• What Are You Working On? May 2015
    1,601 replies, posted
[QUOTE=layla;47706848]chad mobile is a legend[/QUOTE] To be fair he did start the first "What do you need help with?" thread and got 18 dumbs for it. Now it's on V7.
Lighting is back and this time I can do more than one light :v: [thumb]https://pbs.twimg.com/media/CE1Hk4rUIAA7311.png:large[/thumb]
[QUOTE=polkm;47711246]Lighting is back and this time I can do more than one light :v:[/QUOTE] hnnng
[QUOTE=Rocket;47711316]I don't think there should be a shadow there.[/QUOTE] So I had to make a compromise for performance, I wasn't willing to give up the frames for dynamic shadows. Instead I can have a bunch of non shadow casting lights, and one static shadow casting light. It doesn't look great in every situation but I think it will be worth putting those frames to use doing physics or what have you. TL;DR I'm not good enough to make dynamic shadows cheap :v:
Not sure what do work on for graphics this summer. I just implemented a atmospheric scattering ray tracer, so I was considering reimplementing this in c++/opengl and then adding cool shaders n shit on top of that. However, I want to avoid 'creating an engine', but I don't really have a game in mind. Any ideas?
[QUOTE=DoctorSalt;47711606]Not sure what do work on for graphics this summer. I just implemented a atmospheric scattering ray tracer, so I was considering reimplementing this in c++/opengl and then adding cool shaders n shit on top of that. However, I want to avoid 'creating an engine', but I don't really have a game in mind. Any ideas?[/QUOTE] Technical demo software is still cool, imo. You don't have to have a game concept to work on neat graphics stuff.
[QUOTE=polkm;47711537]So I had to make a compromise for performance, I wasn't willing to give up the frames for dynamic shadows. Instead I can have a bunch of non shadow casting lights, and one static shadow casting light. It doesn't look great in every situation but I think it will be worth putting those frames to use doing physics or what have you. TL;DR I'm not good enough to make dynamic shadows cheap :v:[/QUOTE] Its still pretty easy to screw up performance in a 2d game, you might rarely cap on the actual GPU power, but you still have the same CPU and Drawcall constraints you had 15 years ago. No reason to feel bad about that.
Ok I fixed my edge cases and I thought it looked pretty enough to post :D [thumb]https://36.media.tumblr.com/faa64b33a4c6a1a943ba2fe380b115f1/tumblr_no9fpuvlJz1taqcsgo1_1280.png[/thumb]
Check this out: [img]http://i.imgur.com/Lrls7d4.png[/img] The form and the button get created and their id's are sent to the Haskell side, but then I get the Controls property of the form which automatically gets marshaled by generating an id for it. Then I call a method on that marshaled object and pass in another marshaled object (the button) as a parameter. And it freaking works.
[QUOTE=andrewmcwatters;47711827]Technical demo software is still cool, imo. You don't have to have a game concept to work on neat graphics stuff.[/QUOTE] Also if you make it reusable you can later use it for an actual game with little to no effort.
[QUOTE=polkm;47712120]Ok I fixed my edge cases and I thought it looked pretty enough to post :D [thumb]https://pbs.twimg.com/media/CE1sk3EWIAEYHba.png[/thumb][/QUOTE] this is one of the prettiest games I've ever seen
got greenlit today here's a glitch i gotta fix [img]http://puu.sh/hLeHs.gif[/img]
My housemate and I have had a long-running joking disagreement over which language is "better": C++ or C#. He's a wizard with C++ and uses it for most of his projects. While I'm strongly pro-C#, I've ended up writing a lot of C++ lately. I recently encountered a difficulty in C++: I couldn't find a way to get a formatted time/date string in just 1 line. So, without trying very hard to find a solution, I consulted him with my problem and gave him a seemingly simple challenge: write some code to print out a formatted date/time string to console in one line using only standard libraries. He spent a few minutes looking up the documentation in C++, and I left him to it. 30 minutes had passed, and he hadn't come back. I assumed he gave up, until he burst into my room with a big grin on his face about an hour later. Just for comparison, the C# equivalent is this: [code] Console.WriteLine(DateTime.Now.ToString("MMMM dd, yyyy")); [/code] He triumphantly showed me this fantastic monstrosity: [code] cout << std::put_time( localtime( [&](time_t t) -> time_t* { time_t *a = new time_t() ;; *a = t ;; return a;}(time(nullptr)) ), "%Y %b %d %H:%M:%S") << endl; [/code] Despite impressing me, I'd say it was a loss for his pro-C++ argument. :v:
You're both wrong if you think either language is better then the other.
[QUOTE=Cold;47713317]You're both wrong if you think either is better then the other.[/QUOTE] Technically they are better than one another, but that depends on the problem they're being used to solve.
[QUOTE=Cold;47713317]You're both wrong if you think either is better then the other.[/QUOTE] I do quite like having my sanity...surely the C# one wins out in this aspect? [editline]13th May 2015[/editline] Or are you talking about the languages themselves? In which case I wholeheartedly agree, and we know it's a trivial argument - though he does use C++ for things that perhaps deserve to be C#
For the past bunch of days I've been trying to implement object resizing via a selection marquee. I finally managed to get a basic one working... [t]http://i.imgur.com/wCVLWHZ.gif[/t] ...but my terrible math skills lead it to handling novel meshes very poorly [img]http://fi.somethingawful.com/images/smilies/emot-v.gif[/img] [t]http://i.imgur.com/kUiarSy.gif[/t] This is what programs look like when someone likes programming but is shit at mathematics
[QUOTE=Karmah;47713437] [t]http://i.imgur.com/kUiarSy.gif[/t] This is what programs look like when someone likes programming but is shit at mathematics[/QUOTE] Bad math programming is my favorite kind of programming.
[QUOTE=ZestyLemons;47713564]Bad math programming is my favorite kind of programming.[/QUOTE] have you ever had to debug anything with matrices
[QUOTE=Bumrang;47713623]have you ever had to debug anything with matrices[/QUOTE] Something similar once, I'm also terrible at math. I still kinda like the weird results it produces, one sec [editline]a[/editline] Not at all the same thing, but I tried to reproduce a bug I had earlier. It was way more funky than this, but oh well: [IMG]http://puu.sh/hLnG1/5971ba1f6f.gif[/IMG]
[QUOTE=Bumrang;47713623]have you ever had to debug anything with matrices[/QUOTE] I remember staring at the little debugger graphs in VS trying to remember which cell I was looking for. What a living hell :(
This is getting very neat. I've fleshed out (more or less) how I'll model inheritance tree so I just have to write a bindings generator to convert all the signatures to Haskell. It took like 2 extra lines of Haskell (one to introduce the Type type, the other to add getType for all marshaled objects) to be able to do this. [IMG]http://i.imgur.com/sZMHlq4.png[/IMG] I won't bother with bindings yet. First I want to get events working. That might prove to be a substantial task. [editline]13th May 2015[/editline] If it interests anyone, this is all typesafe. If I called `get $ controls typ` I would get a type error. `form` knows it's a `Form`, `typ` knows it's a `Type`...
Got a project for one of my second year IT courses today. Have to make a racing game (the basics of the game are detailed for us but we need to code those basics and then extend them) in 32 kilobytes of program memory and 2 kilobytes of ram with a 16x8 LED screen. Coding in c. I'm actually pretty excited for this.
[QUOTE=ZestyLemons;47713564]Bad math programming is my favorite kind of programming.[/QUOTE] Cmon, don't you like it when stuff work the first time?
[QUOTE=Fourier;47715449]Cmon, don't you like it when stuff work the first time?[/QUOTE] Yesterday I was writing a shell script using some features I haven't really used much before, and it pretty much all worked out on first try during testing! Of course, when I implemented it in where I originally made it for, it didn't work at all. :v: [sp]Good thing it only took a few simple bugfixes though![/sp]
[QUOTE=Fourier;47715449]Cmon, don't you like it when stuff work the first time?[/QUOTE] I always go insane and question my sanity why it's working in one go, rather than just being happy about it.
Some gameplay updates for the mobile game, we have been playing around with the pet skills for some time, but it's hard to do something interesting with it. The latest version looks like this: [vid]http://giant.gfycat.com/EcstaticWarlikeBlackwidowspider.webm[/vid] It's not exactly final, we are looking for feedback before doing the skill for the others. We finally implemented your typical ramps and platforms, we also allow putting enemies on top of the platforms (but they can't go down the ramps :v:, we have very little physics for performance reasons ) All the ramp/platform assets are temporary, we are just testing the gameplay. [vid]http://giant.gfycat.com/SharpSadDotterel.webm[/vid] The controls won't allow for much precision when it comes to platforms, nonetheless it allows for more gameplay variety and interesting game design choices.
[img]http://puu.sh/hKGMB/aa9494dcec.jpg[/img][img]http://puu.sh/hLQZ1/9491f0a43d.png[/img] Soon... ish. :D Hoping I can get a CRT screen shader type thing going on top of the menu.
So I've been using this shell script to make gifs but the problem is that the gifs always come out with a bunch of artifacts. Does anyone know what's wrong, or a better way to make gifs on linux? [code] ffmpeg -t $3 -ss $2 -i $1 -vf scale="'if(gt(a,4/3),600,-1)':'if(gt(a,4/3),-1,600)'" out%04d.gif convert -delay 4 out*.gif anim.gif rm out* convert -loop 0 -layers Optimize anim.gif optimized_output.gif #rm anim.gif [/code]
[url]http://a.pomf.se/jnxlpd.mp4[/url] [B]FUCK[/B]
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