I spent some time refactoring and making my [URL="http://facepunch.com/showthread.php?t=1458662&p=47462668#post47462668"]LED thing[/URL] a little prettier/more presentable
It's now on github: [URL="https://github.com/Syntox32/Audiolyser"]https://github.com/Syntox32/Audiolyser[/URL]
I take no responsibility for any burned RPi's :v:
Thanks for the feedback!
[QUOTE=Superwafflez;47510570]So long as all participants have purchased the base game you should be sweet![/QUOTE]
Oh right, there was that exception.
I'm not entirely sure if having them confirm it beforehand via a form is enough though (and since some firms are really lawsuit happy it wouldn't surprise me if they complained about it even if it's legal either).
[QUOTE=Fourier;47510322]Yes, it's scalars and also integrals
[IMG]http://mathworld.wolfram.com/images/equations/IntegrationbyParts/NumberedEquation2.gif[/IMG]
And yes your case for physics v=speed and v=frequency is crazy too, I got lost here too.
(I have Dyslexia and everything looks same too me)[/QUOTE]
I guess physics relates to game programming, so we are on topic :)
see (in order): velocity, second velocity or just u, then amount of substance, frequency or just nu.
next line uppercase p, lowercase and rho.
doing physics a lot kinda teaches you to do this, and if you plan on doing this, you really should learn to.
[url=http://imgur.com/4OWjzGS][img]http://i.imgur.com/4OWjzGSm.jpg[/img][/url]
[img]http://i.imgur.com/2ioTwkI.png[/img]
:O
[editline]12th April 2015[/editline]
When the project goes public at 1.0.0, build numbers will be deprecated and swapped out with semver version numbers. So this is all unstable, but I'm gonna push it anyway because yolo.
[QUOTE=vombatus;47511877]I guess physics relates to game programming, so we are on topic :)
see (in order): velocity, second velocity or just u, then amount of substance, frequency or just nu.
next line uppercase p, lowercase and rho.
doing physics a lot kinda teaches you to do this, and if you plan on doing this, you really should learn to.
[url=http://imgur.com/4OWjzGS][img]http://i.imgur.com/4OWjzGSm.jpg[/img][/url][/QUOTE]
Sometimes in mathematics we differentiate between lower case, upper case, double upper case, handwrite-style and the relative Greek variant of the same letter.
Add various dashes, dots, wedges, tics, subscripts, superscripts and shit. I've even used stuff from the Hebrew alphabet.
It's a freakin' warzone.
[QUOTE=vombatus;47511877]I guess physics relates to game programming, so we are on topic :)
see (in order): velocity, second velocity or just u, then amount of substance, frequency or just nu.
next line uppercase p, lowercase and rho.
doing physics a lot kinda teaches you to do this, and if you plan on doing this, you really should learn to.
[url=http://imgur.com/4OWjzGS][img]http://i.imgur.com/4OWjzGSm.jpg[/img][/url][/QUOTE]
Yes I know all those symbols :v: they look very similiar to each other.. really dyslexia -> very bad OCR module with high confidence rate.
[editline]12th April 2015[/editline]
[QUOTE=Darwin226;47512137]Sometimes in mathematics we differentiate between lower case, upper case, double upper case, handwrite-style and the relative Greek variant of the same letter.
Add various dashes, dots, wedges, tics, subscripts, superscripts and shit. I've even used stuff from the Hebrew alphabet.
It's a freakin' warzone.[/QUOTE]
double upper case? What the hek?
[QUOTE=Superwafflez;47510570]So long as all participants have purchased the base game you should be sweet![/QUOTE]
Speaking of which, you can get the GTA complete pack for about 9€ right now since it's on sale :v:
-snip- See layla's post below
Alternate vid: [url]http://files.facepunch.com/ziks/2015/April/12/2015-04-12-2011-02.mp4[/url]
[QUOTE=Fourier;47512291]double upper case? What the hek?[/QUOTE]
[img]http://i.imgur.com/xeAX7iH.png[/img]
For the less typographically inclined, it's called blackboard bold. Also [url]http://en.wikipedia.org/wiki/List_of_mathematical_symbols[/url]
Ziks added basic multiplayer so we can run around San Andreas
[vid]http://files.facepunch.com/layla/2015/April/12/2015-04-12_20-12-00.mp4[/vid]
Not bad for a weekend of work
That's super impressive. How does networking work in Unity? They provide some overly high level documentation it seems, but you have to peek around to figure out how to actually network things. Do they handle it for you completely? It seems more like they provide stuff for you to build out your own networking functionality.
[QUOTE=andrewmcwatters;47512558]That's super impressive. How does networking work in Unity? They provide some overly high level documentation it seems, but you have to peek around to figure out how to actually network things. Do they handle it for you completely? It seems more like they provide stuff for you to build out your own networking functionality.[/QUOTE]
Thanks! We're using a basic networking framework I've built on top of Lidgren, source is here:
[url]https://github.com/Metapyziks/SanAndreasUnity/tree/master/Assets/Scripts/Facepunch/Networking[/url]
Oh very cool! I'm actually looking into updating Grid's underlying networking, and this gives some interesting insight into what else is out there. It looks like Lidgren takes care of network messages for you? That's pretty sweet. I like the encrypted messages part, too.
Since I'm working in Lua, I've been using lua-enet from LÖVE, and Grid payloads, which are my compact schema-based message payload. They're more compact that MessagePack, and easier to deal with than Protocol Buffers.
Do cars work in multiplayer yet?
I really like networking. :v
[QUOTE=Berkin;47512680]Do cars work in multiplayer yet?[/QUOTE]
I think that's the plan for next weekend. I'm going to be getting other animations working, jumping, crouching, enter/exit cars. I'm going to experiment with ragdolls too instead of playing a death animation. There's no collision models so I'm hoping we can find the hitbox data and use that.
[QUOTE=Berkin;47512680]Do cars work in multiplayer yet?[/QUOTE]
That's one of next weekend's goals. I'll set up a server at some point and release a build for anyone who wants to try it but doesn't have Unity 5.
Did some more work on my REPL to make it look nice. I didn't know until today that .NET had built-in formatting modes for aligning console text.
[IMG]http://i.imgur.com/40fcv4l.png[/IMG]
[QUOTE=andrewmcwatters;47512444]For the less typographically inclined, it's called blackboard bold. Also [url]http://en.wikipedia.org/wiki/List_of_mathematical_symbols[/url][/QUOTE]
well blackboard bold is more logical than double uppercase :v:
Call of Duty 2 map file loading. Gonna do textures next!
[IMG]http://i.imgur.com/lnOMazp.png[/IMG]
D3DBSP is such a pain to work with
[QUOTE=Ziks;47512589]Thanks! We're using a basic networking framework I've built on top of Lidgren, source is here:
[URL]https://github.com/Metapyziks/SanAndreasUnity/tree/master/Assets/Scripts/Facepunch/Networking[/URL][/QUOTE]
That's pretty rad, even as it is in it's current state, although I'm getting some errors when loading the project, mostly regarding the networking and missing references. I wonder if I am missing something from my end, here's the console log: [URL]http://files.atrblizzard.com/sharex/2015-04-12_23-48-20.png[/URL]
[QUOTE=Asgard;47513285][img]http://i.imgur.com/lnOMazp.png[/img]
D3DBSP is such a pain to work with[/QUOTE]
That's turning up quite nicely, are there any major changes between the Quake 3 format and CoD 2? That reminds me, will need to get back on working on my barebone BSP loader for Source soon.
[QUOTE=Asgard;47513285][img]http://i.imgur.com/lnOMazp.png[/img]
D3DBSP is such a pain to work with[/QUOTE]
I want to play a game that just looks like this for the experience of it. Haha, I want this so bad. Like Mirror's Edge but even more digital/virtual looking.
[QUOTE=atrblizzard;47513303]That's pretty rad, even as it is in it's current state, although I'm getting some errors when loading the project, mostly regarding the networking and missing references. I wonder if I am missing something from my end, here's the console log: [URL="http://files.atrblizzard.com/sharex/2015-04-12_23-48-20.png"]http://files.atrblizzard.com/sharex/2015-04-12_23-48-20.png[/URL][/QUOTE]
Ah yeah I'll add some instructions in the README for setting it up. You'll need to run "premake5 --protogen" in the root of the project.
[QUOTE=atrblizzard;47513303]
That's turning up quite nicely, are there any major changes between the Quake 3 format and CoD 2?[/QUOTE]
Well I haven't worked with Quake 3 BSPs yet. I'm still trying to figure out if the CoD2 format is genius or retarded.
[QUOTE=andrewmcwatters;47513323]I want to play a game that just looks like this for the experience of it. Haha, I want this so bad. Like Mirror's Edge but even more digital/virtual looking.[/QUOTE]
Similar:
[url]http://store.steampowered.com/app/214190/?snr=1_7_7_151_150_7[/url]
I said I'd put off documentation but starting to take it seriously today was pretty fun. Nothing is set up yet, but hopefully in the coming weeks I'll have some stuff for people to play with: [url]http://www.andrewmcwatters.com/grid/tutorials/Home[/url]
[url=https://gist.github.com/geel9/e5cabd67eb25fe9d7e1c]Here's my networked mutex implementation in PHP[/url]. It allows you to create a mutex that is shared across a single server or across a variable amount of servers, using memcached as its backing. It uses a custom MCache class I wrote but you can very easily drop in your own.
[QUOTE=Fourier;47513141]well blackboard bold is more logical than double uppercase :v:[/QUOTE]
It's an uppercase letter that you write by doubling some of the lines.
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