[QUOTE=Cold;49052132]Swapping things like inactive browser tabs, or the resources on them is exactly the use-case it was all designed for.
With more then 100mb/s sequental read/write speeds even on harddisks you'll lose half a second while it loads the page back again.
It doesn't always have to be like Windows XP era, where it slows the whole system to a crawl, because its constantly swapping out active processes.[/QUOTE]
I still remember the day I decided to try using an old 4GB HDD as a swap-drive for my 80GB system drive.
Holy shit, the improvements on boot/load times, people. :v:
Hello!
My last post about my project was on the Unity thread, but now I'm posting it here. :happy:
I've fixed head movements so they're not as sickening, and I've added the ability to crouch and have created a minimalist, contextual HUD that fades away when not being updated, unless items need attention (Low health, low ammo, etc)
I've also made the player killable, [del]but I'm worried at the sudden ~700FPS increase once the player object is disabled[/del] [Doesn't happen anymore, stays at ~1100FPS. Good thing?] I'll have to look through to see what could be taxing the game that much :ohno:
Here's a fun video of the changes and me getting obliterated by the platform moving at over 200MPH (Sorry for the mouse cursor and keyboard typing, I forgot to disable some settings in FRAPS from last time I recorded).
[vid]https://my.mixtape.moe/nyrxgo.webm[/vid]
My goal is to keep the Rendering and CPU thread times below 3ms on my machine, but considering how early on development is, I'm not sure if I'll be able to keep it like that
I put together some graphics for control prompts. Decided to use them in the control binding menu too.
[vid]https://dl.dropboxusercontent.com/u/7113767/Videos/Control%20Binding%20Graphics.webm[/vid]
[IMG]http://i.imgur.com/QQLbElO.png[/IMG]
Here's today's update.
I added UV's to the level's meshes, a new skybox, metal material for the ball, fireworks when you finish the level and also a timer to the upper left. I started working on a highscore system and got the backend stuff down. Need to make a menu at some point I guess.
[vid]http://s1.webmshare.com/X594x.webm[/vid]
cheater
[QUOTE=Phobos001;49054144]Hello!
My last post about my project was on the Unity thread, but now I'm posting it here. :happy:
I've fixed head movements so they're not as sickening, and I've added the ability to crouch and have created a minimalist, contextual HUD that fades away when not being updated, unless items need attention (Low health, low ammo, etc)
I've also made the player killable, [del]but I'm worried at the sudden ~700FPS increase once the player object is disabled[/del] [Doesn't happen anymore, stays at ~1100FPS. Good thing?] I'll have to look through to see what could be taxing the game that much :ohno:
Here's a fun video of the changes and me getting obliterated by the platform moving at over 200MPH (Sorry for the mouse cursor and keyboard typing, I forgot to disable some settings in FRAPS from last time I recorded).
My goal is to keep the Rendering and CPU thread times below 3ms on my machine, but considering how early on development is, I'm not sure if I'll be able to keep it like that[/QUOTE]
Considering how simple the game scene is right now, it's not surprising that the player will cause a large drop in framerate. Do the maths and the difference between 1100 fps and 1800 fps is less than half a millisecond.
Am I late?
[t]http://kirk.by/s/ptcb281.png[/t]
(Personal project, not related to work)
[QUOTE=helifreak;49052258]I turned off the swap file because there is no point having Windows swap things out with 10GiB free, so instead it's got 12GiB of files cached in there.[/QUOTE]
Until at some point, a process or task needs 10.5 of those 10 GiB; and Windows decides to panic and cry itself to sleep because there is no swap file.
Have something space station 13 alike
[vid]http://webm.host/a7e9f/vid.webm[/vid]
[QUOTE=Higurashi;49056780]Have something space station 13 alike
-video-[/QUOTE]
holy shit I need this in my life
Me too. Needs more clowns growing mutant banana's though.
[QUOTE=Phobos001;49054144]Hello!
My last post about my project was on the Unity thread, but now I'm posting it here. :happy:
I've fixed head movements so they're not as sickening, and I've added the ability to crouch and have created a minimalist, contextual HUD that fades away when not being updated, unless items need attention (Low health, low ammo, etc)
I've also made the player killable, [del]but I'm worried at the sudden ~700FPS increase once the player object is disabled[/del] [Doesn't happen anymore, stays at ~1100FPS. Good thing?] I'll have to look through to see what could be taxing the game that much :ohno:
Here's a fun video of the changes and me getting obliterated by the platform moving at over 200MPH (Sorry for the mouse cursor and keyboard typing, I forgot to disable some settings in FRAPS from last time I recorded).
My goal is to keep the Rendering and CPU thread times below 3ms on my machine, but considering how early on development is, I'm not sure if I'll be able to keep it like that[/QUOTE]
Why is there not an ear rape rating?
I'm working on randomly generating criminal records, so I made a simple crime name generator to start off. Each crime has a severity rating that determines how serious the crime is. This will have effects on the citizen's behavior and how people/cops treat them.
[img]http://i.imgur.com/8uGgvSV.png[/img]
[QUOTE=Kirth;49056335]Until at some point, a process or task needs 10.5 of those 10 GiB; and Windows decides to panic and cry itself to sleep because there is no swap file.[/QUOTE]
This has only happened when I accidentally set a Unity terrain's detail map to 1048576 instead of 1024 or when I thought 24 GiB was enough to open a 2 GiB PNG (it's not). The screen goes black for a few seconds before Windows figures out what the fuck happened and then some window borders revert to Win 7 style for some reason.
Went back to my OpenGL project from over half a year ago, tackling ASSIMP again.
[img]https://dl.dropboxusercontent.com/u/9580892/Untitled2.png[/img]
Time for another half-year hiatus...
[QUOTE=The Inzuki;49057857]Went back to my OpenGL project from over half a year ago, tackling ASSIMP again.
[img]https://dl.dropboxusercontent.com/u/9580892/Untitled2.png[/img]
Time for another half-year hiatus...[/QUOTE]
I haven't even touched code for months. The other day I reinstalled Visual Studio cause I had 3 conflicting installations, loaded up my OpenGL project from at least half a year back, managed to get it to compile, and then immediately saved and closed it again cause I remembered another bigger issue I was having when I stopped working on it.
See you back here in another 6 months!
[QUOTE=Dr Magnusson;49058109]I haven't even touched code for months. The other day I reinstalled Visual Studio cause I had 3 conflicting installations, loaded up my OpenGL project from at least half a year back, managed to get it to compile, and then immediately saved and closed it again cause I remembered another bigger issue I was having when I stopped working on it.
See you back here in another 6 months![/QUOTE]
After some messing around, I somehow got it to work :v:
[img]https://dl.dropboxusercontent.com/u/9580892/mdl.png[/img]
Just got to figure out how to get the texture to load.
[editline]5th November 2015[/editline]
Almost got it...
[img]https://dl.dropboxusercontent.com/u/9580892/wht.png[/img]
[QUOTE=The Inzuki;49058183]After some messing around, I somehow got it to work :v:
[img]https://dl.dropboxusercontent.com/u/9580892/mdl.png[/img]
Just got to figure out how to get the texture to load.
[editline]5th November 2015[/editline]
Almost got it...
[img]https://dl.dropboxusercontent.com/u/9580892/wht.png[/img][/QUOTE]
The UV's are flipped. If you aren't flipping the UV's at import, use assimps flip uv import tag.
[QUOTE=Karmah;49059366]The UV's are flipped. If you aren't flipping the UV's at import, use assimps flip uv import tag.[/QUOTE]
Oh, that's the problem. I was using ASSIMP's FlipUV tag already. Woops
Now all that's left is to figure out why the animations aren't being processed through the shader!
[QUOTE=The Inzuki;49059388]Oh, that's the problem. I was using ASSIMP's FlipUV tag already. Woops
[/QUOTE]
I had the same UV problem because I followed some tutorial that for some reason had that as an import flag.
After five years of waiting I finally got a real computer! I've thrown Java and Slick in the bin (sorry Slick, I love you but I can't work with you) and started using Unity, completely blown away by how straightforward and quick it is, and the quality of the official tutorials is amazing. I've been blitzing through them way faster than I normally do because they're so consistent and well-documented, and the older tutorials are thoroughly annotated to explain any discrepancies they have with the latest version. Is there a lot of Unity in WAYWO these days?
Bonus pics of the change:
[quote][img]https://i.imgur.com/wNP9HQv.jpg[/img]
(Bought a desk, swiped a keyboard and borrowed a mouse)
[img]https://i.imgur.com/qqxz3eq.jpg[/img]
(i5 6600, GTX 970 - not pictured, a grubby old well-loved Intellimouse I found tucked away)[/quote]
If anyone's looking for a good-price prebuilt in the UK I recommend Freshtech Solutions on Amazon. Turned out to be cheaper than scouring Newegg for parts, with free one-day delivery! Noice
There's a decently active Unity thread. If you have Unity-specific questions you can always ask them there.
[QUOTE=Asgard;49061079]There's a decently active Unity thread. If you have Unity-specific questions you can always ask them there.[/QUOTE]
Completely missed that. Thanks!
[QUOTE=Nigey Nige;49061087]Completely missed that. Thanks![/QUOTE]
Yea that happens often :(
[QUOTE=WillKirkby;49056027]Am I late?
[URL="http://kirk.by/s/ptcb281.png"][IMG]https://facepunch.com/fp/hasimages.png[/IMG][/URL]
(Personal project, not related to work)[/QUOTE]
Could you comment on how are you achieving this, I would love to mess with LDD importing and Unity3D
[QUOTE=Map in a box;49047539]Yay for using webkit as an IDE~[/QUOTE]
While yeah, it's pretty slow sometimes, sucks with large files and so on, if you can afford to use Atom on your hardware it's really a great experience. The packages are really great and since they're very easy to write there's a ton of them.
It's honestly the best alternative to Vim/emacs that I've used.
I mean, [URL="https://atom.io/packages/mechanical-keyboard"]get on this level[/URL], man.
How about
[t]https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming%20WAYWO/11.2015/Free%20Pascal.png[/t]?
(I just installed that for uni. It's actually kind of decent as far as CUIs go, and comes with a step-through debugger.)
[vid]http://files.facepunch.com/ziks/2015/November/06/2015-11-06-1622-07.mp4[/vid]
[vid]http://files.facepunch.com/ziks/2015/November/06/2015-11-06-1627-09.mp4[/vid]
Put a camera rig in an old side project Layla and I were working on a few months ago
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