• What are you working on? October 2015
    1,070 replies, posted
[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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