• Programming - WAYWO - V.37
    1,000 replies, posted
Just spent the last 10 hours (on and off for food and entertainment breaks :v:) debugging a proprietary DirectX8 wrapper library to find out to fix a "mean" startup (Game starting in fullscreen then being switched to windowmode after the device is created). Turns out all I had to do was change POP ECX POP ECX to MOV AL, 0 Fuck life... At least the game no longer rapes the display starting in windowmode.
Did lots of reading on Unity last night. Gonna try to make a game today if the GMod patch doesn't need attention.
What kind of game?
Just a quick fuck about game to carry on learning
[QUOTE=dije;40202884]Python is quite a fast language I thought? How slow are we talking about? Perlin noise can be slow you know.[/QUOTE] Well, you have to realize I'm trying to generate terrain of over 20 million blocks with noise. It takes well over 10 minutes, in fact, I never actually let it finish because it was taking way too long to do. I switched to Love2D and it is far faster.
[QUOTE=Blasphemy;40203368]Well, you have to realize I'm trying to generate terrain of over 20 million blocks with noise. It takes well over 10 minutes, in fact, I never actually let it finish because it was taking way too long to do. I switched to Love2D and it is far faster.[/QUOTE] Use a seperate thread? Youre going to need Co routines if you use lua
[QUOTE=Averice;40203630]Use a seperate thread? Youre going to need Co routines if you use lua[/QUOTE] [url]https://gist.github.com/Deco/4026258[/url]
[QUOTE=Blasphemy;40203368]Well, you have to realize I'm trying to generate terrain of over 20 million blocks with noise. It takes well over 10 minutes, in fact, I never actually let it finish because it was taking way too long to do. I switched to Love2D and it is far faster.[/QUOTE] Why not generate it on-the-fly when the user's going through the level or, well, just standing around? Depending on how you designed your game loop, you might be able to use the time between object updates for level generation purposes.
[QUOTE=garry;40203280]Did lots of reading on Unity last night. Gonna try to make a game today if the GMod patch doesn't need attention.[/QUOTE] Can you specify where have you red? I am also interested in Unity and I think other people in here are too. So it might be useful to read them :smile:
[QUOTE=Blasphemy;40203368]Well, you have to realize I'm trying to generate terrain of over 20 million blocks with noise. It takes well over 10 minutes, in fact, I never actually let it finish because it was taking way too long to do. I switched to Love2D and it is far faster.[/QUOTE] Use LoveJIT if you're not already and it'll be a lot faster still.
So someone made a NuGet package for my [url=https://nuget.org/packages/SharpFont/]C# FreeType bindings[/url] and it's gotten 50 downloads, which I'd consider a success, but the version numbers aren't synchronized with the [url=https://github.com/Robmaister/SharpFont/blob/master/SharpFont/Properties/AssemblyInfo.cs]actual assembly version[/url], so I have to deal with fixing that. Seems like it got a bit of a popularity boost since OpenRA replaced Tao.FreeType with it...
[QUOTE=Blasphemy;40203368]Well, you have to realize I'm trying to generate terrain of over 20 million blocks with noise. It takes well over 10 minutes, in fact, I never actually let it finish because it was taking way too long to do. I switched to Love2D and it is far faster.[/QUOTE] oh god what are you doing? You don't need to generate it all at once, do you?
[QUOTE=BlkDucky;40209089]oh god what are you doing? You don't need to generate it all at once, do you?[/QUOTE] p sure Terraria does that.
Working on some detailed sprites for the weapons to represent them in more detail in the marketplace. Time consuming but good fun. 2 1/2 down, 8 to go... Until I add more weapons. [IMG]http://i48.tinypic.com/28ip1jc.png[/IMG]
[QUOTE=Donkie;40209211]p sure Terraria does that.[/QUOTE] I just looked at it, it does. They can't split it up because of the way they use Random instead of noise with offset. It also does this: [csharp]{ DateTime now = DateTime.Now; WorldGen.genRand = new Random((int)now.Ticks); }[/csharp]
[QUOTE=bobiniki;40207152]Can you specify where have you red? I am also interested in Unity and I think other people in here are too. So it might be useful to read them :smile:[/QUOTE] I was mainly looking for pdf's I could print. [url]http://download.unity3d.com/support/Tutorials/1%20-%20GUI%20Essentials.pdf[/url] [url]http://docs.unity3d.com/Documentation/Images/manual/ScriptingTutorial.pdf[/url] [url]http://www.rebelplanetcreations.com/downloads/Other/Tutorials/HowToMakeAGameInUnity3D.pdf[/url] [url]http://www.csit.carleton.ca/~arya/ds4/etc/Unity_Toturial.pdf[/url]
[QUOTE=Tamschi;40209343]I just looked at it, it does. They can't split it up because of the way they use Random instead of noise with offset. It also does this: [csharp]{ DateTime now = DateTime.Now; WorldGen.genRand = new Random((int)now.Ticks); }[/csharp][/QUOTE] They use finite water that needs to be simulated. You can't have partially generated terrain because of that.
[QUOTE=garry;40203315]Just a quick fuck about game to carry on learning[/QUOTE] Are you going to use C# or Javascript?
I think I'd prefer to use Javascript.. but after a bit of searching it seems like the recommended way of the pros is to use C#.. as it tends to avoid a few problems.
[QUOTE=Darwin226;40209514]They use finite water that needs to be simulated. You can't have partially generated terrain because of that.[/QUOTE] Only if the surfaces aren't consistent and too large, splitting it up is fine if the water doesn't flow immediately.
[QUOTE=garry;40209631]I think I'd prefer to use Javascript.. but after a bit of searching it seems like the recommended way of the pros is to use C#.. as it tends to avoid a few problems.[/QUOTE] This might interest you: [url]http://u3d.as/content/anomalous-underdog/unity-lua-interface-library/1AY[/url]
A unity project I started for learning: [url]http://f0k.asia/aced.html[/url] Was piss easy to do. All code is custom besides I used a small third party script to paint alphas on terrain. Health kits drop but are rare (1/5).
Just some lil dust impact effects, they don't really show up well on video :( [HD]http://www.youtube.com/watch?v=pB_a4A_DDro[/HD]
[QUOTE=garry;40209631]I think I'd prefer to use Javascript.. but after a bit of searching it seems like the recommended way of the pros is to use C#.. as it tends to avoid a few problems.[/QUOTE] What kind of problems? Are they Unity problems or just Javascript being Javascript problems?
[QUOTE=laylay;40209873]Just some lil dust impact effects, they don't really show up well on video :( [url]http://www.youtube.com/watch?v=pB_a4A_DDro[/url][/QUOTE] God damn it, when can we play this?
[QUOTE=Tamschi;40209640]Only if the surfaces aren't consistent and too large, splitting it up is fine if the water doesn't flow immediately.[/QUOTE] It does. When the world is generated, the water is spread out in the cave. Then there's a step where the world is simulated until the water settles. Seeing how the worlds in Terraria aren't TOO huge, bodies of water don't have to be that large to still cover a decent vertical chunk of the level. If the level was split (say even only in vertical strips), the water couldn't be on the splits and I feel that would really limit how realistic or even fun the world is.
[QUOTE=laylay;40209873]Just some lil dust impact effects, they don't really show up well on video :( [HD]http://www.youtube.com/watch?v=pB_a4A_DDro[/HD][/QUOTE] I like how the dust is colored depending on the color of the surface it came from.
I need a recommendation for a decent Ruby on Rails tutorial. I want something that I can read and then be able to make basic applications that I can work on and improve. Like a foothold. I have next to zero web dev experience except for one site in Joomla. I've read the official getting started thing but it was pretty bland, used a ton of premade stuff, didn't really explain much and left me with a lot of questions. I'm thinking about starting to go through this: [URL]http://ruby.railstutorial.org/ruby-on-rails-tutorial-book#sec-introduction[/URL] but it's kind of long. I'm sure there's a more efficient way of getting started.
[QUOTE=Dlaor-guy;40210039]I like how the dust is colored depending on the color of the surface it came from.[/QUOTE] ye, it just picks a colour from the texture that's on the block face. probably not going to want this effect on everything, maybe just concrete, dirt, grass, things like that. [QUOTE=DrLuckyLuke;40210005]God damn it, when can we play this?[/QUOTE] I'm hoping I'll be able to commission the game assets by the end of the year.
[QUOTE=Darwin226;40210087]I need a recommendation for a decent Ruby on Rails tutorial. I want something that I can read and then be able to make basic applications that I can work on and improve. Like a foothold. I have next to zero web dev experience except for one site in Joomla. I've read the official getting started thing but it was pretty bland, used a ton of premade stuff, didn't really explain much and left me with a lot of questions. I'm thinking about starting to go through this: [URL]http://ruby.railstutorial.org/ruby-on-rails-tutorial-book#sec-introduction[/URL] but it's kind of long. I'm sure there's a more efficient way of getting started.[/QUOTE] Do that because he will do a very good job of teaching you best practices, including how to properly do TDD with rails (which you will want to keep doing once it clicks how awesome and beneficial that is). That is the link I send anyone who wants to get started with Rails.
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