• What Are You Working On? May 2015
    1,601 replies, posted
im actually really excited to see how modules are going to turn out in c++
With n4165, I'd have to change all my (just recently changed) std::begin()s to foo.begin()s again.
[QUOTE=Bumrang;47723018]im actually really excited to see how modules are going to turn out in c++[/QUOTE] I may be a bit ignorant but what are modules ?
basically they're just removing header files
[QUOTE=quincy18;47723151]I may be a bit ignorant but what are modules ?[/QUOTE] Exactly what they sound like. [url]http://dlang.org/module.html[/url] [editline]14th May 2015[/editline] Ninja >:|
[QUOTE=DarKSunrise;47722208]wow did c++ kill your dog or something[/QUOTE] what you read was the stark reality for a c++ developer, not directionless cynicism there's almost certainly more bad features than good in c++ after you strip out everything from c [editline]14th May 2015[/editline] comparing c++ to cobol is weird i can't imagine anything suitable replacing any c lang considering all of the attempts thus far have done nothing more than imitate them
first GUI program beyond a hello world program, and perhaps my first program with the most potential when it comes to actually having a use! [IMG]http://pred.me/pics/1431617045.png[/IMG] it even manages to tell the user when the connection has failed, wow! [IMG]http://pred.me/pics/1431617070.png[/IMG] right now it does nothing other than connecting to an SSH server and telling the user the connection succeeded or failed. only thing I gotta fix is that the OK button doesn't react when clicked so I have to force quit the program
[QUOTE=Darwin226;47722192]All I see is yet another hack that will have 3 million special cases you have to be aware of, that each semantically differ so slightly you forget about them until one day they bite you in the ass.[/QUOTE] The main issue is probably that these "extension methods" aren't specifically marked as such, so you can end up with tons of clutter. [editline]14th May 2015[/editline] Those ranges do look significantly more hacky than .NET [I]IEnumerable[/I]([I]<T>[/I])s though.
Personally not a fan of unified call syntax, but apart from that C++17 looks pretty fucking neat.
I guess we can expect support for it in MSVC around 2025.
Today, I'm working on level loading and saving using my new filetype. I've decided that I need to stop working on editor tools until my levels can actually save, because that seems like more of a priority. [B]Edit:[/B] Shit, top of page. I love that I can now create shit like this easily: [t]http://i.imgur.com/9VHoVvH.jpg[/t]
[QUOTE=CRASHFORT;47723799]I guess we can expect support for it in MSVC around 2025.[/QUOTE] Is that when they also finish implementing C99?
[QUOTE=mastersrp;47723963]Is that when they also finish implementing C99?[/QUOTE] Don't forget it will span between 3 separate Visual Studio versions with each only having partial support.
[QUOTE=mastersrp;47723963]Is that when they also finish implementing C99?[/QUOTE] They have never started, they have stated multiple times in the past, that they simply do not give a fuck. And if you want to produce new code that uses C99 C11 feature you should just be writing C++ compatible C code. Only in VS 2013, they broke this cycle and added some C99 headers and that was only to confirm with C++11 requirements.
[QUOTE=mastersrp;47723963]Is that when they also finish implementing C99?[/QUOTE] [url]http://blogs.msdn.com/b/vcblog/archive/2015/04/29/c-11-14-17-features-in-vs-2015-rc.aspx[/url] [t]http://imgur.com/PBjntib.png[/t]
[img]http://files.1337upload.net/dssd-906064.png[/img] [img]http://files.1337upload.net/asddassad-999670.png[/img] trying to implement custom render resolutions for cameras but it doesn't quite work that is supposed to be the same cube as on the right but with three times the pixels (scaled down to fit the window) [editline]14th May 2015[/editline] i can't seem to find a build of qapitrace for windows so i could actually debug this
[QUOTE=DarKSunrise;47724099] trying to implement custom render resolutions for cameras but it doesn't quite work that is supposed to be the same cube as on the right but with three times the pixels (scaled down to fit the window) [editline]14th May 2015[/editline] i can't seem to find a build of qapitrace for windows so i could actually debug this[/QUOTE] Check out CodeXL or gDEBugger for OpenGL.
i couldn't get codexl or gdebugger or nsight working with my application, not sure what's up with that apitrace is truly great but i really can't be arsed to compile it maybe i'll just debug this thing on my mac [editline]14th May 2015[/editline] fixed it! [img]http://files.1337upload.net/025x-af0a13.png[/img] [img]http://files.1337upload.net/10x-b0c6af.png[/img] if i want to make some cool retro games i can just downgrade the resolution
Sweet jesus I finally got the fucking wall physics algorithm to work with multiple chain shapes to make the whole map, not just one segment. [thumb]http://i.imgur.com/FKlf37B.png[/thumb] I can finally work on things I know how to do :D ... like random caves [IMG]http://i.imgur.com/S1k0c20.gif[/IMG]
I was just looking for a nice WinAPI GUI library for C++, and stumbled upon a really nice looking one written by a super awesome dude from this very forum: [url]http://www.facepunch.com/showthread.php?t=1108886[/url] :v: I should restart that project, I remember it being super fun, and I've learned a lot since then. Also can't believe that that project is listed on page 1 of a google search for "winapi gui wrapper". I'm practically famous!
[QUOTE=Dr Magnusson;47725367]I was just looking for a nice WinAPI GUI library for C++, and stumbled upon a really nice looking one written by a super awesome dude from this very forum: [url]http://www.facepunch.com/showthread.php?t=1108886[/url] :v: I should restart that project, I remember it being super fun, and I've learned a lot since then. Also can't believe that that project is listed on page 1 of a google search for "winapi gui wrapper". I'm practically famous![/QUOTE] [t]http://buzzworthy.mtv.com/wp-content/uploads/2011/09/tgrlk.jpg[/t] [editline]14th May 2015[/editline] [QUOTE=polkm;47724903][IMG]http://i.imgur.com/S1k0c20.gif[/IMG][/QUOTE] wow that looks like the super advanced default walking from grid
[QUOTE=Dr Magnusson;47725367]Also can't believe that that project is listed on page 1 of a google search for "winapi gui wrapper". I'm practically famous![/QUOTE] Update your resume dude
Jesus dick I hope this bone system was worth it [vid]http://blackwatch-int.com/programming_stuff/2015-05-14_19-14-15.mp4[/vid] All the different colored bits are different parts, so I can attach different parts to different bits of the gun. Next up is probably aiming and firing animations and junk.
Took me pretty much all day, but I got levels to load and save in a new file format. It will have to change later on unfortunately, because I need to change my "models" into an "entity" format and then begin to handle entities separately from world brushes.
Alpha based bounding boxes! [vid]http://a.pomf.se/kfrxtm.mp4[/vid] [editline]14th May 2015[/editline] (instead of the usual 32x32 bounding box (based on the size of the sprite), it gets the actual bounds of what's actually there)
[QUOTE=NixNax123;47727683]Alpha based bounding boxes! -vid- [editline]14th May 2015[/editline] (instead of the usual 32x32 bounding box (based on the size of the sprite), it gets the actual bounds of what's actually there)[/QUOTE] What happens if you walk into a wall when the bounding box gets bigger? Does it actually stop ya or do you get stuck?
[QUOTE=ZestyLemons;47727741]What happens if you walk into a wall when the bounding box gets bigger? Does it actually stop ya or do you get stuck?[/QUOTE] The only way the bounding box would get bigger is if your animation changed frames (all starting phases of animation have the same bounds), and, since your animation stops if you collide with a wall, that won't happen.
High-speed action [vid]http://s1.webmshare.com/qoPyz.webm[/vid] (we actually did get provided with quite a bit of code to start us off that does some things like output to the led matrix and make the led matrix scroll so I'm not taking credit for doing all of this which would probably have taken me quite a bit longer to do) edit: Sorry about the audio, i thought it was muted.
Was going to make a nice media player for Wii U using it's only programmable interface, the web browser. [IMG]http://i.imgur.com/5ywlel7.png[/IMG] Was. There's no overlap. That means the media player would have to ask the user to sit politely for >20 minutes until the video is completely converted. I can't immediately send video bytes as they come out of ffmpeg, because mp4 requires the output to be seekable, which a network socket is not.
I've made a timeline script for Unity. The editor looks like this: [img]http://i.imgur.com/dcUoWaD.png[/img] The pause and delay happens before the events are called. So for example a delay of 4 means that it will wait 4 seconds before calling the events on that keyframe. If pause is checked it means that it will pause indefinitely on that keyframe, until something calls Timeline.Continue(). The flags thing is just a workaround I made so that our intro wouldn't replay every time you went back to the menu. I don't know how I managed to get anything done before you could assign events to methods in the editor, I use it all the time now.
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