• Programming - WAYWO - V.37
    1,000 replies, posted
[QUOTE=Gulen;40086313] Also, could whoever posted that link about calculating the approximate value from three different locations please repost it? I've lost it, and can't remember the name of it.[/QUOTE] [url]http://classes.soe.ucsc.edu/cmps160/Fall10/resources/barycentricInterpolation.pdf[/url] Or you could use Dr Magnusson's post.
[QUOTE=dmillerw;40083287]I finally can post here. [IMG]http://i.imgur.com/VEgAPan.png[/IMG] Implementing brainfuck into Minecraft.[/QUOTE] Wait a minute, didn't you get that as a request from the Minecraft forums? From me?
[QUOTE=Gulen;40086313]Ok, WAYWO, I need your help to decide which theme I should use in my android app: [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Holo Light [t]https://dl.dropbox.com/u/7644905/2013-03-29 21.45.32.png[/t] [img]http://www.facepunch.com/fp/ratings/clock.png[/img] Holo Light, with dark Action Bar [t]https://dl.dropbox.com/u/7644905/2013-03-29 21.47.55.png[/t] Also, could whoever posted that link about calculating the approximate value from three different locations please repost it? I've lost it, and can't remember the name of it.[/QUOTE] Personally I like Holo light with dark action bar. Seems easier to read the text on the action bar.
Don't think it's been posted, but for those not following, the Oculus dudes released their SDK if anyone wants to czech it out: [url]https://developer.oculusvr.com/[/url]
Physics! [media]http://www.youtube.com/watch?v=s9dZtG7YWfU[/media] This is all done using a system I came up with myself in a brief moment of motivation. I'm quite proud to say I managed this with nothing but my IDE, a notepad and a pen. Fun stuff!
[QUOTE=FoohyAB;40087486]Don't think it's been posted, but for those not following, the Oculus dudes released their SDK if anyone wants to czech it out: [url]https://developer.oculusvr.com/[/url][/QUOTE] Is it even worth checking out if you dont have an actual device?
Going to post something I've been working on the past few days, not as amazing as most of the project here but I'm quite proud of it as its the closest I've created to an engine so far and seems to be quite optimized. Right now, I'm spawning in 3000 enemy entities and then 50 particle entities when they die. It's not meant to be a game, its meant to stress what I can do without causing the fps to drop too far. WASD: move around Left clip: shoot Download: [URL]http://puu.sh/2qjUu[/URL] GitHub: [URL]https://github.com/ChrisMelling/basicGame[/URL]
Do any of you use any unittest library in C++? Im just wondering what a good one to use is (that is bsd/zlim/mit/x11 licensed)
[QUOTE=Jimmylaw;40087726]Going to post something I've been working on the past few days, not as amazing as most of the project here but I'm quite proud of it as its the closest I've created to an engine so far and seems to be quite optimized. Right now, I'm spawning in 3000 enemy entities and then 50 particle entities when they die. It's not meant to be a game, its meant to stress what I can do without causing the fps to drop too far. [/QUOTE] I downloaded it, and it ran really well. If I just let it sit without destroying any enemies, it'd float around 90 FPS. If I let the enemies get really close to the main character, and then just hold the left click button, the lowest I could get the frame rate down to was 58 FPS. Once I killed off a bunch of enemies and let it sit for a second, I could get the frame rate up to 125 FPS. Nvidia GTX 670, Intel i5 3570k.
[QUOTE=Cup of Joe;40087913]I downloaded it, and it ran really well. If I just let it sit without destroying any enemies, it'd float around 90 FPS. If I let the enemies get really close to the main character, and then just hold the left click button, I lowest I could get the frame rate down to was 58 FPS. Once I killed off a bunch of enemies and let it sit for a second, I could get the frame rate up to 125 FPS. Nvidia GTX 670, Intel i5 3570k.[/QUOTE] Thanks for testing it for me, I think the next step it to implment the graphics being drawn on the gfx instead with the cpu too. That should allow me to draw considerably more without bottle-necking.
GDC 2013 just wrapped up. Notes/thoughts posted here: [url]http://facepunch.com/showthread.php?t=1257592[/url]
I got distracted [img]http://puu.sh/2qo8u[/img] :dance:
[QUOTE=NightmareX91;40087452]Wait a minute, didn't you get that as a request from the Minecraft forums? From me?[/QUOTE] Oh, hey. Yes, I did.
[QUOTE=dmillerw;40088801]Oh, hey. Yes, I did.[/QUOTE] Well shit. The mod is looking good so far, though!
[QUOTE=Richy19;40087906]Do any of you use any unittest library in C++? Im just wondering what a good one to use is (that is bsd/zlim/mit/x11 licensed)[/QUOTE] There's a variety of them out there. It mostly depends on what you need. GTest works 'ok', but you need to grab trunk to use it with VS2012, CppUnit is a bit hefty, Boost.Test is pretty good but requires you deal/work with boost.jam (they're moving to cmake, but it's a very SLOW move) and everything else is a huge clusterfuck of prepreocessor macros, header only vs compiled, etc. etc. Your biggest problem nowadays is choosing a C++ Testing framework that doesn't require you to turn the torture machine up to 50 and eventually have you dragged to Billy Crystal where he gives you a magic pill so you can save your twue wove. By that, I mean a majority of them were written in the mid 2000's. Most are out of date, or rely on special compiler specific features that don't work properly anymore, and worse, most of them don't have working unit tests. Now, I don't know about you, but debugging a testing framework (assuming you didn't write it yourself) ranks right up there with being hitler, and wearing a fedora (i.e., you'd rather be dead). Basically you'll need 3 things: 1) Easy to understand syntax (ASSERT_EQUALS, vs ass_eq) 2) Basic Documentation (This is how you build the damn thing) 3) Easy integration into your build system with minimal effort on your part (find_package in cmake vs "Copy the header files to this directory, then manually set your include directories. Now that that is settled, let's sing praise to Odin the All-Father for allowing visual studio to feat upon these libraries) Also, shameless plug for [url=https://github.com/mnmlstc/unittest]my library[/url] which is going to be hitting the 1.0-RC mark on Sunday (Doesn't work with visual studio atm, sorry!).
I liked the part about fedoras being as bad as Hitler. Very informative.
[QUOTE=esalaka;40089540]I liked the part about fedoras being as bad as Hitler. Very informative.[/QUOTE] Hm...
[QUOTE=Chandler;40089484]There's a variety of them out there. It mostly depends on what you need. GTest works 'ok', but you need to grab trunk to use it with VS2012, CppUnit is a bit hefty, Boost.Test is pretty good but requires you deal/work with boost.jam (they're moving to cmake, but it's a very SLOW move) and everything else is a huge clusterfuck of prepreocessor macros, header only vs compiled, etc. etc. Your biggest problem nowadays is choosing a C++ Testing framework that doesn't require you to turn the torture machine up to 50 and eventually have you dragged to Billy Crystal where he gives you a magic pill so you can save your twue wove. By that, I mean a majority of them were written in the mid 2000's. Most are out of date, or rely on special compiler specific features that don't work properly anymore, and worse, most of them don't have working unit tests. Now, I don't know about you, but debugging a testing framework (assuming you didn't write it yourself) ranks right up there with being hitler, and wearing a fedora (i.e., you'd rather be dead). Basically you'll need 3 things: 1) Easy to understand syntax (ASSERT_EQUALS, vs ass_eq) 2) Basic Documentation (This is how you build the damn thing) 3) Easy integration into your build system with minimal effort on your part (find_package in cmake vs "Copy the header files to this directory, then manually set your include directories. Now that that is settled, let's sing praise to Odin the All-Father for allowing visual studio to feat upon these libraries) Also, shameless plug for [url=https://github.com/mnmlstc/unittest]my library[/url] which is going to be hitting the 1.0-RC mark on Sunday (Doesn't work with visual studio atm, sorry!).[/QUOTE] You don't need the trunk version of gtest. You only need to add _VARIADIC_MAX=10 to preprocessor defines to work with VS2012. Personally, I think gtest is amazing and easy to use, and has any and all features you could want.
[QUOTE=redx475;40089791]You don't need the trunk version of gtest. You only need to add _VARIADIC_MAX=10 to preprocessor defines to work with VS2012. Personally, I think gtest is amazing and easy to use, and has any and all features you could want.[/QUOTE] They patched it to use the VS2012 implementation of tuple instead of their own, so you don't need to change the _VARIADIC_MAX define (which really helps in terms of compilation speed)
[QUOTE=Chandler;40090277]They patched it to use the VS2012 implementation of tuple instead of their own, so you don't need to change the _VARIADIC_MAX define (which really helps in terms of compilation speed)[/QUOTE] That works too. Either way, it doesn't really matter that much (except for compilation speed, as you said)
[QUOTE=supersnail11;40067561][url]http://pyz.socialgamer.net/[/url] ?[/QUOTE] I know about that, but just as a side project.
[QUOTE=redx475;40087462]Personally I like Holo light with dark action bar. Seems easier to read the text on the action bar.[/QUOTE] Yeah, you're not the only one, so I'll stick to it. Thanks guys for helping me choose, and to the two that posted the Barycentric interpolation.
[QUOTE=false prophet;40085592]I got my WebSocket server to handshake properly. But now when I send messages to my server it comes in as gibberish. Encrypted or something, not really sure. I haven't even tried sending a message back to the client.[/QUOTE] Are you sure your decoding the message frame correctly, as you can't just directly read messages. Also yay 1000 posts
Doing codeeval stuff i can't believe nearly 50% of people failed this [url]https://www.codeeval.com/open_challenges/1/[/url] you get multiple tries too [code]import sys text_file = open(sys.argv[1], 'r') for line in text_file: A, B, N = [int(num) for num in line.split(' ')] output = '' for number in range(1,N+1): Fizz = (number%A == 0) Buzz = (number%B == 0) if Fizz == True: output += 'F' if Buzz == True: output += 'B' if not Fizz and not Buzz: output += str(number) output += ' ' else: print output[:-1] text_file.close()[/code] this isn't awful code right? I always feel like I'm terrible
What I've been working on for the past week. [video=youtube;Po6-s0D1Tw8]http://www.youtube.com/watch?v=Po6-s0D1Tw8[/video] [B]EDIT: [/B] With VSYNC/AA: [IMG]http://i49.tinypic.com/2i043yd.png[/IMG] Uncapped FPS/no AA: [IMG]http://i46.tinypic.com/34i2zr4.png[/IMG]
[media]http://www.youtube.com/watch?v=kABApKMuXkg[/media] 3d might not be for me
After a lot of thinking and math, and a good bit of hacking (apperantly, no one has ever had to use a TabViewPager and preferences together, and the PreferenceActivity is deprecated), I finally did it: I now have Barycentric Interpolation! [t]https://dl.dropbox.com/u/7644905/2013-03-30%2019.16.33.png[/t] Other than my problem with implementing preferences, I also had a problem with my PHP, at one point it would just stop executing halfway down the line, but when I added a line of code after what it skipped, it worked again... And now I've still got a problem, which you can see in the screenshot: It skips the station in the middle sometimes. When I use the coordinates of my hometown, I get all three stations, but when actually using the app I only get two. If anyone wanna have a look, here's the code that I know there's something wrong with: [code]if($d < $station_distances[0]){ // it is the closest station $station_distances[2] = $station_distances[1]; // move the stations down a step $station_distances[1] = $station_distances[0]; // same here $closest_stations[2] = $closest_stations[1]; $closest_stations[1] = $cloesst_stations[0]; $closest_stations[0] = $i; $station_distances[0] = $d; } else if($d > $station_distances[0] && $d < $station_distances[1]){ // the distance is greater than the smallest, but smaller than the second $station_distances[2] = $station_distances[1]; $cloest_stations[2] = $closest_stations[1]; $closest_stations[1] = $i; $station_distances[1] = $d; } else if($d > $station_distances[1] && $d < $station_distances[2]){ $station_distances[2] = $d; $closest_stations[2] = $i; }[/code]
I accidentally made a button that makes my robot drive backwards at full power until you disable the robot. Luckily there was a table between me and the robot, so I was spared from its bloodthirsty rage
I only just found out that freetype2 is also available in a bsd style license. Thats awesome :D, unicode rendering here I come
Guys, what do you do when you've spent the last year writing a game engine, almost finish it, then realize that you don't know what type of game you want to build with it? vvvv That's not a bad idea vvvv
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