• What are you working on? October 2015
    1,070 replies, posted
[QUOTE=Hypershadsy;48942626]Neat. What library did you use for UI?[/QUOTE] Looks like regular ol Winforms or WPF
[QUOTE=Mega1mpact;48943075]Looks like regular ol Winforms or WPF[/QUOTE] DataGridViews are amazing, a friend wanted a program to track her doll collection with pictures and stuff, took a couple of hours. And then I made every title and whatnot changeable so I didn't have to do it manually because PropertyGrids are also fantastic. [t]http://i.imgur.com/zoSE9We.png[/t] Love C#, everything is so nice. I also drew that picture, it was also a request.
Added a treasure digging mini-game to my zombie game. [vid]https://dl.dropboxusercontent.com/u/7113767/Videos/TreasureDigging.webm[/vid] For testing purposes the places where the chest and crates are start off with small holes. I also added an animation for reviving players. [vid]https://dl.dropboxusercontent.com/u/7113767/Videos/Reviving.webm[/vid]
[media]https://www.youtube.com/watch?v=29cG-rrPjM4[/media] This is my first time doing any sort of coding, but I think it's coming out all right. Still a lot of work to do on sound effects, sprites and collisions.
[QUOTE=sirdownloadsalot;48944347][media]https://www.youtube.com/watch?v=29cG-rrPjM4[/media] This is my first time doing any sort of coding, but I think it's coming out all right. Still a lot of work to do on sound effects, sprites and collisions.[/QUOTE] mettaton inspired?
[vid]http://files.facepunch.com/ziks/2015/October/20/2015-10-20-1632-21.mp4[/vid]
[QUOTE=Perl;48944441]mettaton inspired?[/QUOTE] Not directly, I kinda started with a pink room with two buttons in the middle, then added a screen. Then I tried to figure out some kind of puzzle from there, the turrets came after. But Undertale has definitely gotten me back into this stuff. Last time I got about as far as character movement before forgetting about it. I think I've figured out a lot more now.
[QUOTE=Torrunt;48944239]-Awesome game-[/QUOTE] Thats fucking awesome looking game, what do you use to code it? Just visual studio with C#/c++ or what?
[QUOTE=Ziks;48944483]-video-[/QUOTE] can you juggle the NPC's and or other objects?
Progress on my [URL="https://itch.io/jam/leapmotion3djam"]Leap Motion 3D Jam[/URL] entry this year; [video=youtube;h-yyTXGBxiw]http://www.youtube.com/watch?v=h-yyTXGBxiw[/video] (Me and a friend competing in the hot-seat multiplayer mode)
[QUOTE=SteppuFIN;48945259]Thats fucking awesome looking game, what do you use to code it? Just visual studio with C#/c++ or what?[/QUOTE] Yeah, I use Visual Studio and C#. I also use the SFML.Net and Lidgren libaries.
[B]Good for cuttin.[/B] [t]http://media.indiedb.com/images/games/1/46/45491/StoneKnifeRender.png[/t]
How in the hell did I get banned from the Slack thing lol? Did anyone else get their account disabled?
[QUOTE=Handsome Matt;48947234][IMG]http://i.imgur.com/EUPUHPI.png[/IMG] I mean idk why that's why, but that's why[/QUOTE] I regret nothing
[QUOTE=cartman300;48938014] 2D world portal idea: The black region is where both hidden and non-hidden geometry overlap, the red region is the non-hidden geometry and blue is the hidden geometry. Level geometry would draw over the shadows. The world portal "shadow" (yellow zone) would reveal the hidden area and it would be occluded by it but it would hide the non-hidden (red) area. The rest is just casting normal shadows so it doesn't look weird and so you can't see inside the red box as that space effectively "does not exist" (it's a part of blue box).[/QUOTE] This seems pretty neat. You could have pokemon style gameplay with house interiors being much larger than exteriors, but without the explicit transition. I've implemented a similar thing before [media]https://www.youtube.com/watch?v=gDMfoXJk_Ks[/media]
I feel like a complete shit sometimes after browsing this thread. I mean everybody does some awesome shit and I just sit here trying to figure out how to implement ideas from my dreams/imagination in game engine using it's native tools. I should try and learn more.
[QUOTE=arleitiss;48948340]I feel like a complete shit sometimes after browsing this thread. I mean everybody does some awesome shit and I just sit here trying to figure out how to implement ideas from my dreams/imagination in game engine using it's native tools. I should try and learn more.[/QUOTE] Yeah well I can process data And that's it
Updated my blog post with matlab code to implement the two-stage least-mean-square optimized registration algorithm. [url]http://thingsiamdoing.com/global-markerless-rigid-body-point-cloud-registration/[/url] [code]function [X_registered] = register(Y,X) %Returns X aligned with Y, assuming Y = R*X+T %%Coarse registration %Remove means from X and Y to center clouds about (0,0,0) Y_centered = Y - repmat(mean(Y,2),1,size(Y,2)); X_centered = X - repmat(mean(X,2),1,size(X,2)); %Self-Covariance matrices H_x = X_centered*X_centered'; H_y = Y_centered*Y_centered'; %Get eigenvectors/eigenvalues from covariance matrices [Vec_y,D_y] = eig(H_y); D_y = diag(D_y); [Vec_x,D_x] = eig(H_x); D_x = diag(D_x); %Order by largest eigenvalue D_y = D_y(end:-1:1); Vec_y = Vec_y(:,end:-1:1); D_x = D_x(end:-1:1); Vec_x = Vec_x(:,end:-1:1); %Determine coarse transformation matrix assuming X_eig*A = Y_eig A = inv(Vec_x')*Vec_y' %Transform x using this to get coarse registration estimation for i=1:length(X_centered) X_coarse(i,:) = X_centered(:,i)'*A; end X_coarse = X_coarse'; %Put it back in the expected format %% Fine registration %Remove mean from X_coarse X_coarse_centered = (X_coarse - repmat(mean(X_coarse,2),1,size(X_coarse,2))); %Find closest neighbours and match them up using KD tree kdtree = KDTreeSearcher(Y_centered'); %Find pairs [match, ~] = knnsearch(kdtree,X_coarse_centered'); %Indeces of the paired points y_idx = match'; x_idx = 1:length(X_coarse_centered); %Covariance matrix of X and Y in the matched-pairs-order H_xy = X_coarse_centered(:,x_idx)*Y_centered(:,y_idx)'; %SVD of this [U,~,V] = svd(H_xy); %Calculate rotation and translation matrices R = V*U'; T = -R*mean(X_coarse,2) + mean(Y_centered,2); %Transform X_coarse using these for i=1:length(X_centered) X_registered(i,:) = R*X_coarse(:,i); end X_registered = X_registered' + repmat(T,1,size(X_registered,1)); %%Add translation X_registered = X_registered + repmat(mean(Y,2),1,size(Y,2)); %add original mean end [/code] Can't believe that's the outcome of 9 months of work :v:
You shot who in the what now?
I understand a few of these words.
Started working with Love2D, figured that my experience with GLUA would help me with this engine! So far everything has been great, I am making a simple game where you dodge enemies that are flying towards you. (I intend to make it a little more advanced as a get used to Love2D) Basically as the levels get harder and harder your ship gets bigger, which makes it more difficult to dodge the incoming blocks. I created the art for a core ship and extensions on the ship and they actually turned out pretty awesome! I think I have a hand at this pixel art thing. Here is the ship with it's different extension options: [IMG]http://i296.photobucket.com/albums/mm180/Nexxus_TE/pixelships.png[/IMG] I also realized that the art looks really good as favicons: [IMG]http://i296.photobucket.com/albums/mm180/Nexxus_TE/pixelships2.png[/IMG] and finally the ship in game: [IMG]http://i296.photobucket.com/albums/mm180/Nexxus_TE/spacegame.png[/IMG]
Ahh! I have to make an http server from scratch in Java testing against cob spec
[t]http://i.imgur.com/42godUl.png[/t] [t]http://i.imgur.com/pJQVkuy.png[/t] [t]http://i.imgur.com/FhhsznI.png[/t] [t]http://i.imgur.com/i918ufy.png[/t] [t]http://i.imgur.com/hNYvePz.png[/t] [t]http://i.imgur.com/2OBYRoM.png[/t] [t]http://i.imgur.com/kwd9QrY.png[/t] My Frostbite Editor now loads all maps correctly. I finally solved the rotation problem by realizing I used (fx,ry,fz) instead of (fx,fy,fz). Unity told me the entire time I've also implemented outer terrain, roads, water, singleplayer loading, havok rotation and saving. Now I just need to create an installer so you don't have to run multiple scripts to get the damn thing to work. I also need to reverse engineer the god awful shader database to get the correct shaders & textures. Here's the project: [url]https://github.com/powback/Bad-Company-2-Map-Editor[/url]
[QUOTE=Winner;48949810]not that I would understand it either way but wow those are some really non-descriptive variable names[/QUOTE] I don't agree really, they're all derived from context and as such pretty descriptive (and commented too). The only non-descriptive ones are the eigenvalues D_x and D_y but they're not actually used anywhere in the code so it's not really important.
[QUOTE=chaz13;48950974]I don't agree really, they're all derived from context and as such pretty descriptive (and commented too). The only non-descriptive ones are the eigenvalues D_x and D_y but they're not actually used anywhere in the code so it's not really important.[/QUOTE] I feel like no one should be able to comment on readability of some piece of code if they're not familiar with the domain.
[QUOTE=Winner;48949810]not that I would understand it either way but wow those are some really non-descriptive variable names[/QUOTE] Would you understand any maths/physics/algorithmic/... book if you opened it in the middle? Probably not, no one can without background knowledge; same with this code. Lots of complex maths/physics based algorithms have a pretty consistent naming of variables provided that you are familiar with the field. As you said, even if the variable names were transformationMatrix and translationVector and whatnot, you still wouldn't understand it: it would make someone [I]familiar[/I] with the field sigh because it's overzealous and reduces readability for [I]them[/I] and it would make someone [I]unfamiliar[/I] in the field still go "Wtf am I looking at". Good practices should be applied with common sense, not dogmatically.
[QUOTE=powback;48950865][t]http://i.imgur.com/42godUl.png[/t] [t]http://i.imgur.com/pJQVkuy.png[/t] [t]http://i.imgur.com/FhhsznI.png[/t] [t]http://i.imgur.com/i918ufy.png[/t] [t]http://i.imgur.com/hNYvePz.png[/t] [t]http://i.imgur.com/2OBYRoM.png[/t] [t]http://i.imgur.com/kwd9QrY.png[/t] My Frostbite Editor now loads all maps correctly. I finally solved the rotation problem by realizing I used (fx,ry,fz) instead of (fx,fy,fz). Unity told me the entire time I've also implemented outer terrain, roads, water, singleplayer loading, havok rotation and saving. Now I just need to create an installer so you don't have to run multiple scripts to get the damn thing to work. I also need to reverse engineer the god awful shader database to get the correct shaders & textures. Here's the project: [url]https://github.com/powback/Bad-Company-2-Map-Editor[/url][/QUOTE] Looking good man nice work :)
[t]http://files.1337upload.net/alphaa2-b984f9.png[/t] adding four new $color vars: $secondarycolor, $tertiarycolor, $quaternarycolor and $quinarycolor all of these have their own masks... but here's the cool thing [t]http://files.1337upload.net/alphaa-de74db.png[/t] to avoid additional textures, $secondarycolor uses the $basetexture alpha channel 0–51 range, $tertiarycolor uses the 51–102 range and so on obviously the colors in the first picture are terrible since i'm testing it out, but the point is that we can randomize each of those colors during runtime to get more variation out of a single model which is cool as fuck [editline]21st October 2015[/editline] without the above system we would have to use a single color for the whole model which is incredibly boring, don't you think [t]http://files.1337upload.net/aaaaaaaaaaaaaaaaaaaaaaaaa-af445c.png[/t]
I converted my component definitions from using an oldskool pure-brute-force shittily-designed Lua table system to being classes and improved read/writeability a ton. No more "com.Members.Oscillator[2][2]", now its "self.Value" or "self.Oscillator.Value" For this project I've been doing continuous refactoring, writing barebones examples and then progressively abstracting them further and further as I extend them, so that I add each level of abstraction as its implementation becomes obvious. Do you guys do anything like that, or if not what's your workflow like?
[QUOTE=ZenX2;48954273]For this project I've been doing continuous refactoring, writing barebones examples and then progressively abstracting them further and further as I extend them, so that I add each level of abstraction as its implementation becomes obvious. Do you guys do anything like that, or if not what's your workflow like?[/QUOTE] yeah if it's not something immediately obvious
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