• What Are You Working On? May 2015
    1,601 replies, posted
[QUOTE=Zelpa;47799145]wanring: muzak [vid]https://a.pomf.se/vyxnmg.webm[/vid] Cool, I managed to get the table of bricks working and drawing. One problem though, the function that memes them is in Love2d's draw loop, so I don't know how to actually give them collision or anything.[/QUOTE] oh man this takes me back to when i was trying to do a physically simulated breakout in college [video=youtube;ZcFBY7P3eJE]https://www.youtube.com/watch?v=ZcFBY7P3eJE[/video]
[QUOTE=andrewmcwatters;47800071]oh man this takes me back to when i was trying to do a physically simulated breakout in college[/QUOTE] Not Breakout I wonder what Maurice is up to.
[video=youtube;BvtOQ8-44Og]https://www.youtube.com/watch?v=BvtOQ8-44Og[/video] Working on an inventory system in Grid. The video doesn't show it but items are networked when you join a server
[QUOTE=Coffeee;47800432]-Video- Working on an inventory system in Grid. The video doesn't show it but your items are networked when you join a server[/QUOTE] How come the item you drag around is lagging behind the cursor, when the inventory window itself is spot on? [img_thumb]https://dl.dropboxusercontent.com/u/99717/OpenGL/LittleGuysWalking.jpg[/img_thumb] I made some little guys that can follow an array of points. [img_thumb]https://dl.dropboxusercontent.com/u/99717/OpenGL/LittleGuysWalkingSkybox.jpg[/img_thumb] Also, skybox
[QUOTE=Coffeee;47800432][video=youtube;BvtOQ8-44Og]https://www.youtube.com/watch?v=BvtOQ8-44Og[/video] Working on an inventory system in grid[/QUOTE] Ryan and I were thinking about showcasing stuff people are working on in Grid. I really like your inventory stuff! Would you like us to feature it on the front page? We're gonna build up a collection of videos and screenshots before we put them up, but we'd like to showcase people's cool stuff. [editline]25th May 2015[/editline] [url]https://github.com/Planimeter/grid-sdk/issues/45[/url] X-Post at /r/gamedev: [url]http://www.reddit.com/r/gamedev/comments/377syg/grid_expo_showcase_your_game_development_in_the/[/url]
[QUOTE=Darwin226;47798610]So I had this idea that seems really useful and pretty obvious so it's probably been done before. A documentation system for APIs as well as for code. The first use case is for documenting a code base. You would write a "walkthrough" of your code in prose-form in markdown or something similar but the key aspect is that you wouldn't include code samples, but references to files and lines of code in them. This would all get nicely rendered with a side by side docs-code view (similar to this [url]http://coffeescript.org/documentation/docs/lexer.html[/url]). The main difference to the above link would be the fact that you are not bound to the linear structure of code. Your references can to any part of the code base and it would be the renderers job to present it in an intuitive "minimap" sort of way that's easy to follow. The API docs follow the same system. You add documentation and reference code, but you would mostly chose to keep the references internal (i.e. not show the code in the rendered API docs) because the user probably doesn't care. Now, the main benefit that both would share is that the system could automatically mark every part of the documentation that's stale. A gradual warning system that would mark paragraphs as "2 commits out of date" or something similar. You would get a nice on-demand report of docs that need to be looked over. In most cases, this would be a trivial task where you just go through the stale ones and click some button to confirm that they are still valid (upon which the reference would update it's lastCommit to the current commit). I feel like this could be REALLY really great. Comments are bad. As much as it's suggested to comment your code, it very rarely helps with anything because as long as your components (functions, classes...) are small, understanding what's actually happening in them is probably best done by reading the code. What is problematic is getting the bigger picture. A great example of this is contributing to open source projects. I don't need to understand how specific functions work to implement some new feature. I need to understand "where everything is". Where do I put my code? How do I interact with the rest of the codebase without breaking functionallity of (even worse, haha) convention. What do you think?[/QUOTE] I find these documentation generators can themselves often get too rigid and overblown (except for pure annotaton processors like Doxygen). So honestly I prefer to write these myself, on a case-by-case basis - a static site generator isn't too much work on its own.
[QUOTE=Tamschi;47799870]Shoot out the rope further near the front of the hovercraft. If you do it at the centre of mass it's clear there will be no torque on it. You probably want to put it very slightly past the equilibrium point for taking the curves so you fling a bit, but this may even be velocity- and/or likely thrust-dependent. I could probably calculate it if I had all system parameters but it's likely easier to just experiment :eng101: [/QUOTE] Good point, center of mass = no torque. However I did actually have it infront of the center of mass by a bit. What turned out to be the problem was that there wasn't enough mass or drag for it to turn properly.
Someone [url=https://github.com/Rohansi/Mond/pull/36]added user-defined operators to Mond[/url] so you can now write code like [url=https://fpp.literallybrian.com/mond/#34944c021ab2262a25a20aee29dceccff2c6eb1b]this (function composition)[/url] or [url=https://fpp.literallybrian.com/mond/#1ca4de578d322df09ad714cf89d1c7f2eca8602f]this (range)[/url] in it. I really like the function composition example because you can turn it into this mess of symbols: [code]fun (>>>)(fun1, fun2) -> (...args) -> fun1(...args) |> fun2();[/code]
I've had a [I]Recent Files[/I] list in my level editor ever since last august, and I've never changed it since. It was one of the first things I've implemented I [I]thought[/I] I wrote it in such a way that it only ever kept a maximum of 8 items, but it turns out I was wrong. It turns out it wrote [U][B]3713 lines[/B][/U] of recently opened file paths since then, without any duplicates, sorted by recency. :v:
[QUOTE=Rocket;47800744]That's not a very healthy attitude. If the interesting part of coding for you is dealing with the BS that you have to deal with in low level languages, you might want to find some more interesting projects to work on.[/QUOTE] It is for certain that dealing with low level stuff is time waste, but sometimes little AVR and C, messing with registers can be fun. But it always damages my little neuron when I try to program such a little μ-controller. [editline]25th May 2015[/editline] [IMG]http://i.imgur.com/pK4Nl0j.png[/IMG] Did a little coil magnetic field simulation, I don't think it's 100% correct but here it is :).
[QUOTE=Rocket;47800744]That's not a very healthy attitude. If the interesting part of coding for you is dealing with the BS that you have to deal with in low level languages, you might want to find some more interesting projects to work on.[/QUOTE] Come on, did you just indirectly insult everyone who enjoys working at that level? :v: Limitation is the mother of invention!
I swear I started working on a breakout game before zelpa posted! [img]http://i.imgur.com/M7tu3v3.png[/img]
[QUOTE=Profanwolf;47801294]Come on, did you just indirectly insult everyone who enjoys working at that level? :v: Limitation is the mother of invention![/QUOTE] Exactly, that why those inventions that you refuse have happened already.
Higher level allows you faster developing. That is why kids can make games in Unity3D without knowing linear algebra.
[QUOTE=war_man333;47801364]I swear I started working on a breakout game before zelpa posted! [/QUOTE] Next month's thread: WAYWO v.Breakout
Added some fresh ice to the corners of the screen. [IMG]http://i.imgur.com/LusTyjV.png[/IMG] It gets more noticeable the colder you get. What's pictured, is when you're freezing to death.
[QUOTE=Zelpa;47799145]wanring: muzak Cool, I managed to get the table of bricks working and drawing. One problem though, the function that memes them is in Love2d's draw loop, so I don't know how to actually give them collision or anything.[/QUOTE] Declare a table outside of any functions and just iterate through it to draw the blocks in LOVE.Paint or whatever it was called and then iterate again in Update/Think where you check if the ball has collided with any of the boxes.
[QUOTE=Rocket;47801603]If you can't find anything interesting about higher level stuff, that apparently means that the only thing you find fun about programming is dealing with the stuff you have to deal with in lower level languages.[/QUOTE] It's not like you're wrong, but that's really not the point :v: Everyone has constraints which they enjoy working within, be they hardware constraints, the expressive constraints your chosen programming language puts on you, or things specific to the domain within which you're working! Not to mention he only mentioned two languages (C# and SQL), I would hesitate to see that as him judging all of high-level programming as that's such a narrow view on what is such a massive field! Hell, consider the demoscene!
i never understood the appeal of super low-level programming unless it's absolutely necessary the demoscene doesn't make much sense for me either
[QUOTE=DarKSunrise;47801859]i never understood the appeal of super low-level programming unless it's absolutely necessary the demoscene doesn't make much sense for me either[/QUOTE] Because it's fun, because you can tinker with everything, you can do anything, you can be as flexible and as crazy, as fast and as retarded as the hardware you're working on? Probably a lot more reasons, but those are the ones I personally like. The freedom of being able to do what ever, with the least amount of restrictions.
[QUOTE=sarge997;47801639]Added some fresh ice to the corners of the screen. It gets more noticeable the colder you get. What's pictured, is when you're freezing to death.[/QUOTE] Add some small shakes, or shivers, when they get really cold
[QUOTE=DarKSunrise;47801859]i never understood the appeal of super low-level programming unless it's absolutely necessary the demoscene doesn't make much sense for me either[/QUOTE] The demoscene exists to showcase your knowledge of computer algorithms and architecture, and that you know how to fully utilize the tool that you're given. Good demoscene programs have insane performance compared to more naive implementations.
Made myself an app to notify me when a twitch or hitbox stream goes live. Shitty video: [vid]http://a.pomf.se/winuun.webm[/vid] Clicking watch takes you to the respective site of the stream.
[QUOTE=MadPro119;47796889]Added some Rocket Jockey to the hovercraft. You are supposed to use the pylons to rotate and turn your rocket. However they just sorta whip you around and whatnot. Ive been trying for hours to get it to work like it should but I just cant get it. I don't want to manually adjust rotations as I would rather keep everything physically simulated and realistic. *video*[/QUOTE] Cool! I tried making a pod racer thing a while back, stabilizing the pod racer with a PID controller managing the amount of force to apply. Never got it to work the way I wanted to, but it's totally worth checking out. [url]https://en.wikipedia.org/wiki/PID_controller[/url]
Since I've not posted content in a while, have a beautiful face drawn by a turtle graphics thing I made recently :v: [img]http://i.imgur.com/Zdu075c.png[/img]
[QUOTE=Profanwolf;47802046]Since I've not posted content in a while, have a beautiful face drawn by a turtle graphics thing I made recently :v: [img]http://i.imgur.com/Zdu075c.png[/img][/QUOTE] Reminds me of a scene from Donald's Snow Fight :v: [IMG]http://image.tmdb.org/t/p/original/dy0mhIOerDPA91SH5BqMrU8KMzf.jpg[/IMG]
[QUOTE=mastersrp;47801929]Because it's fun, because you can tinker with everything, you can do anything, you can be as flexible and as crazy, as fast and as retarded as the hardware you're working on? Probably a lot more reasons, but those are the ones I personally like. The freedom of being able to do what ever, with the least amount of restrictions.[/QUOTE] In C# you can write virtual engine which runs assembler. You can write your own virtual hardware and work on that.
[QUOTE=Rocket;47802263]Build your entire development environment from the ground up. Build your own CPU from raw silicon. Write an assembler in machine code. Write an operating system and C compiler. Keep going until you write the matrix in Haskell.[/QUOTE] Ah, the good ol' Matrix monad applicative profunctor...
[QUOTE=Rocket;47802263]Build your entire development environment from the ground up. Build your own CPU from raw silicon. Write an assembler in machine code. Write an operating system and C compiler. Keep going until you write the matrix in Haskell.[/QUOTE] but first you need to make the universe.
[QUOTE=Rocket;47800744]That's not a very healthy attitude. If the interesting part of coding for you is dealing with the BS that you have to deal with in low level languages, you might want to find some more interesting projects to work on.[/QUOTE] disagree. the so-called 'bs' is thr most interesting because dealing with limitations is what makes it a puzzle. the final product might be interesting, but the way to make that product and get around limitations is what makrs it a puzzle. if programming were as simple as typing "make cool project", id have chosen a different field
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