Why use socket.io instead of just plain web-sockets?
[QUOTE=Tamschi;48163895]Isn't there a completion event you can use instead?[/QUOTE]
I looked it up: [URL="http://docs.unity3d.com/ScriptReference/Application.LoadLevelAsync.html"]You can either query it or yield in a coroutine and then continue with the manual activation.[/URL]
[QUOTE=COBRAa;48166417]Why use socket.io instead of just plain web-sockets?[/QUOTE]
Cookies and shared sessions and a load of other complications, and because it's awesome in general. :)
[QUOTE=voodooattack;48166034]A hacking game with real scripting. The scripts run in a sandbox on the server using a virtual file system built on top of mongodb, and their outputs are piped into the browser via socket.io.[/QUOTE]
I remember playing a game called "hack wars" back in the day. I found an exploit in the scripting language by accident that gave me money out of thin air :D
Hey guys, quick question. I'm hoping to start a degree in computer science this year, providing I get the entry requirements. In case I don't, I'm trying to group together all my past projects in a portfolio of sorts so that I can at least show them some work I've already done and hopefully they'll consider letting me in anyway (UK so it's a bit more lenient).
What kind of projects do you think would stand out to a comp sci department that I could work on over the next month?
So I stopped working on my renderer for my game because I couldn't get text rendering to work (for the third time in my life). Do you guys think I should
[img]http://www.facepunch.com/fp/ratings/tick.png[/img] - Keep trying on getting text to render
[img]http://www.facepunch.com/fp/ratings/cross.png[/img] - Go back to JSFML and work on my actual game but have no lighting solution
[img]http://www.facepunch.com/fp/ratings/zing.png[/img] - Learn a functional language
[QUOTE=leontodd;48166515]Hey guys, quick question. I'm hoping to start a degree in computer science this year, providing I get the entry requirements. In case I don't, I'm trying to group together all my past projects in a portfolio of sorts so that I can at least show them some work I've already done and hopefully they'll consider letting me in anyway (UK so it's a bit more lenient).
What kind of projects do you think would stand out to a comp sci department that I could work on over the next month?[/QUOTE]
Something to do with algorithms and data processing would be a good one to go for. When I did computer science at uni it was pseudo code this, data structures that (since I began working in software development I don't think I've used a non-linear data structure outside of model relationships once :v:)
Anything which shows your ability to solve problems and be resourceful would be beneficial, but comp sci is generally more theoretical than something like software engineering so it's less about making a polished product and more about the techy workings and problem solving.
I wouldn't sweat it too much tbh, when I did computer science the people on my course were noobs, most of which had never programmed before. If you've made a few games or anything of any level of significant complexity, you're already ahead of the game.
[editline]10th July 2015[/editline]
[QUOTE=NixNax123;48166541]So I stopped working on my renderer for my game because I couldn't get text rendering to work (for the third time in my life). Do you guys think I should
[img]http://www.facepunch.com/fp/ratings/tick.png[/img] - Keep trying on getting text to render
[img]http://www.facepunch.com/fp/ratings/cross.png[/img] - Go back to JSFML and work on my actual game but have no lighting solution
[img]http://www.facepunch.com/fp/ratings/zing.png[/img] - Learn a functional language[/QUOTE]
I don't believe that rendering text is a monumental task, if you can't get it working one way then do it another way. If it's hacky and slow who gives a shit, minimum viable product yo. If you've got to the point where you are developing text rendering, you know enough to get text rendering working.
[QUOTE=Jallen;48166463]I remember playing a game called "hack wars" back in the day. I found an exploit in the scripting language by accident that gave me money out of thin air :D[/QUOTE]
That's why I'm being very careful with the scripting API. I won't expose anything that could jeopardise the game data.
Login attempts will be chance based. For example: you try a password through the API and a roll will determine if it works or not, if the roll is in your favour the password is saved to the database permanently and you're granted access.
Oh, and I forgot to mention this: any real-world website will have a representation in the game (via a RAII pattern). The story is that corruption was spread through the web by a rogue AI and the players have to fix the web by hacking it and cleansing the servers. if you try something like a http request you'll get garbled text in the websites you request depending on the corruption level (which is assigned randomly for the most part).
Until I add an in-game browser and you get to see it visually that is.
I'll use this to corrupt the text: [url]https://github.com/nubs/garble[/url]
[QUOTE=UchihaItachi;48164374]Hey waywo, long time lurker here...
Me and my friend have slaved over another game in unity for the last god knows how long and have released it a few days ago.
[video=youtube;Qm-Qv2D9k1g]https://www.youtube.com/watch?v=Qm-Qv2D9k1g&feature=youtu.be[/video]
.
Content coming with the first update:
[B] -New movement/jump buttons instead of joystick -> suggested by community
-Less baby text/baby steps inside the tutorial levels -> suggested by community[/B][/QUOTE]
Hey, cool game and great progress! Had fun so far although I'm not quite out of the tutorial yet. The upcoming changes sound great and I was going to recommend things along those lines. Also, the open door button is a little confusing with its coloring and size.
[QUOTE=COBRAa;48166417]Why use socket.io instead of just plain web-sockets?[/QUOTE]
socket.io also has a lot of different fallbacks in case a browser doesn't support websockets.
[thumb]http://i.imgur.com/w277SxM.jpg[/thumb]
Hooray, arduinos! Just got mine today.
[QUOTE=Winner;48167817]cuda also only uses about half of my gpu memory, so i could probably run 2 or 3 threads for better results.[/QUOTE]
Not how it works, the graphics card internally runs that compute shader on hundreds of threads. You'd actually need multiple gpus to run multiple programs like that.
[QUOTE=cartman300;48167768][thumb]http://i.imgur.com/w277SxM.jpg[/thumb]
Hooray, arduinos! Just got mine today.[/QUOTE]
This picture is beautiful for some reason.
I'm working on a co-routine system in C#, it's almost disgustingly simple.
Just have to implement messages so I can interrupt other co-routines and it'll be finished.
Thoughts on this HUD design?
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2015-07/2015-07-10_19-58-31_gif.gif[/img]
[QUOTE=fewes;48156611]Had some real trouble deciding what to do with his right arm :v:
Feel like I improved it now though:
[img]http://puu.sh/iSRY2.gif[/img][/QUOTE]
Are you using Spriter?
[QUOTE=mogey5101;48168675]Are you using Spriter?[/QUOTE]
He already answered this and said it is Spine.
[QUOTE=Pelf;48168466]Thoughts on this HUD design?
[img]https://dl.dropboxusercontent.com/u/13781308/ShareX/2015-07/2015-07-10_19-58-31_gif.gif[/img][/QUOTE]
how does it look in the top left instead of bottom left?
[QUOTE=Pat.Lithium;48169215]how does it look in the top left instead of bottom left?[/QUOTE]
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2015-07/2015-07-10_21-54-12.png[/t]
[editline]e[/editline]
[t]https://dl.dropboxusercontent.com/u/13781308/ShareX/2015-07/2015-07-10_21-56-02.png[/t]
This
[code]
// obj code, x, y, milliseconds to next spawn
int[,] level1 = new int[,]{
{_TALL, sw, sh/2, 500},
{_BASIC, sw, sh*3/4, 500},
{_TALL, sw, sh/2, 500},
{_BASIC, sw, sh/4, 500}
};
[/code]
spawns this. FINALLY.
[IMG]http://i.imgur.com/l14z4Tl.png[/IMG]
The current super basic level selection screen.
[IMG]http://i.imgur.com/bdOQqEy.png[/IMG]
Wish I had more time to work on this.
It's actually kinda fun to play with random spawns. Hopefully that translates over with way more content!
[QUOTE=Pelf;48168466]Thoughts on this HUD design?
[/QUOTE]
The text looks a bit too spaced out.
No pun intended.
[QUOTE=Winner;48168549]yes, but cuda seems to be limiting that number somewhere - it's running at 2GB out of 4GB (well below the limit of stability)[/QUOTE]
You don't measure threads in gigabytes, what the fuck. This is how much memory all of them at a given time use.
But clearly the memory is NOT the bottleneck here.
Playing this proof of concept made with construct 2. Recycling some old placeholder art and creating new placeholder art for the meantime. This is "bare bones" and i still need to add obstacles.
So uhh... is anyone here a bomb defusal expert? :v:
[vid]http://my.mixtape.moe/njupuv.webm[/vid]
[QUOTE=NixNax123;48166541]So I stopped working on my renderer for my game because I couldn't get text rendering to work (for the third time in my life). Do you guys think I should
[img]http://www.facepunch.com/fp/ratings/tick.png[/img] - Keep trying on getting text to render
[img]http://www.facepunch.com/fp/ratings/cross.png[/img] - Go back to JSFML and work on my actual game but have no lighting solution
[img]http://www.facepunch.com/fp/ratings/zing.png[/img] - Learn a functional language[/QUOTE]
that depends
do you want to work on a game or do you want to work on an engine?
do whatever you want to do
you can even do both at the same time
[QUOTE=Winner;48175972]really wish we still had bad reading, because I have no idea what you're talking about. measuring threads in gigabytes? how the actual fuck did you get that from what I posted?
a single instance of caffe/cuda is only using half of the available memory with no other gpu usage. I am wondering if multiple instances will utilize more memory.[/QUOTE]
What i am saying is you literally gain nothing by running a separate instance as one will be blocking the other from executing. And i got some strange idea about that because i was talking about threading and you said it was using maximally 2 out of 4 gigabytes. Well, sorry for the misunderstanding.
So, you guys probably figured out I'm working on a game. I'm currently designing one of the core features for it, and I need your help!
My game is going to use Rant and its core technologies to create an entire world where all missions, story elements, and interactions are nonsensical. Right now I'm designing the system that will drive dialogue between NPC's, and I'm going to need [I]a lot[/I] of testing material. This means I have to write Rant patterns to generate those conversations. The more variety I have, the better tests I can run and the more interesting the conversations will be.
While I'm good at Rant, I'm slow at thinking of ideas for dialogue. I would like to set up a public repository where you all can write the most insane, ridiculous, fucked up conversations you can think of and submit it to me. You don't have to write me a Rant pattern (you can if you really want to), I just need an example of what it would put out. Then I'll take them all, write patterns from them, and use them to drive the dialogue system.
Would anyone be interested in helping with this? Could be fun to see what people come up with.
[QUOTE=Winner;48176762][URL="https://github.com/BVLC/caffe/blob/50ab52cbbf738cc92b0eda042661b8c0172774c1/include/caffe/util/device_alternate.hpp#L88"]except you would because the number of threads spawned by caffe is hardcoded[/URL]
ptthtbtht[/QUOTE]
maybe but your claim that you know that you can increase the performance of an application because it isn't using up all your memory is [b]not sound in the fucking slightest.[/b]
[QUOTE=Winner;48176905]i am not a low level programmer or a hardware guy so please set me straight; i'm assuming that if my gpu is running at only half capacity the application is not working at max efficiency[/QUOTE]
Memory is not processing power.
[QUOTE=Winner;48176905]i am not a low level programmer or a hardware guy so please set me straight; i'm assuming that if my gpu is running at only half capacity the application is not working at max efficiency[/QUOTE]
Your GPU is [b]NOT[/b] running at half capacity if it only uses half the memory.
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