[QUOTE=benjojo;39770449]If I remember correctly, That was made for guessing imgur URLs?[/QUOTE]
Yes, it was.
Updates to the editor. Shows information calculated by the physics engine (moments of inertia tensor, total mass, etc):
[img]http://i.imgur.com/QtKfARw.png[/img]
It works perfectly fine on Linux too:
[img]http://i.imgur.com/DN1xpax.png[/img]
[IMG]http://www.1337upload.net/files/SS-2013-03-02_16.00.56.png[/IMG]
[code]
var player = new Entity(Engine.GetPlayer()) {Health = 50};
Console.WriteLine("Player pointer: 0x{0}", player.Handle.ToInt32().ToString("X8"));
var pos = player.Position;
Console.WriteLine("Player position: {0:f2}, {1:f2}, {2:f2}", pos.X, pos.Y, pos.Z);
Console.WriteLine("Player health: {0}", player.Health);
[/code]
Hell yeah, first android app:
[media]http://www.youtube.com/watch?v=Q6jPQkcIobQ[/media]
My Leap Motion is arriving this monday, I got a couple of ideas but not sure what to do first:
Ping Pong game (split screen, each player controls 1 paddle using their hand) or a virtual theremin. Rate agree for ping pong game or disagree for theremin :v:
[QUOTE=DeanWinchester;39771684]My Leap Motion is arriving this monday, I got a couple of ideas but not sure what to do first:
Ping Pong game (split screen, each player controls 1 paddle using their hand) or a virtual theremin. Rate agree for ping pong game or disagree for theremin :v:[/QUOTE]
I cancelled my pre-order in a moment of clear-mindedness. Suddenly realized I would have zero use for it.
[QUOTE=mobrockers2;39771689]I cancelled my pre-order in a moment of clear-mindedness. Suddenly realized I would have zero use for it.[/QUOTE]
I didn't pre-order though, I signed up for a dev kit and got it free, even customs and shipment was free so I can't complain, and the versions they are sending now are already the final ones without the previous dev kit limitations (less detection angle, etc).
As for uses, there seem to be a lot of industry giants adopting it, Autodesk is working on implementing it for controlling the camera and a few other things in 3ds Max, Maya, etc and Corel announced a new program for drawing/painting with the Leap, apparently once they release it to the public it will be compatible with a few games and Windows 8 interface as well (although some developers already made a "Leap Mouse" for Windows 7).
Honestly I can see it working well in games together with the Occulus Rift, but otherwise I don't see much use for it other than mobile-like games like Angry Birds, etc.
[QUOTE=DeanWinchester;39771735]I didn't pre-order though, I signed up for a dev kit and got it free, even customs and shipment was free so I can't complain, and the versions they are sending now are already the final ones without the previous dev kit limitations (less detection angle, etc).
As for uses, there seem to be a lot of industry giants adopting it, Autodesk is working on implementing it for controlling the camera and a few other things in 3ds Max, Maya, etc and Corel announced a new program for drawing/painting with the Leap, apparently once they release it to the public it will be compatible with a few games and Windows 8 as well.
Honestly I can see it working well in games together with the Occulus Rift, but otherwise I don't see much use for it other than mobile-like games like Angry Birds, etc.[/QUOTE]
That's awesome.
More work on Open Hexagon 3D effects and main menu
[url]http://vittorioromeo.info/Misc/Linked/OHScreens/0.png[/url]
[url]http://vittorioromeo.info/Misc/Linked/OHScreens/1.png[/url]
[url]http://vittorioromeo.info/Misc/Linked/OHScreens/2.png[/url]
[url]http://vittorioromeo.info/Misc/Linked/OHScreens/3.png[/url]
[url]http://vittorioromeo.info/Misc/Linked/OHScreens/4.png[/url]
[url]http://vittorioromeo.info/Misc/Linked/OHScreens/5.png[/url]
@Simspelaaja, Release this ASAP, i (we all) want to play with C# and Source Engine!
[URL="https://www.youtube.com/watch?v=nKIu9yen5nc&feature=player_embedded"]Gaben and friends wants everyone to code [/URL]
[QUOTE=Simspelaaja;39771428][IMG]http://www.1337upload.net/files/SS-2013-03-02_16.00.56.png[/IMG]
[code]
var player = new Entity(Engine.GetPlayer()) {Health = 50};
Console.WriteLine("Player pointer: 0x{0}", player.Handle.ToInt32().ToString("X8"));
var pos = player.Position;
Console.WriteLine("Player position: {0:f2}, {1:f2}, {2:f2}", pos.X, pos.Y, pos.Z);
Console.WriteLine("Player health: {0}", player.Health);
[/code][/QUOTE]
YES. Now everyone can switch to Gmod.NET.
[QUOTE=Dlaor-guy;39772267]YES. Now everyone can switch to Gmod.NET.[/QUOTE]
This can be even more powerfull and faster to use than lua, also you can implement lua too!
Heck yeah, i've been waiting for something like this for ages.
half life 2 sand.net
[editline]2nd March 2013[/editline]
[QUOTE=Simspelaaja;39771428][IMG]http://www.1337upload.net/files/SS-2013-03-02_16.00.56.png[/IMG]
[code]
var player = new Entity(Engine.GetPlayer()) {Health = 50};
Console.WriteLine("Player pointer: 0x{0}", player.Handle.ToInt32().ToString("X8"));
var pos = player.Position;
Console.WriteLine("Player position: {0:f2}, {1:f2}, {2:f2}", pos.X, pos.Y, pos.Z);
Console.WriteLine("Player health: {0}", player.Health);
[/code][/QUOTE]
this is really cool, how does exposing the functions from source to C# work?
[QUOTE=Darwin226;39760069]Yeah, but going by the argument that it's way easier than writing an interpreter...
What you're saying is that I'd need to write a compiler, and honestly that seems much harder to do.[/QUOTE]
Use Mono.Cecil, it does all the heavy lifting. If you need built-ins ("for" or "=" methods or whatever), you can write them in C# and copy the method from your compiler to the target assembly instead of writing CIL directly.
[editline]2nd March 2013[/editline]
[QUOTE=Darwin226;39758898]Knowing nothing about it, I have a feeling that that means my language has to greatly resemble C#. As in, for has to be a loop, not a function. What about CodeBlock objects? How do I explain those in CIL? I don't know what I'm talking about though.[/QUOTE]
Not at all. CIL is pretty much just a stack, variables, fields and method calls + a few rules for verification (e.g. a method must not corrupt the stack, ...). Type safety is completely optional.
I don't really know about your language, but assuming CodeBlocks are groups of expressions that are executed as if they were part of the current method (as in: using local variables of the outer scope), you could either compile them as static methods like C# lambdas, but with ref parameters instead of variable catching, or use a dictionary or an array instead of stack variables. Or something else, there are really not many restrictions.
[QUOTE=Dlaor-guy;39772267]YES. Now everyone can switch to Gmod.NET.[/QUOTE]
YES! Now I can read a fuckton fo terrible C# code instead of terrible Lua!
I've been working on this kind of pig simulator since yesterday.
I originally wanted to create a small mini-game, where you had to keep the pigs clean from mud that was falling down from the sky by pressing the letters on your keyboard that were assigned to the mud pieces.
So if a piece showed the letter 'A', you would have to press 'A' on your keyboard for it to disappear.
I started off by coding the pigs and it was so interesting to write this simple AI, that I decided to scrap the mini-game idea and code a virtual-pig-farm thingy instead.
The pigs currently just run around and grunt while listening to some sweet pig music. I'm going to add food and pig selection next I guess.
[vid]https://dl.dropbox.com/u/7563650/pigs.webm[/vid]
The pig and radio art aren't done by me btw. I just created that very detailed background image. :v:
And sorry for the huge video!
-snip- It was pretty obvious :(
[QUOTE=acpm;39773009]this is really cool, how does exposing the functions from source to C# work?[/QUOTE]
It is pretty easy.
First I wrap existing Source functions into a simple C-API.
[code]
//from Util.cpp and Entity.cpp
extern "C" __declspec(dllexport) void* Util_GetPlayer()
{
return UTIL_GetLocalPlayerOrListenServerHost();
}
extern "C" __declspec(dllexport) ManagedVector Entity_GetPosition(void* entity)
{
CBaseEntity *ent = (CBaseEntity*)entity;
return ManagedVector(ent->GetAbsOrigin());
}
[/code]
I am using [URL="http://www.mono-project.com/Embedding_Mono"]embedded Mono[/URL], so I can use exported functions like this:
[code]
//from Util.cs and Entity.cs
[DllImport([B]"__Internal"[/B], EntryPoint = "Util_GetPlayer")]
public static extern IntPtr GetPlayer();
[DllImport([B]"__Internal"[/B], EntryPoint = "Entity_GetPosition")]
private static extern Vector GetPosition(IntPtr entity);
[/code]
Then I build a high level wrapper on top of that using getters/setters.
[code]
//from Entity.cs
public IntPtr Handle; //Handle is a pointer to the C++ instance of the Entity
public Vector Position
{
get { return GetPosition(Handle); }
set {SetPosition(Handle, value);}
}
[/code]
[QUOTE=Mr Kirill;39763474][...] I have to blur lots of info in the screenshots [...][/QUOTE] You're working with confidential/production data? Why?
[URL="http://dheera.net/projects/blur.php"]Also, if you're censoring sensitive data, don't use blur for text.[/URL]
[lua] for i = 1, 9 do
if key == tostring(i) then
editmode = i
end
end[/lua]
I never thought I would be this lazy
(at least I didn't use loadstring)
anyways
I added camera support to my game today. It was a lot harder than I thought it would be.
My brain almost exploded Paul Veerhoven style trying to figure get the mouse's position aligned to the tilemap and then getting it relative to the screen again for rendering.
It goes something like
[lua]math.floor((mouse.x + camera.x) / 16) * 16 - camera.x[/lua]
For some reason it took me like an hour to figure out why that works. I kept thinking it shouldn't work because the camera.xseses cancel each other out. Turns out that is WHY it works. Maybe I should stop programming at 5am.
who am I kidding
This may be old news at this point, but I just found out [url=http://pi.minecraft.net/]Minecraft RPi Edition[/url] was released a little while ago. It's seems to be a slightly modified version of the pocket edition with a network based API for messing with a LAN instance of the game.
I threw together a Cube class to see how it all works:
[cpp]
import os
from mcpi.minecraft import Minecraft
from mcpi.vec3 import Vec3
from mcpi.block import *
class Cube:
def __init__( self, x, y, z, scale, blockid, hollow = False, centered = False ):
self.pos = Vec3( x, y, z )
self.scl = scale
self.bid = blockid
self.hollow = hollow
self.centered = centered
def move( self, x, y, z ):
self.pos = Vec3( x, y, z )
def translate( self, x, y, z ):
self.pos += Vec3( x, y, z )
def build( self, mc ):
scl = self.scl
bot_left = self.pos.clone()
if self.centered:
bot_left -= ( Vec3( scl, scl, scl) * 0.5 )
top_right = bot_left + Vec3( scl, scl, scl )
if self.hollow:
# "Bottom" three faces
mc.setBlocks( bot_left, bot_left + Vec3( scl, scl, 0 ), self.bid )
mc.setBlocks( bot_left, bot_left + Vec3( 0, scl, scl ), self.bid )
mc.setBlocks( bot_left, bot_left + Vec3( scl, 0, scl ), self.bid )
# "Top three faces
mc.setBlocks( top_right, top_right - Vec3( scl, scl, 0 ), self.bid )
mc.setBlocks( top_right, top_right - Vec3( 0, scl, scl ), self.bid )
mc.setBlocks( top_right, top_right - Vec3( scl, 0, scl ), self.bid )
else:
mc.setBlocks( bot_left, top_right, self.bid )
def clone( self ):
return Cube( self.pos.x, self.pos.y, self.pos.z,
self.scl, self.bid, self.centered )
def __str__( self ):
return "Cube( {},{},{},{},{} )".format( self.pos, self.scl,
self.bid, self.hollow, self.centered )
[/cpp]
I'm really interested to see what someone more creative can come up with.
As far as I can tell the thing either supports LAN games already or will in the future, so I could see this is a great way to get someone interested in programming. Either that or it will never receive an update again and fall into obscurity :v:
[QUOTE=Tamschi;39774425]You're working with confidential/production data? Why?
[URL="http://dheera.net/projects/blur.php"]Also, if you're censoring sensitive data, don't use blur for text.[/URL][/QUOTE]
there exists a threshold where blur density and region space for censored information cannot be reasonably reversed
that being said, you should always just blackout information instead of blur it
Created my own string encoding method, it's based on MD5.
1234 [CODE]H78:F5H78:F7H78:E4H78:C7H78:A6H78:45H78:79H78:C5H78:DAH78:02H78:1EH78:48H78:9AH78:69H78:9DH78:72[/CODE]
2345 [CODE]H68:2BH68:13H68:23H68:E5H68:B7H68:6DH68:C3H68:68H68:8CH68:71H68:81H68:A1H68:7FH68:82H68:A9H68:A0[/CODE]
Guess what this one is [CODE]H34:BAH34:18H34:5CH34:FEH34:DEH34:19H34:CDH34:F4H34:C8H34:A3H34:23H34:42H34:4AH34:28H34:76H34:0C[/CODE]
The .blob format is confusing. If a blob is compressed, which it usually is, there will be a zlib compressed blob inside that blob. Each blob entry is a blob itself. Then you have to deserialize.. :tinfoil:
Made a GoL engine in Love
[vid]https://dl.dropbox.com/u/20546786/love2d/GoL/GoL.webm[/vid]
Easily configurable grid size, you can pause, change simulation speed. Now I just need to add dynamic rulesets.
Too bad it's not as advanced as your stuff guys.
[QUOTE=cartman300;39775452]
Guess what this one is [CODE]H34:BAH34:18H34:5CH34:FEH34:DEH34:19H34:CDH34:F4H34:C8H34:A3H34:23H34:42H34:4AH34:28H34:76H34:0C[/CODE][/QUOTE]
Hello Facepunch
[QUOTE=cartman300;39775452]
Guess what this one is [CODE]H34:BAH34:18H34:5CH34:FEH34:DEH34:19H34:CDH34:F4H34:C8H34:A3H34:23H34:42H34:4AH34:28H34:76H34:0C[/CODE][/QUOTE]
efex is a faggot?
[QUOTE=cartman300;39775452]
Guess what this one is [CODE]H34:BAH34:18H34:5CH34:FEH34:DEH34:19H34:CDH34:F4H34:C8H34:A3H34:23H34:42H34:4AH34:28H34:76H34:0C[/CODE][/QUOTE]
3456
[QUOTE=Jawalt;39773515]YES! Now I can read a fuckton fo terrible C# code instead of terrible Lua![/QUOTE]
You mean VB.NET?
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