[QUOTE=AntonioR;48144966]No, because C++ sucks. And those pointers and shit... that's so 20th century.[/QUOTE]
People rating dumb, guy's been working on a game/engine written in C++ for years...
[QUOTE=- Tear -;48144772]Is there anyone coding in c++ here ? :)[/QUOTE]
When I started learning C++, I kind of enjoyed it a lot. Learning all the basics up to operator overloading, references, and pointers wasn't so bad..
..but then I got to templates and headers (oh lordy). C++ definitely gives you a lot of control, but it's just so verbose.
Killowatt and I did some work on the HUD and started working on a stats system. Here's what it looks like right now:
[img]http://i.imgur.com/nkoJmXv.png[/img]
Next we're going to work on interaction prompts and possibly inventory stuff.
[QUOTE=Winner;48147519]
hello yes i would like to request a caffe model that was not trained EXCLUSIVELY ON CORGIS[/QUOTE]
Why?
Someone trained it useing MIT buildings
I'm currently training it using almost every picture of cheese I can find on the internet
[QUOTE=Winner;48147519][vid]http://a.pomf.cat/maeuah.mp4[/vid]
hello yes i would like to request a caffe model that was not trained EXCLUSIVELY ON CORGIS[/QUOTE]
That is exactly the stuff you see on LSD/shrooms, you think of something and you start to see it fucking everywhere.
(In your case that "thought" would be corgis dog).
Mocked up a mission prompt example. Now, sleep.
[img]http://i.imgur.com/PNy4CgU.png[/img]
I was very productive today.
[t]http://i.imgur.com/ystS0wQ.png[/t]
[QUOTE=proboardslol;48140977]I've already started with PHP and they teach java in College. I've really had a change of heart regarding non-native code. I'm really liking web development and I don't really see much of a difference between compiled languages and byte code languages.
I still prefer the simplicity of C compared to C++ or other OOP languages though. But I haven't touched C in at least a month since I've been focusing on PHP/SQL[/QUOTE]
Do you know how to solve fizzbuzz using design patterns? If the answer is yes then the world is your oyster.
[QUOTE=Berkin;48147739]Mocked up a mission prompt example. Now, sleep.
[img]http://i.imgur.com/PNy4CgU.png[/img][/QUOTE]
this is going to be the best thing
I know it's been mentioned on facepunch already, but just to make sure nobody here misses it:
[url]http://humblebundle.com/[/url]
I'm working on a project I came up with. I want it to be open source, but if used commercially, you have to pay for a license. If used for personal use, it can be used without a license.
I'm not going to include any type of DRM. They'll always find a way around it, especially if it's open source, they can just edit it. However, it'll be an application running on the internet, available by URL. So, I'm thinking of having a 'check license' page (hosted on the official project website), so that people who are going to use the hosted project can check if the person in case is actually paying for a license, if they are not, it'll show. And paying for a license will be based on either domain name or IP, either way, it'll be more "naming and shaming" than anything else.
How would I go do this? Like, having it open source, but still earn money from it? What type of license would I need to attach to my project and how do I deal with people making issues, making pull requests and such?
[QUOTE=Cyberuben;48149147]I'm working on a project I came up with. I want it to be open source, but if used commercially, you have to pay for a license. If used for personal use, it can be used without a license.
I'm not going to include any type of DRM. They'll always find a way around it, especially if it's open source, they can just edit it. However, it'll be an application running on the internet, available by URL. So, I'm thinking of having a 'check license' page (hosted on the official project website), so that people who are going to use the hosted project can check if the person in case is actually paying for a license, if they are not, it'll show. And paying for a license will be based on either domain name or IP, either way, it'll be more "naming and shaming" than anything else.
How would I go do this? Like, having it open source, but still earn money from it? What type of license would I need to attach to my project and how do I deal with people making issues, making pull requests and such?[/QUOTE]
The MIT License.
[QUOTE]
The MIT License (MIT)
Copyright (c) <year> <copyright holders>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
[/QUOTE]
[B]Edited [/B]
However after reading the post with more thought you could essentially open source it and make others pay for support like Wordpress does
[QUOTE=MrFancyBuns;48149373]The MIT License.[/QUOTE]
I should be the only one who's able to sell licenses for commercial use, others should be able to contribute but not call it their own or make money of it.
If that's not possible, I'll drop contributing part but keep it open source anyway.
[QUOTE=MrFancyBuns;48149373]The MIT License.[/QUOTE]
It's right there though, _anyone_ can use it free of charge, if you're going with the MIT license.
What's referred to as "Open Source" isn't generally compatible with this kind of double-licensing without some dubious modifications.
This could be a good place to start however: [url]https://tldrlegal.com/[/url]
Trying to generate a point cloud representation of a sphere, and I'm getting some odd (precision?) related issues.
[img]http://www.dvdflick.net/storage/marvin.png[/img]
It looks familiar somehow...
[QUOTE=Cyberuben;48149147]I'm working on a project I came up with. I want it to be open source, but if used commercially, you have to pay for a license. If used for personal use, it can be used without a license.
I'm not going to include any type of DRM. They'll always find a way around it, especially if it's open source, they can just edit it. However, it'll be an application running on the internet, available by URL. So, I'm thinking of having a 'check license' page (hosted on the official project website), so that people who are going to use the hosted project can check if the person in case is actually paying for a license, if they are not, it'll show. And paying for a license will be based on either domain name or IP, either way, it'll be more "naming and shaming" than anything else.
How would I go do this? Like, having it open source, but still earn money from it? What type of license would I need to attach to my project and how do I deal with people making issues, making pull requests and such?[/QUOTE]
You'd have to set that up using dual-licensing and commercial licenses without compensation via contributor license agreement (CLA) that is sent to you via snail mail, to be safe.
Releasing it this way without accepting contributions is a lot easier, in that case you could dual license it with [URL="http://creativecommons.org/licenses/by-nc-nd/4.0/"]CC BY-NC-ND[/URL] and any standard(-ish) proprietary license (which I don't know a ready-made one of).
Just keep in mind that licenses are also copyright-protected texts, so you can't necessarily just copy the first one that you come across.
[editline]8th July 2015[/editline]
[QUOTE=Exl;48149526]Trying to generate a point cloud representation of a sphere, and I'm getting some odd (precision?) related issues.
[img]http://www.dvdflick.net/storage/marvin.png[/img]
It looks familiar somehow...[/QUOTE]
It appears to be a two-coloured [URL="https://en.wikipedia.org/wiki/Moir%C3%A9_pattern"]moiré pattern[/URL], created by the overlapping front and back sides.
The sharp edges are likely rounding effects.
I'm not sure if the depth-sorting is correct, though.
You should make it zoom faster and leave it on overnight again.
hey guys
i fixed the kerning
[img]http://files.1337upload.net/well-066e1b.png[/img]
arabic broke though
[QUOTE=Tamschi;48149530]
It appears to be a two-coloured [URL="https://en.wikipedia.org/wiki/Moir%C3%A9_pattern"]moiré pattern[/URL], created by the overlapping front and back sides.
The sharp edges are likely rounding effects.
I'm not sure if the depth-sorting is correct, though.[/QUOTE]
The moire is understandable considering the way it's rendered. Depth sorting is good too, unless THREE.js broke all of a sudden. It's the sharp edges I can't quite figure out. Maybe the cos\sin functions aren't accurate enough?
At any rate, it amusingly reminded me of [url=https://en.wikipedia.org/wiki/File:Marvin_(HHGG).jpg#/media/File:Marvin_(HHGG).jpg]Marvin[/url] from the Hitchhiker's Guide to the Galaxy.
[QUOTE=Exl;48150302]The moire is understandable considering the way it's rendered. Depth sorting is good too, unless THREE.js broke all of a sudden. It's the sharp edges I can't quite figure out. Maybe the cos\sin functions aren't accurate enough?
At any rate, it amusingly reminded me of [url=https://en.wikipedia.org/wiki/File:Marvin_(HHGG).jpg#/media/File:Marvin_(HHGG).jpg]Marvin[/url] from the Hitchhiker's Guide to the Galaxy.[/QUOTE]
I think it's just snapping the dots to whole pixels.
[QUOTE=polkm;48136437]I added gold back
[t]http://i.imgur.com/KRwc2go.png[/t]
shiny[/QUOTE]
Do you generate the shadow procedurally based on the sprite texture or is it part of the texture or something?
[QUOTE=Jallen;48150382]Do you generate the shadow procedurally based on the sprite texture or is it part of the texture or something?[/QUOTE]
For sprite shadows I use the oldest trick in the book. Draw the exact same sprite twice but the first time set the draw color to (0, 0, 0, 150) and skew it on the x axis by about -0.6 or -0.7. There you have it. Dank indie shadows. Also don't take the z axis into account when drawing the shadow
[QUOTE=- Tear -;48144772]Is there anyone coding in c++ here ? :)[/QUOTE]
I started using C++ for a public SDK I have to make for work. Its a lot different from what I am used too but I am enjoying the challenge. I can't help but feel like I am doing some things wrong though. :v:
[QUOTE=polkm;48150423]For sprite shadows I use the oldest trick in the book. Draw the exact same sprite twice but the first time set the draw color to (0, 0, 0, 150) and skew it on the x axis by about -0.6 or -0.7. There you have it. Dank indie shadows. Also don't take the z axis into account when drawing the shadow[/QUOTE]
You're making me want to make an rpg or something, god it's been so long since I made something like that.
It's been ages since I made anything like that, I've been doing web stuff pretty much exclusively for the past 2 and a half years. I used to use SFML a lot with C++ but I'd prefer to use C# now.
What does everyone think about the SFML .NET binding? Is it good or is there a better alternative?
[QUOTE=Jallen;48150451]You're making me want to make an rpg or something, god it's been so long since I made something like that.
It's been ages since I made anything like that, I've been doing web stuff pretty much exclusively for the past 2 and a half years. I used to use SFML a lot with C++ but I'd prefer to use C# now.
What does everyone think about the SFML .NET binding? Is it good or is there a better alternative?[/QUOTE]
I've been using it for years. It's a version late from the C++ version, but I think it's updated soon-ish.
It's very, very similar to the C++ version, the only difference is basically it doesn't have stuff that .NET already brings, like networking.
It's super easy to use, comes feature-packed for a solid base for your game or basically anything that needs to be drawn, and IIRC the newest version also has 3D stuff (it is a wrapper for OpenGL anyways).
[editline]8th July 2015[/editline]
An alternative for 2D and C# would be Unity which too is super easy to use, but I like SFML.NET more because it doesn't restrict you to a certain way of doing things. SFML is just for windows and rendering, you have to make all the rest yourself.
[QUOTE=Funley;48150578]I've been using it for years. It's a version late from the C++ version, but I think it's updated soon-ish.
It's very, very similar to the C++ version, the only difference is basically it doesn't have stuff that .NET already brings, like networking.
It's super easy to use, comes feature-packed for a solid base for your game or basically anything that needs to be drawn, and IIRC the newest version also has 3D stuff (it is a wrapper for OpenGL anyways).
[editline]8th July 2015[/editline]
An alternative for 2D and C# would be Unity which too is super easy to use, but I like SFML.NET more because it doesn't restrict you to a certain way of doing things. SFML is just for windows and rendering, you have to make all the rest yourself.[/QUOTE]
Awesome. I'll get using SFML .NET then. Unity isn't for me either.
[img]http://files.1337upload.net/woooooo-268af4.png[/img]
oh hey it works
Wow I came to post about the caffe thing because I've been onto neural networks again but you guys beat me to it
[QUOTE=DarKSunrise;48150768][img]http://files.1337upload.net/woooooo-268af4.png[/img]
oh hey it works[/QUOTE]
179 draw calls? How exactly are you rendering the text?
Sorry, you need to Log In to post a reply to this thread.