• What Are You Working On? May 2015
    1,601 replies, posted
[QUOTE=geel9;47780358]what of the trash that was this post[/QUOTE] really? that's pretty toxic
[QUOTE=Broxzier;47778861]I decided to give SFML a try. Building and linking it statically took way longer than it should have (do not link against the x64 libraries while creating a x86 application!), but in the end I managed to make it work. So far I've created a simple application with tiles being drawn and having a world matrix which I use to navigate through the scene with. ~tiles~ I'm quite surprised by how easy SFML is to use.[/QUOTE] Are you using a shader to render your tiles? I was just wondering, because my project is primarily tile-based (at least the dungeon generation is), and I've seen a lot of people do tile generation with shaders. What are the drawbacks to doing it the old fashioned way (with a Tile class with a constructor that specifies what properties the tile has), compared to the shader method? Or am I just misunderstanding that?
[QUOTE=andrewmcwatters;47780367]really? that's pretty toxic[/QUOTE] It was. I apologize. I let my general dislike for you cloud my judgement. You're pretty much right in that 99% of mongodb's issues can be solved by reading the manual but many of mongodb's default configuration options are not good and that is a problem. [editline]22nd May 2015[/editline] [QUOTE=NixNax123;47780397]Are you using a shader to render your tiles? I was just wondering, because my project is primarily tile-based (at least the dungeon generation is), and I've seen a lot of people do tile generation with shaders. What are the drawbacks to doing it the old fashioned way (with a Tile class with a constructor that specifies what properties the tile has), compared to the shader method? Or am I just misunderstanding that?[/QUOTE] Generally it'll be much, much faster.
Based on the way they describe their write loss tolerance, it sounds more apt for environments where you're submitting high frequency, low profile information and the database does batch writing as a result for other benefits such as hardware lifespan with as little necessary writes as possible. That feels more readily acceptable for larger operations with information to store that isn't critical, or it's okay if it's lost in the uncommon chance you incur a power failure.
[QUOTE=geel9;47780402] Generally it'll be much, much faster.[/QUOTE] Could you do random generation with a shader too? Or is it just for large tile-based textures (what I'm finding in my google searches) [editline]22nd May 2015[/editline] I'm not saying embed the algorithm in the shader (I know that's terribly bad), but embed the shaders in the algorithm.
[QUOTE=NixNax123;47780444]Could you do random generation with a shader too? Or is it just for large tile-based textures (what I'm finding in my google searches)[/QUOTE] Shaders are for rendering only, that's why they're running in your GPU which has massive performance gains over your CPU.
[QUOTE=Funley;47780458]Shaders are for rendering only, that's why they're running in your GPU which has massive performance gains over your CPU.[/QUOTE] Well, not really. Shaders are running on your GPU, which has thousands of low-power cores. Some applications can make serious use of that kind of parallel processing power.
[QUOTE=geel9;47780487]Well, not really. Shaders are running on your GPU, which has thousands of low-power cores. Some applications can make serious use of that kind of parallel processing power.[/QUOTE] Yeah, in my head I was thinking about shaders for games and so far, I haven't come across a game that would massively utilize your GPU for something other than rendering.
I've seen some swarm demos which offloaded movement behavior to the GPU for very large sets. They were in graphic tech demos, though, and not commercial games. I don't know if they utilized GPGPU access for that or if it was all craftily done in shaders.
[QUOTE=Funley;47780458]Shaders are for rendering only, that's why they're running in your GPU which has massive performance gains over your CPU.[/QUOTE] Alright, so stuff like random tile generation (with rooms and cooridors etc) is not really meant for shader stuff. Thanks!
[QUOTE=NixNax123;47780575]Alright, so stuff like random tile generation (with rooms and cooridors etc) is not really meant for shader stuff. Thanks![/QUOTE] This looks like a nice solution for rendering a tilemap using shaders: [url]http://gamedev.stackexchange.com/a/60071[/url] You could generate any tilemap texture from want from code run on the CPU in your main application and the performance increase from drawing tiles in this way would probably be significant over using textured rectangles in something like SFML.
[QUOTE=andrewmcwatters;47780547]I've seen some swarm demos which offloaded movement behavior to the GPU for very large sets. They were in graphic tech demos, though, and not commercial games. I don't know if they utilized GPGPU access for that or if it was all craftily done in shaders.[/QUOTE] Compute shaders, right?
[QUOTE=looped;47780981]This looks like a nice solution for rendering a tilemap using shaders: [url]http://gamedev.stackexchange.com/a/60071[/url] You could generate any tilemap texture from want from code run on the CPU in your main application and the performance increase from drawing tiles in this way would probably be significant over using textured rectangles in something like SFML.[/QUOTE] That's in 3D, how would I change that to 2D? I don't understand how I would generate the tilemap beforehand, either. Thanks though!
[QUOTE=Rocket;47781230]2D is just 3D with no Z axis.[/QUOTE] i know that, the reason I asked is because there are some parts in the vertex shader that rely on the z-axis only.
mongodb has the right idea(nosql) but its absolutely terrible in implementation and api. postgres has datatypes for literally everything and functions accompanying them(lol good luck catching up mysql) and this is why postgres will always be superior
I want to add to the What database you like? V1 by saying that mongo is very fast at insertions so it makes sense to use it if you will be doing primarily insertions. For example for web crawlers. Every tool for it's own job etc etc
[QUOTE=Rocket;47781274]It uses the Z axis to figure out how far the plane is from the camera. As long as you position everything on the same Z axis and put an orthographic camera above it, it will be 2D.[/QUOTE] Alright, thank you! I'm not sure how to generate the tilemap itself and get the tile's data (like what type it is, etc) after the fact, but I need to focus on things other than that anyway.
I don't know. [vid]http://a.pomf.se/rgwney.webm[/vid]
[vid]https://dl.dropboxusercontent.com/u/99717/OpenGL/ItemClicking.webm[/vid] Made some clickable stuff. Level editor here I come~
Made trees sway and stir from the wind. [vid]http://a.pomf.se/eiqdxr.mp4[/vid]
Took some time to write up some docs for Pushjet. Deleted the old ones and started from scratch. Got myself a OSS license for readme.io by asking nicely :dance: [url]http://docs.pushjet.io/[/url] (still wip)
[QUOTE=sarge997;47782713]Made trees sway and stir from the wind.[/QUOTE] Excuse me if you've written it before, but what are you aiming to make here?
[QUOTE=JohanGS;47783208]Excuse me if you've written it before, but what are you aiming to make here?[/QUOTE] From last page: [t]http://i.imgur.com/N0OO04L.png[/t]
I haven't played gmod winter survival (is it similar to stranded?) but it actually gave me the thought of something similar.
I'm back! Made a webradar for legit team members [t]http://dev.cra0kalo.com/wp-content/uploads/2015/05/Pic2.jpg[/t] As always includes chickens too XD [t]http://puu.sh/hX52q.png[/t]
Thats pretty cool. Can you give a run down of what goes on to send that info from a game to the internet? I like hearing about how code works
Walls! [img]http://puu.sh/hX60h/9ffe03f851.png[/img] It's amazing how much better they make everything look. Just gotta fix up those edge cases and it will be looking great! [editline]22nd May 2015[/editline] [sp]pls disregard the lighting inconsistency it was just a quick rotation job for the wall sprites i'm sorry[/sp]
I was working on making things attach to other things so that silly things can happen, and then an old bug popped up again the same way it did last time. [video=youtube;LkTVSaJGXyo]https://www.youtube.com/watch?v=LkTVSaJGXyo&feature=youtu.be[/video]
[QUOTE=polkm;47783813]I was working on making things attach to other things so that silly things can happen, and then an old bug popped up again the same way it did last time. [video=youtube;LkTVSaJGXyo]https://www.youtube.com/watch?v=LkTVSaJGXyo&feature=youtu.be[/video][/QUOTE] what a poltergeistic phantasmertronic bug for a spooky game [editline]22nd May 2015[/editline] great artwork progress with the combined lighting that you've improved on lately, btw
[QUOTE=Exho;47783694]Thats pretty cool. Can you give a run down of what goes on to send that info from a game to the internet? I like hearing about how code works[/QUOTE] It reads memory from the game engine and broadcasts it to my server over a socket. Same goes for anyone else running it. Then it just feeds that data down a websocket and uses HTML5 canvas to draw.
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