[QUOTE=Willox;49020452]You've got to show DoThing's code, too![/QUOTE]
[code]
public static void DoThing(string text)
{
Console.WriteLine(text);
}
[/code]
[QUOTE=Funley;49020432][img]http://i.imgur.com/IXdn89h.png[/img]
Using .NET 4.6, no external libraries.[/QUOTE]
Is it [URL="https://github.com/cartman300/Hackery/blob/master/Hackery/HookHandle.cs#L128"]similar to mine[/URL] or are you doing something differently? I'm curious.
[QUOTE=cartman300;49020465]Is it [URL="https://github.com/cartman300/Hackery/blob/master/Hackery/HookHandle.cs#L128"]similar to mine[/URL] or are you doing something differently? I'm curious.[/QUOTE]
[url=https://github.com/Spanfile/FucksShitUp/blob/master/FucksShitUp/Program.cs#L29]Mine basically changes the method's internal address to point to another method.[/url]
I am currently learning F#, and I feel smart&dumb at same time.
[QUOTE=layla;49018328]Curved screens
[img]http://files.facepunch.com/Layla/2015/October/31/2015-10-31_01-30-28.png[/img]
[vid]http://files.facepunch.com/Layla/2015/October/31/2015-10-31_01-26-48.mp4[/vid][/QUOTE]
Looks sick!
Add on-screen mouse just like in Doom 3 / Quake 4 :D. Those things were always fun to operate.
[QUOTE=Fourier;49020604]I am currently learning F#, and I feel smart&dumb at same time.
Looks sick!
Add on-screen mouse just like in Doom 3 / Quake 4 :D. Those things were always fun to operate.[/QUOTE]
We already have that :)
Here's what the screen looks like in the cabinet, looks amazing in fullscreen, all these little effects really bring it all together.
[vid]http://files.facepunch.com/Layla/2015/October/31/2015-10-31_15-40-15.mp4[/vid]
There's parameters to change the screen and pixel brightness, screen depth and curvature.
Here's 3 games running
[img_thumb]http://files.facepunch.com/Layla/2015/October/31/2015-10-31_18-08-05.png[/img_thumb]
Oh, god... what was I thinking when I wrote this?
[code]internal void WriteArticle()
{
_articles = true;
var anBuilder = _.Create(new StringBuilder(_outputFormatter.Format(_format.IndefiniteArticles.ConsonantForm, _format, OutputFormatterOptions.NoUpdate | OutputFormatterOptions.IsArticle)), _outputFormatter.Clone());
var afterBuilder = _currentBuffer = new StringBuilder();
_articleConverters[afterBuilder] = anBuilder;
_buffers.Add(anBuilder.Item1);
_buffers.Add(afterBuilder);
_bufferCount += 2;
_length += anBuilder.Item1.Length;
}
private void UpdateArticle(StringBuilder target)
{
_<StringBuilder, OutputFormatter> aBuilder;
if (!_articleConverters.TryGetValue(target, out aBuilder)) return;
int l1 = aBuilder.Item1.Length;
if (target.Length == 0) // Clear to "a" if the after-buffer is empty
{
aBuilder.Item1.Length = 0;
aBuilder.Item1.Append(aBuilder.Item2.Format(_format.IndefiniteArticles.ConsonantForm, _format, OutputFormatterOptions.NoUpdate | OutputFormatterOptions.IsArticle));
_length += -l1 + aBuilder.Item1.Length;
return;
}
// Check for vowel
if (!_format.IndefiniteArticles.PrecedesVowel(target)) return;
aBuilder.Item1.Length = 0;
aBuilder.Item1.Append(aBuilder.Item2.Format(_format.IndefiniteArticles.VowelForm, _format, OutputFormatterOptions.NoUpdate | OutputFormatterOptions.IsArticle));
_length += -l1 + aBuilder.Item1.Length;
}[/code]
[QUOTE=Berkin;49022422]Oh, god... what was I thinking when I wrote this?
[...][/QUOTE]
That I'm wondering too. Why is there so much instance state? :glare:
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/10/2015-10-31_18-36-45.mp4[/vid]
Playing around with perlin noise. I should really create proper shaders :v:
[I](It's also surprisingly smooth performance for me not culling anything)[/I]
Our artist Petur made the cabinet even sexier by remaking the materials properly because I didn't know what I was doing when I made them. He also made a mask so I could tint them any color.
The lighting doesn't do them justice but they still look much better than before.
[img_thumb]http://files.facepunch.com/Layla/2015/October/31/2015-10-31_23-22-31.png[/img_thumb]
[code]transform.position = Vector3.Lerp(transform.position, wheel.transform.TransformPoint(Quaternion.Euler(0, 0, wheel.transform.eulerAngles.z)*Vector2(wheel.acceleration.x,-wheel.acceleration.y)*shakeAmount)+transform.TransformDirection(Vector2(0,1.5)), Time.deltaTime * lerpRate);[/code]
I spent too much time on this line of code.
I have no idea what's going on anymore.
But it works so fuck it for now.
[QUOTE=Rocket;49024386][vid]https://d.maxfile.ro/naytdttonw.webm[/vid]
random poster generator that was definitely worth the effort[/QUOTE]
Are these pulled off of the internet or just from disk? If you aren't doing so already I would look into making it pull images from random google image searches :v:
[QUOTE=Rocket;49024386][vid]https://d.maxfile.ro/naytdttonw.webm[/vid]
random poster generator that was definitely worth the effort[/QUOTE]
does that use Rant? any time i see "Rockhopper Penguin" in a program, i get strongly reminded of Rant
[QUOTE=Drury;49024159][code]transform.position = Vector3.Lerp(transform.position, wheel.transform.TransformPoint(Quaternion.Euler(0, 0, wheel.transform.eulerAngles.z)*Vector2(wheel.acceleration.x,-wheel.acceleration.y)*shakeAmount)+transform.TransformDirection(Vector2(0,1.5)), Time.deltaTime * lerpRate);[/code]
I spent too much time on this line of code.
I have no idea what's going on anymore.
But it works so fuck it for now.[/QUOTE]
uh... use variables.
Probably stupid to post this in here, but this would be a amazing concept for the arcade idea here: [url]http://www.digitalcybercherries.com/[/url]
[QUOTE=MatheusMCardoso;49024894]uh... use variables.[/QUOTE]
That was the plan at one point, but then I saw the beginning of something amazing and I just couldn't stop.
Still studying F#, this language has so many features that I always forget about them.
[editline]1st November 2015[/editline]
[QUOTE=layla;49023738]Our artist Petur made the cabinet even sexier by remaking the materials properly because I didn't know what I was doing when I made them. He also made a mask so I could tint them any color.
The lighting doesn't do them justice but they still look much better than before.
[img_thumb]http://files.facepunch.com/Layla/2015/October/31/2015-10-31_23-22-31.png[/img_thumb][/QUOTE]
I know it's "offtopic", but is it possible that those CRTs are physical - is it possible to put them inside cars / tanks?
[QUOTE=Fourier;49026442]Still studying F#, this language has so many features that I always forget about them.[/QUOTE]
There aren't really that many, it's just C# + immutability by default + currying + partial application + ADTs + records + tuples + pattern matching (+ active patterns) + computation expressions + ranges + static generic constraints + inline functions \w type erasure + functional standard library + quotations + units of measure + agents +...
Ok I'll take that back.
[QUOTE=Fourier;49026442]Still studying F#, this language has so many features that I always forget about them.
[editline]1st November 2015[/editline]
I know it's "offtopic", but is it possible that those CRTs are physical - is it possible to put them inside cars / tanks?[/QUOTE]
Sure, it's just rendered on a quad, you can put them anywhere, you can render it on any surface you want.
[QUOTE=Simspelaaja;49026661]There aren't really that many, it's just C# + immutability by default + currying + partial application + ADTs + records + tuples + pattern matching (+ active patterns) + computation expressions + ranges + static generic constraints + inline functions \w type erasure + functional standard library + quotations + units of measure + agents +...
Ok I'll take that back.[/QUOTE]
Worst of it is Google-ing for help about F#.
Results are:
1. F#&%#!, I have problem in my game?
2. Music theory, F# and it's chords
3. My internet doesn't works sometimes F#u$%" hell
4. F# [Insert expert topic here about lambda calculus and monads] is not so hard tutorial
and so on
[editline]1st November 2015[/editline]
[QUOTE=layla;49026788]Sure, it's just rendered on a quad, you can put them anywhere, you can render it on any surface you want.[/QUOTE]
Makes sense :). Cool piece of technology.
[QUOTE=layla;49026788]Sure, it's just rendered on a quad, you can put them anywhere, you can render it on any surface you want.[/QUOTE]
Is the curvature a screen-space effect or does it offset vertices?
[QUOTE=Fourier;49027305]Worst of it is Google-ing for help about F#.
Results are:
1. F#&%#!, I have problem in my game?
2. Music theory, F# and it's chords
3. My internet doesn't works sometimes F#u$%" hell
4. F# [Insert expert topic here about lambda calculus and monads] is not so hard tutorial
and so on[/QUOTE]
[URL="http://fsharpforfunandprofit.com/"]F# for Fun and Profit[/URL] is hands down the best tutorial site for F#. It's aimed at C# developers with little to no functional programming experience. For more general topics, articles about Haskell and (especially) OCaml can help.
[QUOTE=Asgard;49027612]Is the curvature a screen-space effect or does it offset vertices?[/QUOTE]
The geometry is literally just two triangles in a quad, the effect is done in the fragment shader. Basically it works out where the lines from the camera to each fragment would hit a virtual sphere, and calculates texture coordinates etc from there.
[QUOTE=Simspelaaja;49027729][URL="http://fsharpforfunandprofit.com/"]F# for Fun and Profit[/URL] is hands down the best tutorial site for F#. It's aimed at C# developers with little to no functional programming experience. For more general topics, articles about Haskell and (especially) OCaml can help.[/QUOTE]
Yeah I am checking that too :)
[editline]1st November 2015[/editline]
[QUOTE=Ziks;49028100]The geometry is literally just two triangles in a quad, the effect is done in the fragment shader. Basically it works out where the lines from the camera to each fragment would hit a virtual sphere, and calculates texture coordinates etc from there.[/QUOTE]
Isn't this quite expensive, I mean for each display you need to iterate whole screen buffer?
But PC GPUs are monsters anyway.
[QUOTE=Ziks;49028100]The geometry is literally just two triangles in a quad, the effect is done in the fragment shader. Basically it works out where the lines from the camera to each fragment would hit a virtual sphere, and calculates texture coordinates etc from there.[/QUOTE]
Wouldn't it be more efficient if geometry shaders were used? Or at least if it was an actual part of the sphere.
just some MIPS homework
[t]http://i.imgur.com/cL42sJT.png[/t]
[QUOTE=Fourier;49028184]
Isn't this quite expensive, I mean for each display you need to iterate whole screen buffer?
But PC GPUs are monsters anyway.[/QUOTE]
Line-sphere intersection isn't very expensive. It's probably considerably cheaper than the current default lighting calculations of the major engines.
[URL="http://www.iquilezles.org/www/articles/simplegpurt/simplegpurt.htm"]Reference implementation here[/URL]
[QUOTE=Fourier;49027305]Worst of it is Google-ing for help about F#.
Results are:
1. F#&%#!, I have problem in my game?
2. Music theory, F# and it's chords
3. My internet doesn't works sometimes F#u$%" hell
4. F# [Insert expert topic here about lambda calculus and monads] is not so hard tutorial
and so on
[editline]1st November 2015[/editline]
Makes sense :). Cool piece of technology.[/QUOTE]
Googling for issues in D is worse :v:
I just accidentally discovered that if you press Shift+Enter in Visual Studio, it will create a new line below the current line and place your cursor there, regardless of where in the current line the cursor is.
This will speed things up for me significantly.
[QUOTE=Fourier;49028184]
Isn't this quite expensive, I mean for each display you need to iterate whole screen buffer?
But PC GPUs are monsters anyway.[/QUOTE]
It's as expensive as any fragment shader, i.e. hardly. The expensive parts come from I imagine projecting the texture coordinates to a spherical shape. Even that isn't expensive for modern GPUs
[QUOTE=cody8295;49028444]just some MIPS homework
[t]http://i.imgur.com/cL42sJT.png[/t][/QUOTE]
I wish I could wrap my head around assembly. Are there any tutorials or whatchamacallits that you (all) would recommend?
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