• Programming - WAYWO - V.37
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I use visual studio because it's a rather nice IDE, and I have yet to see a free alternative that is as nice and easy to use as it. I only use the express edition because I am a poor plebeian though.
[QUOTE=Gnomical;40225561]I use visual studio because it's a rather nice IDE, and I have yet to see a free alternative that is as nice and easy to use as it. I only use the express edition because I am a poor plebeian though.[/QUOTE] KDevelop works rather well and has a lot of features for re-factoring and the like, it even integrates well with gdb.
My favorite IDE is probably codeblocks. I like the simple, powerful things.
[QUOTE=false prophet;40227038]My favorite IDE is probably codeblocks. I like the simple, powerful things.[/QUOTE] Oh cool. v12.11 is out. I was using nightlies for a while, since the last release was in 2010. (Looks like their versioning scheme is based on dates: v10.05 came out May 2010. 12.11 came out November 2012.)
Can I get a sanity check on this? It's a point light positioned a short distance above the floor, with only the diffuse component active. It's got attenuation/falloff calculated as `luminosity = 1 / distance`. Naturally, along the floor the combination of attenuation and the way diffuse works (angle between point to light and normal at point) cause it to go dark around the edges, but it doesn't look 'right' when it hits the wall. Thoughts? [t]http://kirk.by/s/20130410042806604.png[/t] EDIT: Looks a lot more 'right' when I throw some ambient light at it, but I'm still not 100% sure. [t]http://kirk.by/s/20130410043724358.png[/t]
Hey guys I'm in Discrete Math, which is a mathematical course for programmers. I was wondering what it meant if you have a set R, and you see R ∘R? What is that symbol, is it a way of expressing Lambda and what does it mean to do with the sets?
[QUOTE=Relaxation;40227488]Hey guys I'm in Discrete Math, which is a mathematical course for programmers. I was wondering what it meant if you have a set R, and you see R ∘R? What is that symbol, is it a way of expressing Lambda and what does it mean to do with the sets?[/QUOTE] ∘ usually denotes function composition. I'm not really sure what it means in the context of sets. Maybe a real-valued function composed with another real-valued function? Can you give more context?
I think it has to do with transitivity, if not it for sure has something to do with realitiviy on the subject of sets. example: R1 = {(1,2), (2,3), (3,4)} and R2 = {(2,1), (3,2), (4,3)} implies R2 ∘ R1 contains (select three) Answer (1,1) (1,2) (1,3) (1,4) (2,1) (2,2) (2,3) (2,4) (3,1) (3,2) (3,3) (3,4) (4,1) (4,2) (4,3) (4,4) [editline]9th April 2013[/editline] Anyone have any idea how this works?
[QUOTE=origamiguy;40227370]Can I get a sanity check on this? It's a point light positioned a short distance above the floor, with only the diffuse component active. It's got attenuation/falloff calculated as `luminosity = 1 / distance`. Naturally, along the floor the combination of attenuation and the way diffuse works (angle between point to light and normal at point) cause it to go dark around the edges, but it doesn't look 'right' when it hits the wall. Thoughts? [t]http://kirk.by/s/20130410042806604.png[/t] EDIT: Looks a lot more 'right' when I throw some ambient light at it, but I'm still not 100% sure. [t]http://kirk.by/s/20130410043724358.png[/t][/QUOTE] It gets darker as it approaches the wall, but the walls are suddenly much brighter and of mostly uniform lightness. That doesn't seem right.
[QUOTE=Richy19;40223905]Have you and bean thought of setting up a development blog for simple things such as movement and other little things that gives it that flare?[/QUOTE] It's not really worth it, only a handful of people will read it. Maybe in the future though. [editline]10th April 2013[/editline] [QUOTE=KmartSqrl;40223583]This looks way better than ace of spades if the handling is still that smooth over the internet. Looks like the movement just feels 'right'.[/QUOTE] I think it only looks good because I'm using assets from other games. I think I have more features than ace of spades at this point but I have been working on this even before the original ace of spades.
[QUOTE=laylay;40229153]It's not really worth it, only a handful of people will read it. Maybe in the future though. [editline]10th April 2013[/editline] I think it only looks good because I'm using assets from other games. I think I have more features than ace of spades at this point but I have been working on this even before the original ace of spades.[/QUOTE] Remember that the new ace of spaces is awful because too much shit was added to it and the old one was good because of the simplicity. The simplicity added to the atmosphere of the game.
[video=youtube;sgiBl8kH82g]http://www.youtube.com/watch?v=sgiBl8kH82g[/video]
[QUOTE=alexbard;40229418][video=youtube;sgiBl8kH82g]http://www.youtube.com/watch?v=sgiBl8kH82g[/video][/QUOTE] The shadows should cover the trees shouldn't they?
[QUOTE=Relaxation;40227621]I think it has to do with transitivity, if not it for sure has something to do with realitiviy on the subject of sets. example: R1 = {(1,2), (2,3), (3,4)} and R2 = {(2,1), (3,2), (4,3)} implies R2 ∘ R1 contains (select three) Answer (1,1) (1,2) (1,3) (1,4) (2,1) (2,2) (2,3) (2,4) (3,1) (3,2) (3,3) (3,4) (4,1) (4,2) (4,3) (4,4) [editline]9th April 2013[/editline] Anyone have any idea how this works?[/QUOTE] Yeah, it's pretty simple. Functions are (or at least can bee seen as) sets of (i, o) pairs. If you had a function f defined with f(1)=2,f(2)=3,f(3)=4, function f would be a set like {(1,2),(2,3),(3,4)}. Now, if you compose 2 functions like you have in your example: R1 = {(1,2), (2,3), (3,4)} and R2 = {(2,1), (3,2), (4,3)} Since we have a composition R2 . R1, possible inputs are the inputs of R1 (aka. it's domain). There are 3 that R1 operates on, 1, 2 and 3. For each of those, you apply it to R1 and then apply the result to R2 which will give you the output of the whole composition. Then you construct 3 pairs like (1,a), (2,b), (3,c) with a,b,c being the result of their respective input. In your example you'd do, R2(R1(1))=R2(2)=1, add (1, 1) to the compositions final set. R2(R1(2))=R2(3)=2, add (2, 2) to the set. R2(R1(3))=R2(4)=3, add (3, 3) to the set. R2 . R1 = {(1,1),(2,2),(3,3)} Those are your three answers. Hope it helps. [editline]10th April 2013[/editline] Maybe I should also note that it's easy to see that R2 is the inverse of R1. As such, their composition is the identity function that operates on the domain of R1 (in the composition R2 . R1) and doesn't do anything to the input.
[QUOTE=Darwin226;40230322][img]http://i.imgur.com/oncLFDH.gif[/img][/QUOTE] Is it bad that I have no idea what any of that meant?
[img]http://puu.sh/2xog3[/img] tetris in love2D
So I added a patch to fix lcov so I can actually *use* to the [url=https://sourceforge.net/tracker/?func=detail&atid=103382&aid=3609873&group_id=3382]bug report[/url]. Hopefully it'll get merged, or somebody will make a better fix. I think the next thing on my list might be to fix xgettext to work with Unicode paths on Windows so I can have translations and cool stuff. Since I'm on the topic of i18n and stuff, I sent the proposal of [url=http://isocpp.org/files/papers/n3572.html]N3572[/url] off to the Boost.Locale developer and he doesn't agree with some parts of it. So hopefully that'll get worked out, and we won't have more broken shit in the C++ standard library, if it is accepted. Isn't it nice to be able to develop things that you work with to make them better? Oh, and I've released the source code to ponysing, you can grab it on [url=http://github.com/Jookia/ponysing]GitHub, here[/url]. Before you yell 'IT'S USELESS I HATE PONIES', the pony stuff is now just a wrapper around lyricsay, which prints timed lyrics to whatever program or bash function you want. I imagine we could have an interesting Portal reference with it.
[QUOTE=origamiguy;40227370]Can I get a sanity check on this? It's a point light positioned a short distance above the floor, with only the diffuse component active. It's got attenuation/falloff calculated as `luminosity = 1 / distance`. Naturally, along the floor the combination of attenuation and the way diffuse works (angle between point to light and normal at point) cause it to go dark around the edges, but it doesn't look 'right' when it hits the wall. Thoughts? [t]http://kirk.by/s/20130410042806604.png[/t] EDIT: Looks a lot more 'right' when I throw some ambient light at it, but I'm still not 100% sure. [t]http://kirk.by/s/20130410043724358.png[/t][/QUOTE] This is actually correct [quote] Lambert's cosine law in its reversed form (Lambertian reflection) implies that the apparent brightness of a Lambertian surface is proportional to the cosine of the angle between the surface normal and the direction of the incident light.[/quote] At the edge of the floor (where floor meets wall), the angle between light and floor normal approaches 90 degrees (the cosine of which is 0). When we meet the wall, the angle becomes much closer to 0 (the cosine of which is 1), and we end up with a much brighter wall It looks wrong, but is technically correct. Diffuse reflections don't know anything about distance if you just do N.L, so they will always look wrong in cases such as this. I would suggest lowering the diffuse term, and upping ambient term/falloff to make this less obvious (if its a problem)
[IMG]https://dl.dropbox.com/u/5013896/forum/Facepunch/Programming WAYWO/4.2013/Really Tiny Font.png[/IMG] [URL="https://dl.dropbox.com/u/5013896/forum/Facepunch/Programming WAYWO/4.2013/really_tiny_font.zip"]Here's the really tiny font I was making earlier.[/URL] It only fits 73 lines where 04b03 displays 90 but it's monospace, has more glyphs and should be collision free. It would be great if someone could reduce the line spacing, it's far more than necessary but I don't know how to fix it.
[QUOTE=Lexic;40230396]Is it bad that I have no idea what any of that meant?[/QUOTE] I think I may have overcomplicated. If a function f is a set that contains a pair (a,b), that's means that f(a)=b. It's that simple. Function composition f . g is a new function that can operate on the domain of g. It does so like f(g(x)). So basically, if you have 2 sets that represent functions, to calculate the composition set you just need to do f(g(x)) for every x that g can operate on and write down all the pairs (x, f(g(x))).
[img]http://i.imgur.com/1JCW6hU.png[/img] I'm working on a thing. Okay, its actually surprisingly hard to come up with Google now style cards that actually: A - Convey just enough useful information B - Are extremely tidy and minimal I suppose I can leave this for a while and work on the serverside code more.
[img]http://i.imgur.com/fFQvtXL.png[/img] Working on a Path Tracer for my final Advanced Graphics course assignment. Not quite there yet, it's only rendering single fully reflective ray paths right now. Need to find a good way to generate random numbers inside HLSL and use those to randomly pick a path direction every bounce.
[QUOTE=alexbard;40229418][video=youtube;sgiBl8kH82g]http://www.youtube.com/watch?v=sgiBl8kH82g[/video][/QUOTE] Please hook a nigga up with your los algorithm
[QUOTE=Icedshot;40230544]This is actually correct At the edge of the floor (where floor meets wall), the angle between light and floor normal approaches 90 degrees (the cosine of which is 0). When we meet the wall, the angle becomes much closer to 0 (the cosine of which is 1), and we end up with a much brighter wall It looks wrong, but is technically correct. Diffuse reflections don't know anything about distance if you just do N.L, so they will always look wrong in cases such as this. I would suggest lowering the diffuse term, and upping ambient term/falloff to make this less obvious (if its a problem)[/QUOTE] Looking at this somewhat more awake, I agree. It's not an issue with my shader, just my choice of light properties. I'll tinker with it some more.
[QUOTE=Jookia;40230524]So I added a patch to fix lcov so I can actually *use* to the [url=https://sourceforge.net/tracker/?func=detail&atid=103382&aid=3609873&group_id=3382]bug report[/url]. Hopefully it'll get merged, or somebody will make a better fix. I think the next thing on my list might be to fix xgettext to work with Unicode paths on Windows so I can have translations and cool stuff. Since I'm on the topic of i18n and stuff, I sent the proposal of [url=http://isocpp.org/files/papers/n3572.html]N3572[/url] off to the Boost.Locale developer and he doesn't agree with some parts of it. So hopefully that'll get worked out, and we won't have more broken shit in the C++ standard library, if it is accepted. Isn't it nice to be able to develop things that you work with to make them better? Oh, and I've released the source code to ponysing, you can grab it on [url=http://github.com/Jookia/ponysing]GitHub, here[/url]. Before you yell 'IT'S USELESS I HATE PONIES', the pony stuff is now just a wrapper around lyricsay, which prints timed lyrics to whatever program or bash function you want. I imagine we could have an interesting Portal reference with it.[/QUOTE] you're one of the reasons why open source stuff thrives, gj
[QUOTE=laylay;40229153] think it only looks good because I'm using assets from other games. I think I have more features than ace of spades at this point but I have been working on this even before the original ace of spades.[/QUOTE] I was talking about how snappy the controls look, not the visuals. I know the assets are from different games :P I really think you should buckle down and go on a mad hunt for someone to do art for you. It looks like you have it to a point where you could easily release a first playable version if you had art to use. Don't get stuck continuously adding lots of minor features instead of finding an artist and getting something out there in people's hands.
I'd be willing to chip in a bit of dosh if you need some funding for the artist, it looks worth paying for already.
[QUOTE=KmartSqrl;40232690]I was talking about how snappy the controls look, not the visuals. I know the assets are from different games :P I really think you should buckle down and go on a mad hunt for someone to do art for you. It looks like you have it to a point where you could easily release a first playable version if you had art to use. Don't get stuck continuously adding lots of minor features instead of finding an artist and getting something out there in people's hands.[/QUOTE] Yeah I'm gonna have to at some point. I'm taking my focus off of the minor features and working on the gamemode system. I've been at it all day, It's not pretty but nothing ever is to start off with. My plan is to make 3 gamemodes. CTF, DM, TDM and then 1 fun gamemode that just shows off what the gamemode system can do. I think that way more artists will be interested because it will be more of a game than a tech demo.
And lo, there was light, and it was good. [video=youtube;Vjfu_NQnhO0]http://www.youtube.com/watch?v=Vjfu_NQnhO0[/video]
Why is the green so dominant and the blue seemingly invisible?
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