[QUOTE=Nabile13;48181159]You can generate a bitmap using the system's drawing functionality and then convert it into a texture, instead of using OpenGL.
Performance isn't an issue. [URL="https://osu.ppy.sh/"]osu![/URL] uses that technique just fine and it looks great.[/QUOTE]
Can you show me how to do this, or provide a link?
[editline]11th July 2015[/editline]
At least if I'm completely sure my text texture / vertex / etc stuff is correct, then I can just focus on my projection problems.
[QUOTE=NixNax123;48181239]Can you show me how to do this, or provide a link?
[editline]11th July 2015[/editline]
At least if I'm completely sure my text texture / vertex / etc stuff is correct, then I can just focus on my projection problems.[/QUOTE]
I'm sorry, I don't use Java, but I'm sure it's possible to do it.
In .NET, you have the [url=https://msdn.microsoft.com/en-us/library/system.drawing%28v=vs.110%29.aspx]System.Drawing[/url] namespace where you can create a [url=https://msdn.microsoft.com/en-us/library/system.drawing.graphics%28v=vs.110%29.aspx]Graphics[/url] object and use [url=https://msdn.microsoft.com/en-us/library/d3thd43b%28v=vs.110%29.aspx]DrawString[/url] on a [url=https://msdn.microsoft.com/en-us/library/system.drawing.bitmap%28v=vs.110%29.aspx]Bitmap[/url]. After that, you get the bitmap's bytes and create a [url=http://sharpdx.org/documentation/api/m-sharpdx-toolkit-graphics-texture2d-new--1]Texture2D[/url] with the data.
Finally published experimental slop. [url]https://github.com/naelstrof/slop/releases/tag/v4.2.16[/url]
It was surprisingly easy to add a flag to disable all the new features at compile time to reduce dependencies and files. (Defaults to disabled to not break everyone's packages).
So I emailed all of the maintainers about all the changes, but I'm sure I'll wake up tomorrow with 10 new issues and 30 emails anyway.
[QUOTE=NixNax123;48181239]Can you show me how to do this, or provide a link?
[editline]11th July 2015[/editline]
At least if I'm completely sure my text texture / vertex / etc stuff is correct, then I can just focus on my projection problems.[/QUOTE]
[CODE]BitmapFont font = new BitmapFont("path-to-bitmap-font") // Probably using somethign like Gdx.files.internal();
public void render() {
spritebatch.begin();
font.draw(spritebatch, "some strings", x, y);
spritebatch.end();
}[/CODE]
obviously not a complete example, but should work. You should really check the wiki page on the libgdx github
unless I'm dumb and you're not asking about libgdx. in which case rate me boxes and move on.
[QUOTE=Lumaio;48181441][CODE]BitmapFont font = new BitmapFont("path-to-bitmap-font") // Probably using somethign like Gdx.files.internal();
public void render() {
spritebatch.begin();
font.draw(spritebatch, "some strings", x, y);
spritebatch.end();
}[/CODE][/QUOTE]
It's not the greatest to draw text each frame, optimisation-wise, especially with tons of text on the screen if I remember right. It's better to generate the texture and store it instead.
See: [URL="http://gamedevwithoutacause.com/?p=1244"]Pre-rendering SpriteFont Text for Improved Performance[/URL].
[QUOTE=Lumaio;48181441][CODE]BitmapFont font = new BitmapFont("path-to-bitmap-font") // Probably using somethign like Gdx.files.internal();
public void render() {
spritebatch.begin();
font.draw(spritebatch, "some strings", x, y);
spritebatch.end();
}[/CODE]
obviously not a complete example, but should work. You should really check the wiki page on the libgdx github
unless I'm dumb and you're not asking about libgdx. in which case rate me boxes and move on.[/QUOTE]
i'm not using libgdx
Ever reach the point where you've been working on something so long that you don't want to work on it anymore?
I'm sort of that way about my RTS. I'm tempted to make it open source to see if I can get some help on it. Anyone interested?
[QUOTE=Xystus234;48182210]Ever reach the point where you've been working on something so long that you don't want to work on it anymore?
I'm sort of that way about my RTS. I'm tempted to make it open source to see if I can get some help on it. Anyone interested?[/QUOTE]
What language is it in? What kind of framework do you have?
I think I might have opened a portal to hell.
[IMG]https://dl.dropboxusercontent.com/u/27714141/hacking-world5.png[/IMG]
I think implementing the node.js API would be almost impossible to do all by myself. Not to mention the security concerns and some impossibilities.
Should I just implement something basic instead?
[QUOTE=Darwin226;48180763]So I'm doing evolutionary programming again. The units are strings of assembly like code. The method of input and output is reading and writing from their virtual memories.
I've given them a task to put a number as close as possible to 123 into memory location 0, and I've also penalized longer code slightly.
After 100 000 generations the best candidate produced the following code
[code][Push 9,Push 4,Push 4,Mult,Xor,Push 5,Mult,Push 0,Set][/code]
Which is equivalent to the expression (9 XOR (4 * 4)) * 5 which is 125.
Pretty neat.
And this was basically just a "hardcode dumb defaults, just make is do something" run.[/QUOTE]
Tuned the algorithm to something not entirely nonsensical and the result in 10 000 generations was
[code]
[Push 123, Push 0, Set]
[/code]
Cheeky bastards...
I'm at the Valve/Bossa Studios HTC vive VR Jam in London :D
[url]https://twitter.com/search?src=typd&q=%23HTCviveLDNjam[/url]
[quote]Manly: Edsel! What's with the mustache?
Edsel: I'm letting it grow out. Does my exposed forest of fur bother you?
Manly: Your mustache is fine, just don't let it look anything like Nolan's.
Nolan: What the fuck is your problem with mine?
Manly: Everything is wrong! Your mustache looks like my father Hassan's ballsack hair![/quote]
some of the dialogue generated based on one of my submissions to berkins repo
[QUOTE=Naelstrom;48182439]What language is it in? What kind of framework do you have?[/QUOTE]
It's in Java, written with LibGDX and the networking code is in KryoNet.
I'll have to find some legal shit but I'm probably going to throw up a license that allows you to make copies for personal use, but you have to obtain another license to sell derived copies. Plus I'll need to have whoever works on it sign an agreement regarding copyright, etc.
I forgot to show the "final" version of my WW1 game that I showed to my class. I posted about a little a few months ago but never showed the more complete one. So here is a little webm of my first "real" game.
[vid]http://pahlavan.se/dump/Poilu_Pierre_demo.webm[/vid]
Also if you for whatever reason feel like it, you can download it here: [URL]http://pahlavan.se/dump/Poilu Pierre - Debug edition.zip[/URL]
The game supports way more than 40 soldiers, I had over a hundred and each side and it works great. But I have to compile the game in Release mode for that and when I do, Visual Studio says fuck you for trying to make a game and introduces a strange bug I can't fix. Which causes the AI dudes to spazz when you tell them to retreat. So that's the debug version. Also there is no restart button since well, no good explanation for that one. Also if you start the game, sometimes the Germans don't feel like going to war, so just restart it and it should be fine.
Been thinking about making a new game but not sure if SFML is the best thing. Are there any similar things to SFML that also use C++ that you guys know of?
Edit:
After several days I found out that the link is broken. I am an idiot. I doubt anyone would download it anyway. :v:
[QUOTE=CommanderPT;48186096]I forgot to show the "final" version of my WW1 game that I showed to my class. I posted about a little a few months ago but never showed the more complete one. So here is a little webm of my first "real" game.
Also if you for whatever reason feel like it, you can download it here: [URL]http://pahlavan.se/dump/Poilu Pierre - Debug edition.zip[/URL]
The game supports way more than 40 soldiers, I had over a hundred and each side and it works great. But I have to compile the game in Release mode for that and when I do, Visual Studio says fuck you for trying to make a game and introduces a strange bug I can't fix. Which causes the AI dudes to spazz when you tell them to retreat. So that's the debug version. Also there is no restart button since well, no good explanation for that one. Also if you start the game, sometimes the Germans don't feel like going to war, so just restart it and it should be fine.
Been thinking about making a new game but not sure if SFML is the best thing. Are there any similar things to SFML that also use C++ that you guys know of?[/QUOTE]
SDL (its a C library), but personally I'm a big fan of SFML and I use it for everything
[QUOTE=Icedshot;48186559]SDL (its a C library), but personally I'm a big fan of SFML and I use it for everything[/QUOTE]
SFML is pretty great. I think my issues more lie in the fact that I have yet to learn how to build an engine properly yet. Having my first 3d programming course in October (with the ultimate goal of building an engine over the next few years) but I would still like to mess around with 2d stuff. But I have no idea how to progress further. Engine is a kind of vague term I guess but what I've done so far was having a base actor class with some parameters and then a soldier class that derived from that and the player derived from soldier and so did the "AI" and so on. Along with a messy collision system. I should probably find a good book on engine design or something.
[QUOTE=CommanderPT;48186096]I forgot to show the "final" version of my WW1 game that I showed to my class. I posted about a little a few months ago but never showed the more complete one. So here is a little webm of my first "real" game.
[vid]http://pahlavan.se/dump/Poilu_Pierre_demo.webm[/vid]
[/QUOTE]
Sorry for the dumb question, but what software did you use to record your screen? I also wanna show my stuffs here :)
[QUOTE=CommanderPT;48187015]SFML is pretty great. I think my issues more lie in the fact that I have yet to learn how to build an engine properly yet. Having my first 3d programming course in October (with the ultimate goal of building an engine over the next few years) but I would still like to mess around with 2d stuff. But I have no idea how to progress further. Engine is a kind of vague term I guess but what I've done so far was having a base actor class with some parameters and then a soldier class that derived from that and the player derived from soldier and so did the "AI" and so on. Along with a messy collision system. I should probably find a good book on engine design or something.[/QUOTE]
eh i think the best way to learn is to use other engines to make stuff or read about how they do stuff, and get a feel
of what's the general way of doing things
then figure out if that way of doing things makes sense or if there's a way that's better suited to your needs
[editline]12th July 2015[/editline]
i think [url]http://gameprogrammingpatterns.com/[/url] is worth reading as well
[QUOTE=Cesar Augusto;48187079]Sorry for the dumb question, but what software did you use to record your screen? I also wanna show my stuffs here :)[/QUOTE]
If you use Chrome you can use something like this:
[url]https://chrome.google.com/webstore/detail/mediacore-capture/enddmcjcfojolegmdogekfpfbobmkioo?hl=en[/url]
Records directly to WebM. Only does up to 720p though.
Screencastify's also alright but they've sold out recently and charge to make vids longer than 10 mins and they transpose their logo on your videos.
use OBS to record shit, its fast easy and very customizable
i'd post the guide i wrote for it in waywo a while back but fuck it you're all programmers, should be easy
[QUOTE=DarKSunrise;48187134]eh i think the best way to learn is to use other engines to make stuff or read about how they do stuff, and get a feel
of what's the general way of doing things
then figure out if that way of doing things makes sense or if there's a way that's better suited to your needs
[editline]12th July 2015[/editline]
i think [URL]http://gameprogrammingpatterns.com/[/URL] is worth reading as well[/QUOTE]
Thanks, I'll take a look!
[QUOTE=Cesar Augusto;48187079]Sorry for the dumb question, but what software did you use to record your screen? I also wanna show my stuffs here :)[/QUOTE]
I just used shadowplay. So if you have an nvidia gpu that is fairly recent, you probably have it too.
[QUOTE=Bomber9900;48185573]some of the dialogue generated based on one of my submissions to berkins repo[/QUOTE]
I'm working on your other one right now
[quote]Hailee: You seem like the type of man who finds pleasure in satisfactory vagina-palpitation pricks.
Manning: Affirmative! I also really enjoy when they're all tall and it tastes incredibly good. So it's really that I like waddly vagina-palpitation pricks. So that must mean I'm a waddly vagina-palpitation prick kind of man.[/quote]
[editline]12th July 2015[/editline]
I need more submissions! I HUNGER!
[QUOTE=CommanderPT;48187424]
I just used shadowplay. So if you have an nvidia gpu that is fairly recent, you probably have it too.[/QUOTE]
Fairly recent and a GTX...
[QUOTE=Darwin226;48187738]Fairly recent and a GTX...[/QUOTE]
I believe the NVENC chips have been there since the GTX 600 series.
Use [URL="https://obsproject.com/"]OBS[/URL] instead of ShadowPlay. First of all, you don't have to install the kind-of-bloatware that is GeForce Experience on your PC, and secondly, you have more customisations and control over your video settings, instead of only having the bitrate setting (starts at 5k kbps (?!), and increments by 5k until 50k) and overall quality. It supports CPU, NVENC, and Intel QuickSync encoding.
my real space implementation of edge detection using the Sobel kernel in matlab (without using conv2)
[img]http://i.imgur.com/qOdZYR6.png[/img]
next up: convolution in k-space
My pause menu has a 90% chance of looking normal...
[img]http://i.imgur.com/VvW6mno.png[/img]
... and a 10% chance of saying something else.
[img]http://i.imgur.com/U6450Zj.png[/img]
So, about that DeepDreams...
Does anyone happen to have a compiled Windows executable lying around where I can just feed it images and a few parameters and it does magic?
Just thought I'd ask. :v:
[QUOTE=Berkin;48189579]My pause menu has a 90% chance of looking normal...
... and a 10% chance of saying something else.
[/QUOTE]
One day somebody is going to report that as a bug.
[QUOTE=Winner;48189803]find a docker image
actually compiling to windows is near impossible[/QUOTE]
Pretend I'm an idiot and don't know what you mean by "find a docker image". :v:
[QUOTE=Cow Muffins;48189828]One day somebody is going to report that as a bug.[/QUOTE]
wontfix
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