[img]https://dl.dropbox.com/u/19945172/snake.jpg[/img]
Working on my first game ever. The name is not exactly fitting because the snake doesn't collide with itself yet
[QUOTE=Zazibar;40052083]If you're new to Git (like myself) and are looking for a nice Windows GUI client, Atlassian released [URL="http://www.sourcetreeapp.com/"]SourceTree for Windows[/URL] a little while back. Works with Bitbucket and Github.[/QUOTE]
Is git still a 200+mb install on windows? I need to find a portable version conrol system so I can use it at college and I would much rather use git ovver SVN however I can get a portable SVN for under 10mb
[QUOTE=Asgard;40058885]So I've got a confirmed internship for the next year, and I'll be working with Objective C to develop iOS games. I wonder how long I'll last with Objective C before I'll kill myself.
Anyone have any good readings for learning Objective C?[/QUOTE]
I'm starting my internship next week, but I'll be developing in C# using Unity (for iOS), I take it you'll be using Cocos2D?
Particles. Using geometry shaders to generate the vertices for the particles.
[img]http://i.imm.io/10Yyp.png[/img]
[QUOTE=Richy19;40063606]Is git still a 200+mb install on windows? I need to find a portable version conrol system so I can use it at college and I would much rather use git ovver SVN however I can get a portable SVN for under 10mb[/QUOTE]
I dunno what mercurial is like in terms of size, but you could try that.
[QUOTE=acpm;40061246]p. sure those are words used to describe speed and not force[/QUOTE]
Impact force is proportional to the speed of impact, so faster = harder.
[img]http://i.imgur.com/tVjuCYi.png[/img]
Manatees Against Cars v1.98 (So close to version 2.0, which I'll release on a few sites so that it can actually be played), is coming along nicely.
Added/fixed a lot of [url=http://i.imgur.com/LN8o9wL.png]stuff[/url].
As you can see, since adding AoE style taunts the game isn't even played anymore.
You guys are getting wrecked
[QUOTE=Zeh Matt;40057616]Finally reached page 7, I had to throw up about 5 times while reading all posts, I especially love the posts made by the guy that believes his little unicode experience makes him an expert in other areas. Pain in the ass v.37 - Thats what this is.
Edit: "What are you working on" != "How to do shit better because I believe I know how"
[highlight](User was banned for this post ("shitpost" - Gran PC))[/highlight][/QUOTE]
I think you're talking about me. :D
Thumbs up if you like 1-wide unicode characters and for 2 wide using wchar_t
[editline]27th March 2013[/editline]
[QUOTE=DatZach;40066233][img]http://i.imgur.com/tVjuCYi.png[/img]
Manatees Against Cars v1.98 (So close to version 2.0, which I'll release on a few sites so that it can actually be played), is coming along nicely.
Added/fixed a lot of [url=http://i.imgur.com/LN8o9wL.png]stuff[/url].
As you can see, since adding AoE style taunts the game isn't even played anymore.[/QUOTE]
I haven't played cards against humanity in a long time in a proper manner. Add a help menu and I'll play.. and then make an html5 version.
[QUOTE=Map in a box;40066538]and then make an html5 version.[/QUOTE]
[url]http://pyz.socialgamer.net/[/url] ?
[QUOTE=redx475;40065027]I dunno what mercurial is like in terms of size, but you could try that.[/QUOTE]
My Mercurial install is 22 MB :v:
Fixed my math.
[t]http://i.imgur.com/NQ3wY1K.png[/t]
[QUOTE=Richy19;40063606]Is git still a 200+mb install on windows? I need to find a portable version conrol system so I can use it at college and I would much rather use git ovver SVN however I can get a portable SVN for under 10mb[/QUOTE]
The portable version SourceTree uses is. It's also slow because of all the processes it starts and the way it's doing everything through command line arguments.
TortoiseHg with Mercurial is 80-90MB.
[editline]28th March 2013[/editline]
[QUOTE=redx475;40061655]What you could do is try to have the program estimate how hard someone hits, then show that on a meter. After a few times, you could get used to how much force is where on the meter, making it actually useful.
EDIT:
I'd be interested to know how you'd go about solving for the amount of force used, based on the paths of the balls. Alternatively, a force meter in the cue, but that isn't any fun...[/QUOTE]
Cue velocity is a more interesting variable, as the collision is relatively short and the cue has a higher mass.
The only variable that can be solved towards without known constants is the transferred impulse divided by some friction coefficient and the mass of a ball, I think.
I figured out how to call sound files from resources rather from a directory on the hard drive (i'm new to vb.net)
[vid]https://dl.dropbox.com/u/6476192/swag.webm[/vid]
[url=https://dl.dropbox.com/u/6476192/TORO.exe]here's a download if you want this for some reason[/url]
Myself and a friend are working on a game in love2d. We have a in game console so far and were working a engine. Here is a picture of the console:
[IMG]http://i47.tinypic.com/30aqob9.png[/IMG]
EDIT:
More updated version
[IMG]http://i50.tinypic.com/2u5qtl3.png[/IMG]
[QUOTE=origamiguy;40063116]Toying around with cloth simulation:
[video=youtube;hdlc7q40EZU]http://www.youtube.com/watch?v=hdlc7q40EZU[/video][/QUOTE]
I think I've met someone who enjoys anal beads and velvet as much as I do!
[QUOTE=Tamschi;40068705]The portable version SourceTree uses is. It's also slow because of all the processes it starts and the way it's doing everything through command line arguments.
TortoiseHg with Mercurial is 80-90MB.[/QUOTE]
What about the pure command line version? This one is a 20mb download but i dont know what the size is installed. [url]https://code.google.com/p/msysgit/downloads/detail?name=PortableGit-1.8.1.2-preview20130201.7z&can=2&q=[/url]
Aldo does mercurial support local repo's? thats my main requirement
[QUOTE=Richy19;40069474]What about the pure command line version? This one is a 20mb download but i dont know what the size is installed. [url]https://code.google.com/p/msysgit/downloads/detail?name=PortableGit-1.8.1.2-preview20130201.7z&can=2&q=[/url]
Aldo does mercurial support local repo's? thats my main requirement[/QUOTE]
Mercurial supports basically everything that git does, but it has a bit of a different philosophy to it (changing history is VERY discouraged).
[QUOTE=ECrownofFire;40069514]Mercurial supports basically everything that git does, but it has a bit of a different philosophy to it (changing history is VERY discouraged).[/QUOTE]
What do you mean changing history?
[QUOTE=Richy19;40069599]What do you mean changing history?[/QUOTE]
git lets you re-write the history of the repository (and some tasks like rebasing make use of that).
[QUOTE=danharibo;40069620]git lets you re-write the history of the repository (and some tasks like rebasing make use of that).[/QUOTE]
Screw it, il just get a bigger USB, thats the easiest thing to do
PS: Anyone know of a linux alternative to glView? I want to check what extensions of openGL3.x I am missing as linux only gives me 2.1 but windows gives me 3.0
To be clear, Mercurial does allow changing history, but it will complain a bit.
[QUOTE=Richy19;40069635]Screw it, il just get a bigger USB, thats the easiest thing to do
PS: Anyone know of a linux alternative to glView? I want to check what extensions of openGL3.x I am missing as linux only gives me 2.1 but windows gives me 3.0[/QUOTE]
glxinfo?
So if you guys haven't been following Electrical Engineering, I had some problems with a chip in my computer and had to redo a lot of the wiring... Mostly operational again now though!
Written a simple character prompt. There's no keyboard, so you have to clock the binary ASCII values in by hand through the debug input port, but that's not too much bother.
[t]http://i.imgur.com/j2tounV.jpg[/t]
Only running at 2MHz now though, need to find out why :v:
[editline]28th March 2013[/editline]
Hmmm up to 4MHz, time to crack out the logic analyzer
Started writing a game with SFML, turns out its line drawing is absolute shit:
[IMG]https://dl.dropbox.com/u/33076954/sfmlwtf.PNG[/IMG]
Does anyone know a way around this? I'm tempted to draw the lines manually, but then i'd have to do the edge smoothing etc myself, which is something i'd rather not do
SFML 2.0 doesn't allow you to access textures in any useful way either, so I can't draw the lines to a smooth texture, then draw it to the screen (unless i want to draw it to an image, load that to a texture, then draw that to the screen, but seems a little overkill Edit: Tried rendering to a smooth rendertexture but it does nothing)
What's the problem? Is it because you don't want anti-aliasing?
[QUOTE=Ziks;40070835]What's the problem? Is it because you don't want anti-aliasing?[/QUOTE]
What i would like [i]is[/i] antialiasing. That image is at no level of zoom, the "smoothing" for lines is complete crap.
[QUOTE=Icedshot;40070853]What i would like [i]is[/i] antialiasing. That image is at no level of zoom, the "smoothing" for lines is complete crap.[/QUOTE]
Have you turned on antialiasing when creating the window?
[QUOTE=Richy19;40070988]Have you turned on antialiasing when creating the window?[/QUOTE]
Yes, i've tried various levels (interestingly, turning up aa seems to cause longer loading times)
Drawing to an image, then loading that image into a smooth texture creates a less awful looking line, but i suspect I'm going to have to write my own line drawing code
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