.png[/IMG] The thing that makes it useful is that it doesn't actually store the data itself, you just pass it a pointer to an external array - this means I can have it sharing memory space with a VM for my computer, and it'll asynchronously display the memory contents as the VM runs :) [editline]blah[/editline] It's drawn directly with just DC calls.
[QUOTE=Frugle;39944939]What library are you using to integrate Lua into C# or is it your own solution?[/QUOTE] I'm using [URL="https://code.google.com/p/luainterface/"]luainterface[/URL]
[QUOTE=Dj-J3;39945012]I'm using [URL="https://code.google.com/p/luainterface/"]luainterface[/URL][/QUOTE] Nice, luainterface is nice but i recommend you people [URL="http://dynamiclua.codeplex.com/"]dynamiclua[/URL], it's built upon luainterface.
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