[QUOTE=Shadow fita;48230583]The stuff he is using seems to be Train and I's work before the others contributed, heck it might be before I contributed. The point is my name is in the licensing for the menu so I can give him permission to use it etc.[/QUOTE]
You can't, technically speaking. At least not alone, neither for commercial nor uncredited use.
As long as the use is noncommercial (and the other license conditions are fulfilled) the grant is automatic and does not have to be given individually.
If the use is commercial or violates any other license condition, a separate license agreement has to be reached with all necessary rights holders (which are every contributor individually unless there was a prior agreement to give that right to a specific party).
oooh snaps shit got real dawg
I'm thinking about organizing an AI tournament for hockey question mark. Publishing a list of memory addresses for player input as well as for coordinates of other players and the puck, and a sample program for people to use. Would anyone be interested in something like that?
On a related note, I wrote a rather buggy mod to implement a ref player who doesn't have collision or a stick, but can pick up the puck and drop it for faceoffs.
[IMG]http://i.imgur.com/lPdqC16.png[/IMG]
[img]http://puu.sh/j3oHa/6b1caf7f52.jpg[/img]
Deferred renderer coming along nicely! I like using my own text and having it work for a useful purpose, it gives me such a great feeling. (:
[IMG]http://puu.sh/j3tdg/f68a939083.jpg[/IMG]
Ugh, I hate the way Love2D handles mesh generation. It tries to be super streamlined and easy but its just so horrible.
Started working on some of the UI.
[video]https://youtu.be/wSLJ2UTSfzk[/video]
Any thoughts on the menu transition?
[QUOTE=NixNax123;48235244][img]http://puu.sh/j3oHa/6b1caf7f52.jpg[/img]
Deferred renderer coming along nicely! I like using my own text and having it work for a useful purpose, it gives me such a great feeling. (:[/QUOTE]
how come you also have a texcoord buffer? is that common practice?
[QUOTE=Go101;48235833]Any thoughts on the menu transition?[/QUOTE]
It's way too fast at the moment, especially because your video is at 30 frames per second.
[QUOTE=Nabile13;48236008]It's way too fast at the moment, especially because your video is at 30 frames per second.[/QUOTE]
I was wondering about that, but much slower and it seems like I am waiting for it to finish.
[B]Edit:[/B]
Recorded at 60 fps, and half speed transition.
[video]https://youtu.be/v1CXBtybStw[/video]
Any better?
[QUOTE=Go101;48236068]Any better?[/QUOTE]
This is much better.
You could try speeding it up a little more if it bothers you, as long as the transition is at least visible.
Transitions have to be pleasing on the eyes, while still allowing users to quickly navigate around. Your UI should feel smooth and interactive, if you see what I mean.
Actually, Shawn Hargreaves explains it much better than me: [URL="http://blogs.msdn.com/b/shawnhar/archive/2007/05/24/transitions-concluded-there-is-no-spoon.aspx"]Transitions concluded: "there is no spoon"[/URL].
Alrighti I have a question, not about something not working, but about its efficiency.
I'm not too well-versed in higher-level maths, and when I come across a problem/something I want to do, I usually just sit down and try and think about a logical solution using my current knowledge rather than looking up the general practice (I find this really enjoyable for some reason). This practice has recently made me a little paranoid about the efficiency of my code. I looked up how points are usually rotated in 3D space, and they use matrices (I don't really understand how they work).
I rotate my points by first rotating them from a x/z perspective, then I again rotate them from a y/z perspective. Is this inefficient compared to the standard matrices solutions? Or do they do much a similar thing, just in a more compact way?
Here's the code for a Props rotation method. Each verticie has two TriPointF objects (like a PointF, but for 3 components), one for its local position, and one for its rotated position. This is just so the Prop doesn't skew out of proportion after a few spins due to rounding errors :)
[code]
public void rotate(TriPointF pivot)
{
List<Verticie> torot = new List<Verticie>(); torot.AddRange(verts); torot.AddRange(child_verts); //Child verts were the reference point for the 2D-doom like sprites, not really relevant
pitch += pitchspeed; yaw += yawspeed;
rotateXZ(pivot.X, pivot.Z, torot); //Rotate points from an x/z perspective
rotateYZ(pivot.Y, pivot.Z, torot); //Rotate points from a y/z perspective
}
private void rotateXZ(float rot_x, float rot_z, List<Verticie> torot)
{
foreach (Verticie vert_ in torot)
{
float hdist = globals.getdist(rot_x, rot_z, vert_.local.X, vert_.local.Z); //Get distance between point and rotation point
float angle = (float)Math.Atan2((vert_.local.Z - rot_z), (vert_.local.X - rot_x)); //Calculate angle from rot point to vert
angle += pitch; //Add radian-based pitch to angle
//Calculate global points from altered angle, with magnitude being same distance from rot
vert_.global.X = rot_x + (float)Math.Cos(angle) * hdist;
vert_.global.Z = rot_z + (float)Math.Sin(angle) * hdist;
}
}
private void rotateYZ(float rot_y, float rot_z, List<Verticie> torot)
{
//Essentially do the same thing from y/z perspective, but this time use global z on vertices to take into account its rotation previously in x/z
foreach (Verticie vert_ in torot)
{
float hdist = globals.getdist(rot_z, rot_y, vert_.global.Z, vert_.local.Y);
float angle = (float)Math.Atan2((vert_.local.Y - rot_y), (vert_.global.Z - rot_z));
angle += yaw;
vert_.global.Z = rot_z + (float)Math.Cos(angle) * hdist;
vert_.global.Y = rot_y + (float)Math.Sin(angle) * hdist;
}
}
[/code]
Here's a rather crappy visualization of the XZ and YZ axis slices
[IMG]http://s16.postimg.org/rhb497c3p/slices.png[/IMG]
[QUOTE=Havok Lagnado;48236150]Alrighti I have a question, not about something not working, but about its efficiency.
I'm not too well-versed in higher-level maths, and when I come across a problem/something I want to do, I usually just sit down and try and think about a logical solution using my current knowledge rather than looking up the general practice (I find this really enjoyable for some reason). This practice has recently made me a little paranoid about the efficiency of my code. I looked up how points are usually rotated in 3D space, and they use matrices (I don't really understand how they work).
I rotate my points by first rotating them from a x/z perspective, then I again rotate them from a y/z perspective. Is this inefficient compared to the standard matrices solutions? Or do they do much a similar thing, just in a more compact way?
Here's the code for a Props rotation method. Each verticie has two TriPointF objects (like a PointF, but for 3 components), one for its local position, and one for its rotated position. This is just so the Prop doesn't skew out of proportion after a few spins due to rounding errors :)
Here's a rather crappy visualization of the XZ and YZ axis slices
[/QUOTE]
"Rotating a point" could mean anything, but it's pretty safe to say that you're right and it's more or less what happens in matrix multiplication. Performance wise, using matrices is probably faster, but not much.
[QUOTE=Darwin226;48236166]"Rotating a point" could mean anything, but it's pretty safe to say that you're right and it's more or less what happens in matrix multiplication. Performance wise, using matrices is probably faster, but not much.[/QUOTE]
Alrighti thanks :) I'll look into how matrices do it when I have time.
Also I just realized this wasn't wasn't WDYNHW...
[QUOTE=Nabile13;48236144]This is much better.
You could try speeding it up a little more if it bothers you, as long as the transition is at least visible.
Transitions have to be pleasing on the eyes, while still allowing users to quickly navigate around. Your UI should feel smooth and interactive, if you see what I mean.
Actually, Shawn Hargreaves explains it much better than me: [URL="http://blogs.msdn.com/b/shawnhar/archive/2007/05/24/transitions-concluded-there-is-no-spoon.aspx"]Transitions concluded: "there is no spoon"[/URL].[/QUOTE]
Thanks!
It got me thinking, it would be best for touch if the button hit boxes did not move. That way you wouldn't have to try to follow or wait for the button to hit it.
Sense I am not planing an supporting touch for the contest, I wont worry about it for now.
[QUOTE=jmazouri;48230756][code]What the fuck did you just fucking say about me, you <adj> <substance>? I’ll have you know I graduated top of my class in the [case:title]<noun-weapon> <noun-animal.s>[case:none], and I’ve been involved in numerous secret raids on Al-<state>, and I have over {[num:200;1000]} confirmed kills. I am trained in <noun-animal> warfare and I’m the top <noun-job> in the entire US armed forces. You are nothing to me but just another <noun>. I will wipe you the fuck out with <abstract-concept.s> the likes of which has never been seen before on this <place-outdoor>, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. You’re fucking dead, <title>.[/code][/QUOTE]
Fixed that for ya ("...I will wipe you the fuck out with hypothesis the likes of which has never been seen before...", should be "hypotheses").
By the way, [url=http://rant.berkin.me/]Rantbox[/url] is down.
[QUOTE=Ac!dL3ak;48236386]Fixed that for ya ("...I will wipe you the fuck out with hypothesis the likes of which has never been seen before...", should be "hypotheses").
By the way, [url=http://rant.berkin.me/]Rantbox[/url] is down.[/QUOTE]
You have the wrong link. Use the [URL="http://berkin.me/rant/sandbox"]Rant Sandbox[/URL].
[QUOTE=DarKSunrise;48236006]how come you also have a texcoord buffer? is that common practice?[/QUOTE]
yeah? I thought it was normal to have seperate buffers for verts texcoords normals etc
[QUOTE=Bumrang;48236715]yeah? I thought it was normal to have seperate buffers for verts texcoords normals etc[/QUOTE]
Some people go with using a single continuous buffer and utilize the stride to intersperse all the data in just one (I do for one), but what actually works best there isn't much consensus on from what I've seen :v:
[QUOTE=Havok Lagnado;48236150]Alrighti I have a question, not about something not working, but about its efficiency.
[...][/QUOTE]
Your code is currently very slow in comparison I think, but mostly because you redo the angle calculations all the time.
A specialised solution for this rotation from two angles (basically with matrices but trimmed down to only use what's necessary) would be fastest.
[editline]18th July 2015[/editline]
[QUOTE=Bumrang;48236715]yeah? I thought it was normal to have seperate buffers for verts texcoords normals etc[/QUOTE]
Normally the texcoords are not used once the colour data is available (since it's not a surface property you can use without texture).
Random question but do any of you know what the colour scheme of blueprints are? As in the blue and white RGB values
Yay, displaying values from a game!
[t]http://giant.gfycat.com/MammothBitesizedAgouti.gif[/t]
The end-goal is some sort of bot. Right now it's just a learning experience.
I wrote some smoothing functions:
[cpp]
struct CubicBezierSmoothing
{
float X1, Y1, X2, Y2;
CubicBezierSmoothing(float x1, float y1, float x2, float y2):
X1(x1), Y1(y1), X2(x2), Y2(y2)
{
}
virtual ~CubicBezierSmoothing()
{
}
float operator()(float t) const
{
// [url]http://math.stackexchange.com/a/348645[/url]
// (1 - t)^3*y0 + 3(1 - t)^2*t*y1 + 3(1 - t)*t*t*y2 + t*t*t*y3
float s = 1.0f - t,
y0 = 0.0f,
y1 = Y1,
y2 = Y2,
y3 = 1.0f;
return s * s * s * y0 +
3.0f * s * s * t * y1 +
3.0f * s * t * t * y2 +
t * t * t * y3;
}
};
#define DEFINE_CUBIC_BEZIER_SMOOTHING(name, x1, y1, x2, y2)\
struct name##Smoothing: public CubicBezierSmoothing\
{\
name##Smoothing(): CubicBezierSmoothing(x1, y1, x2, y2) {}\
}
// [url]http://easings.net/#easeOutBack[/url]
//DEFINE_CUBIC_BEZIER_SMOOTHING(EaseOutBack, 0.175f, 0.885f, 0.32f, 1.275f);
// custom
DEFINE_CUBIC_BEZIER_SMOOTHING(EaseOutBack, 0.000f, 1.215f, 0.400f, 1.015f);
// [url]http://easings.net/#easeOutCubic[/url]
DEFINE_CUBIC_BEZIER_SMOOTHING(EaseOutCubic, 0.215f, 0.61f, 0.355f, 1.0f);
// [url]http://easings.net/#easeOutQuint[/url]
DEFINE_CUBIC_BEZIER_SMOOTHING(EaseOutQuint, 0.23f, 1.0f, 0.32f, 1.0f);
// [url]http://easings.net/#easeOutCirc[/url]
DEFINE_CUBIC_BEZIER_SMOOTHING(EaseOutCirc, 0.075f, 0.82f, 0.165f, 1.0f);
[/cpp]
There might be something wrong with my Bezier curves logic since I'm not using the X coordinates at all, but maybe not, according to [url]http://math.stackexchange.com/a/348645[/url]. Either way, it works good enough for me, and maybe for you too.
Usage:
[cpp]
EaseOutCircSmoothing smoothing;
void tick(float dt)
{
elapsed += dt;
// interpolate shit
float v = min + (max - min) * smoothing(elapsed); // elapsed should be in [0..1]
}
[/cpp]
[editline]18th July 2015[/editline]
Looking back on this, damn C++ is ugly. But it warms my heart :)
Incase anyone here hasn't seen this [url]https://github.com/avinassh/rockstar[/url].
It's a project that fakes github activity, like so
[t]https://github.com/avinassh/rockstar/blob/master/images/greensgreensgreens.png?raw=true[/t]
Thought you all might appreciate it
My bot is so bad at hockey? that everyone assumes it's a new player trying the game for the first time.
It's a weird case where improving the AI will make it less Turing test-capable.
Working on pathfinding for AI. This is my first time ever working with AI. So far it's going well.
[video=youtube;8SPnsz3Q_Ww]https://www.youtube.com/watch?v=8SPnsz3Q_Ww[/video]
This shows the basic pathfinding
[video=youtube;KdkM6DQLPSM]https://www.youtube.com/watch?v=KdkM6DQLPSM[/video]
This one shows the AI attacking the player if hes close. If he isnt near them they default to the nearest player made object. If there is no player made objects it just goes to the player.
Please excuse the crappy black borders around the videos. OBS is being weird today.
Punch one-two mother fuckerrrrrrr
[img]http://puu.sh/j4685.gif[/img]
Next up: Uppercut and Shoryuken maybe
Are there any android market/google play API libraries? As in for talking to the play store to get info on apps. I found [url]https://code.google.com/p/android-market-api/[/url] but it hasnt been updated since 2012
[QUOTE=Richy19;48239886]Are there any android market/google play API libraries? As in for talking to the play store to get info on apps. I found [url]https://code.google.com/p/android-market-api/[/url] but it hasnt been updated since 2012[/QUOTE]
[url]https://github.com/chadrem/market_bot[/url]
This looks active. Seems to use Ruby.
[QUOTE=Vilusia;48239086][I]vid with Steam notification sound[/I][/QUOTE]
I heard the Steam sound at the end of your video, and thought I had friends :cry:
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