[QUOTE=Map in a box;49080024]do they meet emissions standards[/QUOTE]
Considering the setting of my game, emissions standards are the least of your concerns.
[QUOTE=adnzzzzZ;49080045]sorry. please all knowing me english no first language speaked[/QUOTE]
I just thought I'd point it out now so the mistake doesn't make it into the game itself too often.
[QUOTE=Darwin226;49062611]Anyone got a clue how a single-threaded C program can utilize a 100% of my multi-core CPU?
This is super weird.[/QUOTE]
I assumed a lot of the system's API's might execute the algorithm on multiple cores for increased speed.
I know you can have some Berkeley (POSIX) sockets accepting connections and responding on one thread (operating in an asynchronous manner, such as coroutines or events (select, epoll, ...)) and use 99% of my i5 (quad core). I assumed the networking backends or file descriptor API calls execute on more than one thread.
Would be nice tho if this is confirmed to be true/false, and the reasoning why if false.
Car makes and models, first pass. Will add more metadata, such as price and specs, later on.
[img]http://i.imgur.com/d93DnPD.png[/img]
Ah, the Neenchrom Finloredaleker, a fine classic automobile.
I wrote a small program to one-line GLSL shader programs or whatever the hell they're called
[code]
#version 150
uniform vec3 triangleColor;
out vec4 outColor;
void main()
{
outColor = vec4(triangleColor, 1.0);
}
[/code]
turns into
[code]const GLchar* SHADERNAME = "#version 150\n uniform vec3 triangleColor; out vec4 outColor; void main() { outColor = vec4(triangleColor, 1.0); } ";[/code]
yeah its not readable at all but it saves me time and i can glCompileShader it and thats all i care about for the time being
i just started learning OpenGL today a few hours ago so i'm pretty much a noob
how do you guys go about writing/using GLSL?
[QUOTE=awcmon;49080878]I wrote a small program to one-line GLSL shader programs or whatever the hell they're called
[code]
#version 150
uniform vec3 triangleColor;
out vec4 outColor;
void main()
{
outColor = vec4(triangleColor, 1.0);
}
[/code]
turns into
[code]const GLchar* SHADERNAME = "#version 150\n uniform vec3 triangleColor; out vec4 outColor; void main() { outColor = vec4(triangleColor, 1.0); } ";[/code]
yeah its not readable at all but it saves me time and i can glCompileShader it and thats all i care about for the time being
i just started learning OpenGL today a few hours ago so i'm pretty much a noob
how do you guys go about writing/using GLSL?[/QUOTE]
I use notepad++ and use a glsl language/syntax highlighting or whatever the hell those profiles are called for np++.
And for using, I use a selfmade shader class which handles absolutely everything, including loading itself (given an enum and checks if an optional geometry shader exists), as well as a plethora of uniform binding functions.
[QUOTE=Berkin;49080740]Car makes and models, first pass. Will add more metadata, such as price and specs, later on.[/QUOTE]
Hope I'm not being overly critical here, I love your work, but 95% of those don't look or sound like makes or models, they look like procedural gibberish.
[QUOTE=Socram;49081422]Hope I'm not being overly critical here, I love your work, but 95% of those don't look or sound like makes or models, they look like procedural gibberish.[/QUOTE]
I like to find a balance between believable and utterly insane, as it's part of the theme. You make a valid criticism, though. What do you think I should do to make them sound better?
So for those of you with a DS: SmileBASIC was released last month and I just found out!
SmileBASIC is a BASIC intrepreter for the Nintendo 3DS. It's the sequel to PetitComputer, an interpreter for the DSi. You can create games, play audio, and do basically anything in this turing-complete language interpreter.
Updates from PetitComputer (that I know of):
[quote]
* Can now get input from CirclePadPro
* Can program in 3D
* Can get input from Microphone
* Can emulate voice
* Can now create multiplayer games
* More content editing tools (audio tool, sprite tool, etc.)
* Language is now structured with functions and return statements (No more goto spaghetti code!)
* Multiple output functions. define OUT variables and SmileBASIC will return their last values in the function
[/quote]
Check it out over at [url=smilebasic.com]SmileBasic.com[/url]
[QUOTE=Rocket;49081454]why would you ever willingly program in basic[/QUOTE]
Some people enjoy pain.
[QUOTE=Berkin;49081429]I like to find a balance between believable and utterly insane, as it's part of the theme. You make a valid criticism, though. What do you think I should do to make them sound better?[/QUOTE]
"Chinstrap Penguin" and "Yellow-Eyed Penguin" is a pretty tell-tale giveaway
real life car names have a lot more real words or at least amalgamations of real words and seemingly cryptic model names rather than 100% madeup words
brands are often surnames and real words too
Ford (surname)
Austin (surname?)
Triumph (word)
Jaguar (word)
Land Rover (words)
Volkswagen (words)
BMW (words)
Tesla (surname)
examples of real words for car models:
Mustang
Hellcat
Beetle
Golf
Charger
Challenger
examples of letters and numbers for model names:
E30 M3
F-150
anything military
anything from bmw
it can still be ridiculous and not gibberish
like taking bits and pieces from the list posted above, i mashed together "Motowerktaur NUB-300". I think it sounds alright.
it'd also be cool if each company had their own sort of style for model names. like, some companies would prefer a salad of letters and numbers and others would prefer real words, and others would have more gibberishy ones
so say, the aforementioned Motowerktaur company would create a whole line of NUB-XXX series or something
or maybe the Coover company would make a whole line of cars named after dogs (i mean, people do it all the time with felines)
[QUOTE=awcmon;49081945]"Chinstrap Penguin" and "Yellow-Eyed Penguin" is a pretty tell-tale giveaway
real life car names have a lot more real words or at least amalgamations of real words and seemingly cryptic model names rather than 100% madeup words
brands are often surnames and real words too
Ford (surname)
Austin (surname?)
Triumph (word)
Jaguar (word)
Land Rover (words)
Volkswagen (words)
BMW (words)
Tesla (surname)
examples of real words for car models:
Mustang
Hellcat
Beetle
Golf
Charger
Challenger
examples of letters and numbers for model names:
E30 M3
F-150
anything military
anything from bmw
it can still be ridiculous and not gibberish
like taking bits and pieces from the list posted above, i mashed together "Motowerktaur NUB-300". I think it sounds alright.
it'd also be cool if each company had their own sort of style for model names. like, some companies would prefer a salad of letters and numbers and others would prefer real words, and others would have more gibberishy ones
so say, the aforementioned Motowerktaur company would create a whole line of NUB-XXX series or something
or maybe the Coover company would make a whole line of cars named after dogs (i mean, people do it all the time with felines)[/QUOTE]
Thanks for the suggestions. I do use a few noun and verb queries, but the rest are compiled from word fragments. The less coherent ones are probably a result of the shorter fragments. I might take those out.
As for using a consistent naming style for a given company, sure! I think I can do that by assigning random weights to each fragment so that some are more likely than others. It's more expensive to calculate, but will probably give better results. I'll mess with it a bit and see what I can do.
[editline]9th November 2015[/editline]
I improved the names a bit, still figuring out how to do the weighting, though.
[img]http://i.imgur.com/wJHX1eU.png[/img]
This kinda pales in comparison to some of the stuff you guys have been posting but i've been working on a roguelike type thing. Using assets from luciddesign.tk and so far i've just got procedural level generation and character movement, i know it's not much but i'm dead proud of it. In the video is takes like 12-15 seconds to load a new level but i've managed to cut it down to 2-3 seconds now.
[quote][vid]http://my.mixtape.moe/cveues.webm[/vid][/quote]
(forgot to turn my music off for the video btw so mute if you don't want to hear it)
Back to work.
Some more work on the UI. Added sounds.
[media]https://www.youtube.com/watch?v=KEHKX-_QQJg[/media]
Little update, added some lighting and had to scratch the cables because they were a mess of a code and quite complicated to use. So I invented something better and easier to use. Wireless electricity (it's the future after all)!
[vid]http://s1.webmshare.com/W5VQd.webm[/vid]
By the way, the transducers would actually need generators to run but they are still in development.
[QUOTE=Rocket;49081454]why would you ever willingly program in basic[/QUOTE]
Cause it's fun and super easy to make games in. Drawing a line is just[code]gline fromx, fromy, tox, toy[/code]
Messing around with Reshade a bit, these are my results so far:
Off: [img]http://i.imgur.com/XWKjTbo.jpg[/img]
On: [img]http://i.imgur.com/ioOl7K2.jpg[/img]
I know it has a bit of a blue hue to it, but i kinda like it.
Also decided to make a gui for it so i can take out some manual stuff (some effects are terrible for dark games, rename the .dll to the correct name, etc..)
[img]http://i.imgur.com/9CIrqkm.png[/img]
People probably think it's ugly, but it's for personal use so :p
[QUOTE=Higurashi;49083915]Little update, added some lighting and had to scratch the cables because they were a mess of a code and quite complicated to use. So I invented something better and easier to use. Wireless electricity (it's the future after all)!
By the way, the transducers would actually need generators to run but they are still in development.[/QUOTE]
Will it be multiplayer? if so, you are the greatest person alive. We've needed a Space Station 13 remake for ages.
[QUOTE=Berkin;49081968]Thanks for the suggestions. I do use a few noun and verb queries, but the rest are compiled from word fragments. The less coherent ones are probably a result of the shorter fragments. I might take those out.
As for using a consistent naming style for a given company, sure! I think I can do that by assigning random weights to each fragment so that some are more likely than others. It's more expensive to calculate, but will probably give better results. I'll mess with it a bit and see what I can do.
[editline]9th November 2015[/editline]
I improved the names a bit, still figuring out how to do the weighting, though.
[img]http://i.imgur.com/wJHX1eU.png[/img][/QUOTE]
Hah, these names are much better. Nipwheels Doublelionsky, Velocifaptor
I tried implementing a sword swing animation but the character seems to be too weak or scared.
[vid]https://dl.dropboxusercontent.com/u/24357560/tooweak.webm[/vid]
[QUOTE=Berkin;49081968]Thanks for the suggestions. I do use a few noun and verb queries, but the rest are compiled from word fragments. The less coherent ones are probably a result of the shorter fragments. I might take those out.
As for using a consistent naming style for a given company, sure! I think I can do that by assigning random weights to each fragment so that some are more likely than others. It's more expensive to calculate, but will probably give better results. I'll mess with it a bit and see what I can do.
[editline]9th November 2015[/editline]
I improved the names a bit, still figuring out how to do the weighting, though.
[img]http://i.imgur.com/wJHX1eU.png[/img][/QUOTE]
Needs more dakka
[QUOTE=Berkin;49081429]I like to find a balance between believable and utterly insane, as it's part of the theme. You make a valid criticism, though. What do you think I should do to make them sound better?[/QUOTE]
Add more cool letters like "Z" or "X".
[QUOTE=Tamschi;49085001]Add more cool letters like "Z" or "X".[/QUOTE]
Coming right up
[QUOTE=Tamschi;49085001]Add more cool letters like "Z" or "X".[/QUOTE]
[IMG]http://imgs.xkcd.com/comics/car_model_names.png[/IMG]
This time not only relevant, but even useful!
[QUOTE=Lumaio;49083993]Will it be multiplayer? if so, you are the greatest person alive. We've needed a Space Station 13 remake for ages.[/QUOTE]
uhhh
i think its best if one doesn't remake ss13, but instead makes a game with similar appeal
otherwise its doomed to fail
Is this the coolest fucking triangle you have ever seen or what?
[vid]http://pahlavan.se/dump/2015-11-09_22-36-09.mp4[/vid]
I have a strobe light version too but I figured that might hurt peoples eyes. (Goes well with the [URL="https://youtu.be/l_N_MQUAouY?t=109"]Payday Soundtrack[/URL])
[URL]http://pahlavan.se/dump/2015-11-09_22-33-03.mp4[/URL]
[vid]http://i.imgur.com/5nupbUJ.webm[/vid]
[I]WARNING: Flashing colors[/I]
Coming through with OpenGL on SDL2, this was created when I was being frustrated with trying figuring out a model for and the flow of model loading (plus static/const 3d primitives, such as boxes and pyramids) and rendering them. Needless to say, the code behind this is an abomination because I was bored.
Trying to refine my ground-detailing sprite billboarding system. I haven't touched it since I last created it way before I switched over to deferred rendering, so I had to change the way it worked.
Further, the way I generated them was pretty terrible, so I managed to fix it up a bit. My method used to involve randomly generating points within model space relative to a triangle on the mesh (populate the surface of the triangle with points). This worked, but the precision level wasn't that great because when the model got scaled, the [URL="http://i.imgur.com/TtxZOWy.png"]gaps between the sprites were pretty uniform[/URL]. Further, I used to try to recalculate like a billion points every time a model detected that it was getting resized, so resizing was stupid slow. Now I just calculate the absolute size of the target triangle and populate it with points for the sprites, and when rendering it don't supply the shader with a model matrix as the points are already in world space.
But alas, I can render them:
[t]http://i.imgur.com/uG2Y3SD.png[/t]
Now to iron out a few more bugs, and then start working on a way to avoid rendering billboards that are too far away. I suppose I would just perform that check in the shader and pass it the user's "preference" for that.
[QUOTE=Lumaio;49083993]Will it be multiplayer? if so, you are the greatest person alive. We've needed a Space Station 13 remake for ages.[/QUOTE]
[QUOTE=Map in a box;49085666]uhhh
i think its best if one doesn't remake ss13, but instead makes a game with similar appeal
otherwise its doomed to fail[/QUOTE]
Couldn't have said it better myself. Right now my project is focusing on being singleplayer with some space station 13 similarities, improvements, different gameplay/aim of the game, and more userfriendly mechanics/interface while still giving one some space station 13 'vibes'. I also have some bigger plans for this project, but that depends on how well I can realise/execute them and polish this game since it is still in an quite embryonic stage.
But coming back to the multiplayer part.. well I think actually coding a multiplayer space station 13 remake isn't even the biggest problem but rather staying motivated enough to finish it since the reward is quite little for each hurdle and also quite time-consuming because there's so much that can and will break. Still pretty amazed how the actual space station 13 developed and how that even compiled at all on an engine like byond.
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