Implemented OpenGL 3.0 rendering without having to modify any OpenGL 2.0 code. Works like a charm without too much of a fuss.
Too bad my development laptop is terrible and only supports up to GLSL 1.2
code [url]https://code.google.com/p/soringame/source/list[/url]
ignore the color = position; double lines
[img]http://i.imgur.com/RKWZ7oJ.png[/img]
I'm currently writing the element descriptions in the design document (that another of the member was supposed to write two weeks ago - the deadline is Thursday) and I'm obviously lying about the structure of the app. Thank god the examiners don't get to see the source code.
[QUOTE=Ziks;39788107]I'm currently writing the element descriptions in the design document (that another of the member was supposed to write two weeks ago - the deadline is Thursday) and I'm obviously lying about the structure of the app. Thank god the examiners don't get to see the source code.[/QUOTE]
I did that all the time last year, switched uni and damn they take things seriously. We're not allowed to start coding for another 5 weeks, we first have to complete and turn in all our designs.
Parallax mapping, I guess..
[img]http://i.imm.io/Y80v.png[/img]
[img]http://i.imgur.com/qcbq3LZ.png[/img]
I'm pretty happy with this. Xi can finally do some actual work.
There's actually not much more to implement before I can start working on the standard library and built-in modules. So once all that's in I should be able to write something more interesting (Simple Xi webserver maybe?).
It seems that shifting my code from OpenGL2 to OpenGL3 has doubled my FPS.
I used to average 40-55 FPS and now I'm averaging 100-120.
Not bad.
[QUOTE=DatZach;39788676][img]http://i.imgur.com/qcbq3LZ.png[/img]
I'm pretty happy with this. Xi can finally do some actual work.
There's actually not much more to implement before I can start working on the standard library and built-in modules. So once all that's in I should be able to write something more interesting (Simple Xi webserver maybe?).[/QUOTE]
I xi.
[QUOTE=Ziks;39787961]
My favourite part is when the indentation goes up to 16 deep.[/QUOTE]
MessageBox.getMe().killMe();
Got distracted last week and didn't get a huge amount done. Here's the ladders and click&drag building.
[hd]http://www.youtube.com/watch?v=d_-f9MNJ-8k[/hd]
What to work on next?
I've been working on a lil' program that grabs stats from the Planetside 2 API.
It's been an interesting project.
[IMG]http://i.imgur.com/Ox1lNTt.png[/IMG]
Ignore my fantastically low KDR. :v:
[QUOTE=laylay;39789828]Got distracted last week and didn't get a huge amount done. Here's the ladders and click&drag building.
[hd]http://www.youtube.com/watch?v=d_-f9MNJ-8k[/hd]
What to work on next?[/QUOTE]
Impressive as usual :)
[editline]3rd March 2013[/editline]
[QUOTE=Pangogie;39789950]I've been working on a lil' program that grabs stats from the Planetside 2 API.
It's been an interesting project.
[IMG]http://i.imgur.com/Ox1lNTt.png[/IMG]
Ignore my fantastically low KDR. :v:[/QUOTE]
Mine's only 0.03 better than yours :P
I haven't played since January because I've been really busy. I really hope they've optimized it because it ran god awful and if I remember correctly it had something to do with the FXAA (which you can't turn off).
[editline]3rd March 2013[/editline]
[QUOTE=Richy19;39782253]You mind explaining what it is? It looks pretty interesting but does it actually have any validation?[/QUOTE]
It's a free course where you implement a C++ compiler, standard library and tool-chain from the ground up.
You're also given a certificate which is pretty cool. How that looks on your resume, who knows. Good for bragging rights at least, right?
Unfortunately, I'm not sure how much time I'm going to be able to dedicate to it though. I looked at the first assignment and it looks pretty involved already, though I haven't downloaded the skeleton code yet.
[QUOTE=laylay;39789828]Got distracted last week and didn't get a huge amount done. Here's the ladders and click&drag building.
[hd]http://www.youtube.com/watch?v=d_-f9MNJ-8k[/hd]
What to work on next?[/QUOTE]
Please make a WWI game with this. It'd be amazing.
[QUOTE=Jawalt;39790256]Please make a WWI game with this. It'd be amazing.[/QUOTE]
I'd like to, my two favorite games are Wolfenstein: Enemy Territory and Day of Defeat. They're WWII but you know what I mean.
It's the safe option, I could approach artists and tell them exactly what I need. With something more futuristic, I'd have to find concept artists and shit because I have no idea what the game should look like.
[QUOTE=laylay;39789828]Got distracted last week and didn't get a huge amount done. Here's the ladders and click&drag building.
[hd]http://www.youtube.com/watch?v=d_-f9MNJ-8k[/hd]
What to work on next?[/QUOTE]
The antichamber gun? Maybe easier moddability?
[sub][sub][sub]a release date?[/sub][/sub][/sub]
[QUOTE=laylay;39789828]Got distracted last week and didn't get a huge amount done. Here's the ladders and click&drag building.
[hd]http://www.youtube.com/watch?v=d_-f9MNJ-8k[/hd]
What to work on next?[/QUOTE]
Is this in Source, or did you program you own engine and use Source assets?
[QUOTE=FrankOfArabia;39791212]Is this in Source, or did you program you own engine and use Source assets?[/QUOTE]
Next thread's title is "LAYLAY'S ENGINE IS CUSTOM BUILT"
[editline]3rd March 2013[/editline]
Literally asked every screenshot/video
Anyone familiar with LuaJIT? I'm trying to compile the damn thing, but I'm having no luck with the linker:
- If I link -llua before -llua-jit5.1, everything runs but I see absolutely no performance increases or anything different.
- If I link -llua after -llua-jit5.1, it complains about not finding -llua-jit.5.1.so.2 or something like that.
- If I don't link -llua and only -llua-jit5.1, none of the lua functions are defined.
and the luajit instructions don't say shit.
[QUOTE=DarkCybo7;39791425]Anyone familiar with LuaJIT? I'm trying to compile the damn thing, but I'm having no luck with the linker:
- If I link -llua before -llua-jit5.1, everything runs but I see absolutely no performance increases or anything different.
- If I link -llua after -llua-jit5.1, it complains about not finding -llua-jit.5.1.so.2 or something like that.
- If I don't link -llua and only -llua-jit5.1, none of the lua functions are defined.
and the luajit instructions don't say shit.[/QUOTE]
Tried jit.on() ?
[QUOTE=DarkCybo7;39791425]Anyone familiar with LuaJIT? I'm trying to compile the damn thing, but I'm having no luck with the linker:
- If I link -llua before -llua-jit5.1, everything runs but I see absolutely no performance increases or anything different.
- If I link -llua after -llua-jit5.1, it complains about not finding -llua-jit.5.1.so.2 or something like that.
- If I don't link -llua and only -llua-jit5.1, none of the lua functions are defined.
and the luajit instructions don't say shit.[/QUOTE]
You definitely don't need to link in the original Lua library. LuaJIT should define all the functions. You might be compiling LuaJIT incorrectly.
[QUOTE=Jcw87;39791571]You definitely don't need to link in the original Lua library. LuaJIT should define all the functions. You might be compiling LuaJIT incorrectly.[/QUOTE]
Yeah I fixed it. Turns out I forgot to change the lua header files to the lua-jit header files.
oops
[QUOTE=laylay;39790330]I'd like to, my two favorite games are Wolfenstein: Enemy Territory and Day of Defeat. They're WWII but you know what I mean.
It's the safe option, I could approach artists and tell them exactly what I need. With something more futuristic, I'd have to find concept artists and shit because I have no idea what the game should look like.[/QUOTE]
Are you looking to (or have you already) open source the game engine itself?
[QUOTE=laylay;39789828]Got distracted last week and didn't get a huge amount done. Here's the ladders and click&drag building.
[hd]http://www.youtube.com/watch?v=d_-f9MNJ-8k[/hd]
What to work on next?[/QUOTE]
Have you dealt with the problem when removing blocks under the ladder? And if so, how?
[QUOTE=Gulen;39792520]Have you dealt with the problem when removing blocks under the ladder? And if so, how?[/QUOTE]
Not yet, ladders placed in the level stay in the level. I'll probably just remove them when there's no block behind, means no ladders over hanging but that's not a big deal.
I was even starting to think if this kind of geometry really makes sense to have ladders on, it's not exactly realistic to just have a ladder vanish just because the block it's attached to got removed. I figure the usefulness of ladders makes it worth it.
[QUOTE=FrankOfArabia;39791212]Is this in Source, or did you program you own engine and use Source assets?[/QUOTE]
Sorry, it is kinda misleading. This is just using content from other games until I have my own.
[QUOTE=Map in a box;39790608]The antichamber gun? Maybe easier moddability?
[SUB][SUB][SUB]a release date?[/SUB][/SUB][/SUB][/QUOTE]
There isn't that much to mod really. I mean you can change all the assets if you want but that's not really modding. The end goal is to have scripted gamemodes and to get it on steam. I'd love to make use of the steam api. Both things require people playing though and I don't know if anyone is even going to play this.
It would be nice to have something people can play this year but I can't release shit until all the content is replaced. I for sure want the first match to be 16 players from FPP. I have no idea how the game is going to play with 16 players, I predict there will be lots of mic spam.
[QUOTE=laylay;39792580]Not yet, ladders placed in the level stay in the level. I'll probably just remove them when there's no block behind, means no ladders over hanging but that's not a big deal.
I was even starting to think if this kind of geometry really makes sense to have ladders on, it's not exactly realistic to just have a ladder vanish just because the block it's attached to got removed. I figure the usefulness of ladders makes it worth it.
[/QUOTE]
What about turning the ladder into a physics object when the blocks disappear? For extra realism, do it if the blocks under the connecting-thingies (where the ladder visually connects with the block)
[QUOTE=Gulen;39792686]What about turning the ladder into a physics object when the blocks disappear? For extra realism, do it if the blocks under the connecting-thingies (where the ladder visually connects with the block)[/QUOTE]
I've thought about it but I think it's too much work for what it is and it will still look silly because you have to fade the physics objects out.
[QUOTE=laylay;39792580]Not yet, ladders placed in the level stay in the level. I'll probably just remove them when there's no block behind, means no ladders over hanging but that's not a big deal.
I was even starting to think if this kind of geometry really makes sense to have ladders on, it's not exactly realistic to just have a ladder vanish just because the block it's attached to got removed. I figure the usefulness of ladders makes it worth it.
Sorry, it is kinda misleading. This is just using content from other games until I have my own.
There isn't that much to mod really. I mean you can change all the assets if you want but that's not really modding. The end goal is to have scripted gamemodes and to get it on steam. I'd love to make use of the steam api. Both things require people playing though and I don't know if anyone is even going to play this.
It would be nice to have something people can play this year but I can't release shit until all the content is replaced. I for sure want the first match to be 16 players from FPP. I have no idea how the game is going to play with 16 players, I predict there will be lots of mic spam.[/QUOTE]
Couldn't you make your own importer for all source assets, so the user is required to have the source games already (so you don't need to replace the content.. yet)
[QUOTE=Donkie;39792722]Couldn't you make your own importer for all source assets, so the user is required to have the source games already (so you don't need to replace the content.. yet)[/QUOTE]
I don't think valve would like me mounting their GCF's.
Sort of feel like I should just make a thread for this but I don't think it's worthy of a whole thread yet. I'm interested in hearing peoples ideas and opinions though.
Have you seen some of the threads we have had here, of course yours is worht a thread. You also update it regularly which is good too
Your brain:
[img]https://dl.dropbox.com/u/22771846/herp.jpg[/img]
Your brain in edit mode:
[img]https://dl.dropbox.com/u/22771846/derp.jpg[/img]
sorry about my horrible programmer art + free artwork I found on the internet
[editline]4th March 2013[/editline]
fucking jpeg looks like shit wow
[QUOTE=laylay;39792580]There isn't that much to mod really. I mean you can change all the assets if you want but that's not really modding. The end goal is to have scripted gamemodes and to get it on steam. I'd love to make use of the steam api. Both things require people playing though and I don't know if anyone is even going to play this.
It would be nice to have something people can play this year but I can't release shit until all the content is replaced. I for sure want the first match to be 16 players from FPP. I have no idea how the game is going to play with 16 players, I predict there will be lots of mic spam.[/QUOTE]
I would totally play this.
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