[QUOTE=r0b0tsquid;47580458]Hello WAYWOers,
...
...
Thanks so much! Have a cake on me.
[img]http://i.dailymail.co.uk/i/pix/2014/01/08/article-0-14FA374C000005DC-973_634x467.jpg[/img]
Programmer love[/QUOTE]
Jesus christ that cake looks delicious to an ungodly degree
[QUOTE=Torrunt;47580649]Added another enemy to my Zombie Game: The Crusher. Getting him to aim the rock throw properly was a bit challenging. After a bit of googling I found a helpful thread about trajectory calculations. That thread also happened to be made by an old friend from TAFE, pretty funny coincidence. Wasn't the first time I saw a thread made by him while googling either. A year or two ago I came across one while I was doing something in Unity.
[video=youtube;wsG9Ym-Sbjo]http://www.youtube.com/watch?v=wsG9Ym-Sbjo[/video][/QUOTE]
Those enemies remind me of Dad'n'Me.
[t]http://337game04.elex-tech.org/2/2012/0307/12/b/76763/430x260x60x0.jpg[/t]
I think I'm obsessed with making a truly dynamic and randomized popup-scare death screen. Every time I add a new kind of variable it gets better and better every time.
[QUOTE=ThePuska;47585146]It's a shame there's no good way to process the [i]__FILE__[/i] macro in C/C++ so that it doesn't include the full path. Which, unless you're using a super-aggressive compiler, invariably results in your binaries getting bloated and including your build server's directory structure if you're compiling with any kind of logging enabled.[/QUOTE]
Just chdir to the file directory or project directory, and run the compiler from there? Doesn't that work fine on Windows?
On my setup, that's what happens, and __FILE__ always prints just the file.
[QUOTE=Rocket;47584867]Javascript on V8 is incredibly fast, comparable to the CLR. And just like the CLR requires not doing stupid things to get the best performance, so does Javascript.[/QUOTE]
[url=http://jsperf.com/code-duplication-is-faster]This is pretty stupid.[/url] If you want the best performance in JS you're going to need stupid.
More here: [url]https://github.com/sq/JSIL/wiki/JavaScript-Performance-For-Madmen[/url]
[QUOTE=Rohans;47586005][url=http://jsperf.com/code-duplication-is-faster]This is pretty stupid.[/url] If you want the best performance in JS you're going to need stupid.
More here: [url]https://github.com/sq/JSIL/wiki/JavaScript-Performance-For-Madmen[/url][/QUOTE]
Keep in mind that that test is nearly 3 years old. At least on my machine and my browser (Windows 7 64 bit and Firefox 38) both versions were practically as fast; the one with duplicated code was 0.01% slower (with a margin of error of 1.04%).
[QUOTE=Berkin;47573510]Does anyone else ever have times where you implement a tiny feature in your code, then get an overwhelming, inexplicable itch to over-engineer the hell out of it?
I ask because I was just writing a simple boolean property for one of Rant's classes when the devil himself jumped onto my shoulder and whispered into my ear, "[I]Too basic. Make EIGHT values instead of two![/I]"
[img]http://i.imgur.com/9ZsNL0p.png[/img]
I find that there's something really fun about creating extremely elaborate solutions for relatively small tasks.[/QUOTE]
That really looks like a job for a [I][Flags][/I] enum. You can still add named values for combinations but it's much easier to branch for the different behaviours.
[thumb]http://i.imgur.com/xwsfgtC.png[/thumb]
SDL2 and OpenGL (OpenTK) mixing. The triangle and background are done using OpenGL, the main menu screen is done in pure SDL2 and rendered on a OpenGL quad.
It's actually more complicated than it looks like.
[editline]23rd April 2015[/editline]
[thumb]http://i.imgur.com/2nm4J1J.png[/thumb]
Here's one with linear texture filtering.
[QUOTE=Berkin;47583843]I'm glad to be such a tasty* figure in this community.[/QUOTE]
ftfy
[QUOTE=MadPro119;47583884][b]Load a bullshit[/b]
Upgraded to Unity 5 and some of the weirdest stuff is happening. This is not how balls work PhysX... not at all.
music warning
[url]http://a.pomf.se/umclxh.webm[/url][/QUOTE]
That is literally default physics. I have no idea whats causing it but the ball needs to react properly.
My games scale is probably off or something.
Maybe I can implement Box2d or something.
[media]http://www.youtube.com/watch?v=UuHe9e58Q44[/media]
Did object/wall collision, a minimal character controller and figured out animations.
The main protagonist still looks like something from my nightmares,
[img]http://i.imgur.com/C9i8FlT.png[/img]
But that will be up next.
Trying to get gravity working right; I have 9.8F * time.deltaTime, and I have this increase stored in a drop variable. I move the transform of the object down based on said drop variable. I also have it move forward based on a muzzle velocity variable per second by deltaTime, however when I have an object going like 800 meters per second, it never goes farther than like 300 meters before hitting the ground from gravity. Can someone explain what I'm doing wrong?
I made it.
Here's the map. It's several miles away from both the start and end points, though.
[url]http://test.anotherprophecy.com/projects/tracker/?d=brett_lgl90[/url]
To explore, drag the Auto Refresh slider all the way left. I am a horrible web designer, I know.
I made the android app without much Java experience, I don't really understand Java as it is yet either. It was fun, though. As a proof of concept, it was a lot of fun to make.
[edit] heres what the android app itself looks like.
[img]http://test.anotherprophecy.com/projects/tracker/webtracker.png[/img]
Please don't ban, that's what it really looks like.
I finished my console renderer for now, here's a video with all the "features" that is a little too long.
[video=youtube;tfO59BS7vt0]http://www.youtube.com/watch?v=tfO59BS7vt0[/video]
I fixed a distortion I hadn't thought of before, since I had uneven pixel sizes, the meshes would appear squashed.
Right now it has:
-Geodesic sphere generation
-Plane generation
-Model loading (.obj)
-Vertex normals generation
-Free look camera (can not hide the mouse cursor in the console though)
-Direction lighting
-Point lighting
There's a few things I would like to do that I haven't done yet like spot lights and unlit textures, but for now I'm pretty much done with it. I have a lot of college work now and don't have the energy to work on my side projects anymore, it was fun while it lasted.
And I did do a lot better code wise from my last attempt at this, although there is a lot of stuff I shouldn't be doing (it's kind of C with classes in some files).
Also slight bug with the lighting when the meshes are rotating, I forgot to add the rotation matrix to the normals on the meshes, oh well, too late to re-record now.
Okay, this is like REALLY stupid of a thing to show off. Like I said, I was getting into roblox to scam 8 year olds. I decided to see just HOW much I could pander.
[IMG]http://puu.sh/hoE9P/8bf3c5fc48.jpg[/IMG]
The point of the game is to steal the money from the bank vault. You can use microtransactions to pay off the guard (that's why the gun symbol is there), make your vault drill faster, and to gas the building to lower the chance of being caught and having the police come in.
I'm going to add a bunch of dubstep and cool guns to buy. I hope to have the project finished by next week. Do you guys have any ideas on how much farther I can go with this?
[sp]I swear to god I think I've lost all my self-respect by now[/sp]
[QUOTE=MilkBiscuit;47587069]EA-tier moneymaking schemes[/QUOTE]
You could add some dank memes, it's guaranteed to improve your profits.
[QUOTE=MilkBiscuit;47587069]Okay, this is like REALLY stupid of a thing to show off. Like I said, I was getting into roblox to scam 8 year olds. I decided to see just HOW much I could pander.
[IMG]http://puu.sh/hoE9P/8bf3c5fc48.jpg[/IMG]
The point of the game is to steal the money from the bank vault. You can use microtransactions to pay off the guard (that's why the gun symbol is there), make your vault drill faster, and to gas the building to lower the chance of being caught and having the police come in.
I'm going to add a bunch of dubstep and cool guns to buy. I hope to have the project finished by next week. Do you guys have any ideas on how much farther I can go with this?
[sp]I swear to god I think I've lost all my self-respect by now[/sp][/QUOTE]
How do you make money? I don't think the virtual currency can be sold for real money.
[QUOTE=Ott;47587367]How do you make money? I don't think the virtual currency can be sold for real money.[/QUOTE]
After you reach a certain amount of ingame money, you can exchange it for real-world money.
Damn, Roblox brings back memories. I used to have a hat that only like 8 people had but I traded mine away, now I regret it :/
[QUOTE=MilkBiscuit;47587069]Okay, this is like REALLY stupid of a thing to show off. Like I said, I was getting into roblox to scam 8 year olds. I decided to see just HOW much I could pander.
[IMG]http://puu.sh/hoE9P/8bf3c5fc48.jpg[/IMG]
The point of the game is to steal the money from the bank vault. You can use microtransactions to pay off the guard (that's why the gun symbol is there), make your vault drill faster, and to gas the building to lower the chance of being caught and having the police come in.
I'm going to add a bunch of dubstep and cool guns to buy. I hope to have the project finished by next week. Do you guys have any ideas on how much farther I can go with this?
[sp]I swear to god I think I've lost all my self-respect by now[/sp][/QUOTE]
If you're trying to make money, I'd recommend doing micro transactions for things that don't completely break the game. If you let them "cheat" too much they'll get bored and never touch your game again.
It seems like micro transactions work better for stuff that doesn't really matter oddly enough. See TF2, CS:GO, Timely, etc.
[editline]24th April 2015[/editline]
Unrelated, I'm working on some really old C++ code, 8+ years old.
One of the problems I identified was the fact that we have STL code crossing DLL boundaries. I've read that exporting STL types is really bad because they're incredibly fragile between compiler configurations. Does anyone know of some decent ways to resolve this issue?
[QUOTE=Rocket;47584867]Javascript on V8 is incredibly fast, comparable to the CLR. And just like the CLR requires not doing stupid things to get the best performance, so does Javascript.[/QUOTE]
It would be amazing if someone would actually bother to produce some data.
[QUOTE=MadPro119;47586864]That is literally default physics. I have no idea whats causing it but the ball needs to react properly.
My games scale is probably off or something.
[b]Maybe I can implement Box2d or something.[/b][/QUOTE]
So you want to implement Box2D in Unity when Unity 2D physics is using Box2D?
If you are using 2D physics, the weird ball behaviour is probably because of [url=http://www.iforce2d.net/b2dtut/ghost-vertices]ghost vertices[/url].
[QUOTE=Rocket;47586266]JSIL is the wrong kind of stupid. The kind of stupid that ends up making things slower.[/QUOTE]
do you happen to have a source for that claim
[editline]24th April 2015[/editline]
[url=https://github.com/kripken/emscripten]emscripten[/url] produces unreadable code but it's incredibly fast
[QUOTE=Rocket;47584867]Javascript on V8 is incredibly fast, comparable to the CLR. And just like the CLR requires not doing stupid things to get the best performance, so does Javascript.[/QUOTE]
Rocket, I was kidding because I saw lots of baaaad javascripts (not to mention some stupidly slow websites that break my quad-core smartphones).
[editline]24th April 2015[/editline]
[QUOTE=Rocket;47586266]JSIL is the wrong kind of stupid. The kind of stupid that ends up making things slower.[/QUOTE]
It might make them slower, but is it noticeable? Ok I know Rant is language interpreter but it is also text generator not some 3D raytracer.
Because if it needs 5 miliseconds for one text generation, that can be slow yeah.
Also, I can see it..
V8 Javascript virtual machine <- JSIL virtual machine <- Rant virtual machine <- Rant interpreted language... , can become quite slow here :v:
Don't laugh, I just started to learn C# and Unity. Here's my mighty Tamagotchi. State is changing depending on the hunger, if the Tamagotchi is starving he'll slowly lose health until death, you can give him food by pressing some random keys.
This is shitty but I think it's a good project to learn the basics (GUI, changing and animating sprite...).
[thumb]http://i.imgur.com/gSsp8QW.png[/thumb]
Not posted in here for a while, But I figured I may as well mirror a little of what I am posting on my blog with WAYWO,
I made a tool to detect the routing of addresses in anycast networks, No idea what that is? I explain anycast networks in as few words as I can in the blog post ( [url]https://blog.benjojo.co.uk/post/path-detection-for-anycast[/url] )
But what this means, is that if you have an anycast network you can figure out where an address is going to land definitively. This is something that used to be really hard to know for sure, especially in places with derpy networking, Like Asia.
[IMG]https://blog.benjojo.co.uk/asset/5LbbWMakBj[/IMG]
The PoC tool for it can be found here: [url]https://anycatch.benjojo.co.uk[/url]
[QUOTE=Kowalski;47589394]Don't laugh, I just started to learn C# and Unity. Here's my mighty Tamagotchi. State is changing depending on the hunger, if the Tamagotchi is starving he'll slowly lose health until death, you can give him food by pressing some random keys.
This is shitty but I think it's a good project to learn the basics (GUI, changing and animating sprite...).
[thumb]http://i.imgur.com/gSsp8QW.png[/thumb][/QUOTE]
Quick tip, use Mathf.Round for the hunger value.
Also that looks nice :D, keep up the good work and you will get far :D
Hey guys.
I've been pretty bad at posting about Crest here, but after a stressful week of fixing game breaking bugs and performance issues we just released it on Steam Early Access!
[url=http://store.steampowered.com/app/341710]Link here![/url]
[video=youtube;3FT4q6Sjjjw]http://www.youtube.com/watch?v=3FT4q6Sjjjw[/video]
I'm thinking about handing out a few keys to Facepunchers if anyone is interested.
That's some deep question in the trailer, we actually discussed that in ethics class this week
[editline]24th April 2015[/editline]
But it seems like a cool take on the populus formula, great job!
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