• What Are You Working On? September 2015
    1,261 replies, posted
[QUOTE=NeverGoWest;48717973]Ever since I remade my same old shitty text base combat simulation in C++, I have sort of ran out of ideas for what to make. I want to start working with some graphical stuff but I have no idea what to even make. Seeing you guys post screenshots of all your cool programs makes me envious of your productivity. I want to be productive once again. ... This is why I will never ever write anything 3d graphics, or 2d for that matter. I am hopelessly thickheaded when it comes to math.[/QUOTE] That's raycasting though, probably [URL="http://i.imgur.com/rjlBCiD.png"]indefinitely harder than regular 3D programming[/URL]. You actually don't need that much math skills to do regular 2d/3d programming though, in my broken husk of an engine the only real math I had to do is vectors, if you even call that math. The harder stuff comes into the world of matrixes, literally hell on earth because no one bothered to write readable documentation on OpenGL 3.X projections, but on the arbitrary math scale of 1-27, that comes close to 6. If you can add two numbers together and multiply, you won't have much trouble. If you want to easily start programming 2d games with literally no OpenGL knowledge required, I would look at [URL="http://www.sfml-dev.org/index.php"]SFML[/URL]. It has a great 2d library if you don't want to dabble in [DEL]hell[/DEL] OpenGL and it's fairly complete (in my opinion). However if you have a few goats and blood to spare, I would look at OpenGL programming. Some good tutorials are: [URL="https://en.wikibooks.org/wiki/OpenGL_Programming"]The Wikibooks OpenGL Programming Tutorials[/URL] [URL="http://www.opengl-tutorial.org/"]OpenGL Tutorial.org[/URL] [URL="http://ogldev.atspace.co.uk/index.html"]Modern OpenGL Tutorials[/URL] [URL="https://www.opengl.org/wiki"](Although fairly useless) the OpenGL Wiki[/URL] Be careful though, due to little or no documentation at all I suggest having rope nearby so you can end your pain easily and quickly. 3D and 2D programming is fun though, it's a great learning experience (especially for C++) and can be easily adapted to be used anywhere. If you want to debug enemy positions or whatever, you could set up a simple SFML program (depends if your codebase is complete shit or not). To give you an idea, even [URL="http://www.bay12games.com/dwarves/"]Dwarf Fortress[/URL] uses SDL for rendering (it looks like a text game). I know I exaggerate the documentation situation quite a bit (despite it being true), but the people at [URL="https://facepunch.com/showthread.php?t=1446371"]WDYNHWHGTIEIEW (What Do You Need Help With?)[/URL] are also extremely helpful with OpenGL problems and [URL="http://stackoverflow.com/"]StackOverflow[/URL] (albeit useful) is a hit and miss sometimes (as always). I guarantee you can solve most problems if you have patience and good searching skills (and if you can't find anything, good luck). Take a look into 2D/3D programming, it's quite fun. Try it sometime. Even if you are extremely thickheaded and can't even count, you can at least say you tried.
Raycasting is easier than regular 3d programming because you don't have to fuck around with shaders and device contexts and shit.
[vid]https://a.pomf.cat/kpuohi.webm[/vid] Unity physics are really good guys. :suicide: [sp]They're all perfectly aligned[/sp]
Added animation support into my pathtracer. Every single property of every object in the scene is defined as a function of time. For each frame, I pre-evaluate the whole scene's state for that frame, and then run my raytests against that static scene. I added motion blur support by sampling multiple time-slices per frame. And then once I've rendered all of my frames, I call ffmpeg to render a video. Here's a single frame I'm rather fond of, showing motion blur and bokeh: [t]https://i.imgur.com/2GqXnBk.png[/t] And in job news, I started last Monday and I've already been committing bugfixes :D
[QUOTE=krix;48718493][vid]https://a.pomf.cat/kpuohi.webm[/vid] Unity physics are really good guys. :suicide: [sp]They're all perfectly aligned[/sp][/QUOTE] That's a well-known problem with collision and not necessarily PhysX's fault
Considering it's a well-known problem, do you know of a workaround? [editline]19th September 2015[/editline] I don't wanna keep adding layers of approximation on my movement controls.
[QUOTE=krix;48718688]Considering it's a well-known problem, do you know of a workaround? [editline]19th September 2015[/editline] I don't wanna keep adding layers of approximation on my movement controls.[/QUOTE] you start by using a pill-shape instead of a rectangle for player collision. Then use 2 pills, with one being slightly larger. The outer pill has no hard collisions, but instead only pushes itself vertically out of obstacles. I don't know how unity works, but in UE4 you'd do this by disabling the physics, and only use it as an overlap indicator, and then move your character up by n units everytime there's an overlap at the bottom.
Oh yeah thanks, I didn't even think of the good old Unity tic-tac!
[QUOTE=krix;48718688]Considering it's a well-known problem, do you know of a workaround? [editline]19th September 2015[/editline] I don't wanna keep adding layers of approximation on my movement controls.[/QUOTE] The old school mentality is to write your own platforming physics, at least for 2d games, and not use actual physics engines. I can't tell if your game is truly 3d or will need complex collision resolution, but if everything is square or circular it is a well documented option. This article gives a big picture look at a couple options: [URL]http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/[/URL]. Dr. Devil's suggestion is probably better.
Oh I've done a couple tiny 2D projects before, but those are some really good resources, thank you! My problem was taking a really long break and not using the good ol' pill collider for this kind of stuff like DrDevil suggested. The game is going to use 3D assets.
[IMG]http://i.imgur.com/Ya48sva.gif[/IMG] A feature that was long over due in my games. custom window sizes. :toot: edit: [IMG]http://i.imgur.com/ywRmAhL.gif[/IMG]
Have a video! [vid]http://will.kirk.by/u/videos/newt-motionblur-test-2.mp4[/vid]
[QUOTE=krix;48718493][vid]https://a.pomf.cat/kpuohi.webm[/vid] Unity physics are really good guys. :suicide: [sp]They're all perfectly aligned[/sp][/QUOTE] I don't understand the issue. Is it supposed to not fall?
[QUOTE=Tommyx50;48719160]I don't understand the issue. Is it supposed to not fall?[/QUOTE] You can see the selected collider in the video. The character moving to the right is supposed to change direction when hitting a collider from the side, and it hits the collider on the floor and changes direction. Clearly it's not supposed to happen I assume
[QUOTE=thatbooisaspy;48718223]That's raycasting though, probably [URL="http://i.imgur.com/rjlBCiD.png"]indefinitely harder than regular 3D programming[/URL]. You actually don't need that much math skills to do regular 2d/3d programming though, in my broken husk of an engine the only real math I had to do is vectors, if you even call that math. The harder stuff comes into the world of matrixes, literally hell on earth because no one bothered to write readable documentation on OpenGL 3.X projections, but on the arbitrary math scale of 1-27, that comes close to 6. If you can add two numbers together and multiply, you won't have much trouble. If you want to easily start programming 2d games with literally no OpenGL knowledge required, I would look at [URL="http://www.sfml-dev.org/index.php"]SFML[/URL]. It has a great 2d library if you don't want to dabble in [DEL]hell[/DEL] OpenGL and it's fairly complete (in my opinion). However if you have a few goats and blood to spare, I would look at OpenGL programming. Some good tutorials are: [URL="https://en.wikibooks.org/wiki/OpenGL_Programming"]The Wikibooks OpenGL Programming Tutorials[/URL] [URL="http://www.opengl-tutorial.org/"]OpenGL Tutorial.org[/URL] [URL="http://ogldev.atspace.co.uk/index.html"]Modern OpenGL Tutorials[/URL] [URL="https://www.opengl.org/wiki"](Although fairly useless) the OpenGL Wiki[/URL] Be careful though, due to little or no documentation at all I suggest having rope nearby so you can end your pain easily and quickly. 3D and 2D programming is fun though, it's a great learning experience (especially for C++) and can be easily adapted to be used anywhere. If you want to debug enemy positions or whatever, you could set up a simple SFML program (depends if your codebase is complete shit or not). To give you an idea, even [URL="http://www.bay12games.com/dwarves/"]Dwarf Fortress[/URL] uses SDL for rendering (it looks like a text game). I know I exaggerate the documentation situation quite a bit (despite it being true), but the people at [URL="https://facepunch.com/showthread.php?t=1446371"]WDYNHWHGTIEIEW (What Do You Need Help With?)[/URL] are also extremely helpful with OpenGL problems and [URL="http://stackoverflow.com/"]StackOverflow[/URL] (albeit useful) is a hit and miss sometimes (as always). I guarantee you can solve most problems if you have patience and good searching skills (and if you can't find anything, good luck). Take a look into 2D/3D programming, it's quite fun. Try it sometime. Even if you are extremely thickheaded and can't even count, you can at least say you tried.[/QUOTE] I implemented "regular 3d" a few days ago. Drawing points to the screen is easier than raycasting, although if I were to add lines or filled polygons, it would quickly get harder. Also, I believe it's safe to consider matrices a black box. I know how matrix arithmetic works, but I haven't attempted figuring out why transformation and perspective matrices are constructed the way they are.
The blacklist I posted [URL="https://facepunch.com/showthread.php?t=1483696&p=48672362&viewfull=1#post48672362"]earlier[/URL] ignores spaces and character repetition now: [IMG_THUMB]http://f.bay.rocks/Ni4q6[/IMG_THUMB]
[QUOTE=Asgard;48719284]You can see the selected collider in the video. The character moving to the right is supposed to change direction when hitting a collider from the side, and it hits the collider on the floor and changes direction. Clearly it's not supposed to happen I assume[/QUOTE] Ah right, that's just phantom collisions, pretty common issue with all physics engines.
[vid]https://dl.dropboxusercontent.com/u/357850863/run.mp4[/vid] Qt is awesome, the program itself is fairly simple but it was good practice anyway. The run in the terminal semi-works, it just doesn't actually run the command in the terminal so that's a problem.
[QUOTE=thatbooisaspy;48719580][vid]https://dl.dropboxusercontent.com/u/357850863/run.mp4[/vid] Qt is awesome, the program itself is fairly simple but it was good practice anyway. The run in the terminal semi-works, it just doesn't actually run the command in the terminal so that's a problem.[/QUOTE] You should implement command history, it's pretty handy.
I've been so damn lazy with my game programming lately oh god help me
[QUOTE=sarge997;48719663]I've been so damn lazy with my game programming lately oh god help me[/QUOTE] You and me both except replace game programming with just programming. I haven't got anything sensible done in weeks.
I've been focusing on programming for my job instead of doing games, I've finished the main stage of this big project and got a nice paycheck but it doesn't come with the same satisfaction of working on a game On the plus side, I've learned how to keep a regular schedule, organize tasks/projects, how to refactor continuously, and generally not write shit code
[QUOTE=Nabile13;48719645]You should implement command history, it's pretty handy.[/QUOTE] Your wish my command. [vid]https://dl.dropboxusercontent.com/u/357850863/run2.mp4[/vid] Browse function actually works but does nothing yet, run in terminal is still broken, I just made it select all text on startup (however I just added this after recording) and the history file is in a simple text file so if you need to clear your history all you have to do is delete the file and you're good to go, it generates one if it can't find one. I don't check for duplicates so it's fun until the file grows to 1 gb+. This is actually more useful than I thought :v: [editline]19th September 2015[/editline] [vid]https://dl.dropboxusercontent.com/u/357850863/lol.mp4[/vid] Directory and URL support!
[QUOTE=adnzzzzZ;48716608]If you want to make your program useful just copy ShareX. Let people create workflows where they can choose settings from a GUI and they can also choose various services that they can upload the image to. Then on top of that enable for recording of videos and gifs and use the same workflow concept to let people upload those videos/gifs wherever they want. I got screenshots working OK in the end but no way to do videos nor gifs decently using the same interface (select area -> record -> upload). And even if I could somehow get this all working, it's a lot more work than I'm willing to do. Also the uploading part is really important and being able to choose from various services is a really useful feature. But more important even is just being able to do all this through an actual user interface. I just wanna download something and click things and it works. I don't wanna read documentation. The mentality that keeps Linux from being user friendly is the fact that everyone is a programmer, so obviously you don't need to focus on easy to use interfaces, right? Well, fucking wrong. Until people start creating software that is usable by a retard it will never be the year of Linux desktop.[/QUOTE] Good idea, it wouldn't be too hard to rig up a GUI to string simple commands together for the command-line inept. A guy made an attempt here but it's not quite what it should be imo. [url]https://github.com/carnager/teiler[/url]
This doesn't have anything to do with programming but please indulge me because I'm frustrated as shit at the moment and I need to vent. I bought a laptop (Asus X750LB) a year a couple of months ago. RIGHT off the bad I had issues with the network adapter which was so fucked that the best solution included literally reinstalling it's drivers about once an hour. After a reinstall of Windows (this was of course reinstalling a fresh install), it decided to work. This is what I call the golden age because for the next six or so months more or less everything worked. Skip ahead, it's now a year and, I kid you not, ONE day after buying the laptop when the battery dies. And this wasn't one of those long deaths where everyone is prepared for it. This was a freaking car crash. One day 100%, next day "0%, not charging". You get one guess on how long the warranty on the battery is. I talk to the support, which tells me there's nothing I can do. The ONLY Asus support that can do anything with my warranty in my city has a website on which there are literally more grammatical errors than there are sentences of text. I contact them and they also tell me there's nothing they can do, that I'll have to buy a new battery. How much? Around 15% of the laptops price. So I search around and see some people say that flashing their BIOS made the battery work again. Let's do this. I flash the BIOS and it does nothing for the battery, except that from this point on the laptop bluescreen after running any program on the dedicated GC for longer than 10 minutes. No overheating or anything, just blue screen. So let's flash it back, right? No can do. The new BIOS software is smart and knows it's dangerous to flash BIOS unless you have at least 20% of battery. My battery is stuck at 0. I reinstalled all the drivers, tried so many different versions. Reinstalled the OS multiple times. None of the problems were fixed. I use this laptop for work so I couldn't just give it up for "3 to 30 work days, depending on what we have to do" to the support guys. Finally, I get a replacement laptop at the place where I work so I can get mine fixed. I give it to them and after a day I get a message that they replaced my motherboard and that the system is now stable. If I experience any instability I should reinstall the OS. First thing that I see pressing the power button is a screen filled with vertical lines of various shades of white. I'm guessing that these are the instabilities, right? Another reinstall, I still get those lines occasionally so I have to restart a few times until I can actually use the laptop. You know what else? NOTHING WAS FIXED. Nothing. Except now..... Now the MOTHER FUCKING BRIGHTNESS CONTROLS FOR THE DISPLAY DON'T WORK. I am losing my mind guys. I've paid so much money for something that occasionally loses the productivity battle with my phone, and let me tell you, I have the shittiest phone you have ever seen. I'm about to make a list of everything that doesn't work, take it back to support and tell them "good luck". [editline]20th September 2015[/editline] Oh, let me also mention that the laptop has no battery hatch. You have to open it up completely, through the keyboard to get to the battery and take it out. Guess what happens to my warranty if I open it up. GUESS.
I am sorry to inform you of this, but I think your laptop is fucked.
It's been fucked for a long time...
Now get the corners working like they should! I'm working on making a RPG thiny. But not going to have a lot of visuals since it's a for fun project anyway. Started with trying out some stuff first like combat and stuff :v: Implemented a system based on Shadowrun. So you roll for initiative. Then each round you subtract 10 from the initiative value until both have less then 0 initiative. Then it starts over again with rolling for initiative. Tried combining it a bit with Pathfinder. But this is all i have so far. [img]http://i.imgur.com/HOmLx4B.png[/img]
More shader stuff: [vid]http://fat.gfycat.com/VigorousCheapKentrosaurus.webm[/vid] [url]http://glslsandbox.com/e#27691.10[/url] It's a smooth game of life thing sort of like [url=https://www.youtube.com/watch?v=KJe9H6qS82I]SmoothLifeL[/url] but not as advanced/optimised. You can play around with the parameters to get different behaviors but it's pretty hard to find a combo that has interesting structures like gliders/oscillators.
Well, today's the day that I try to compile AOSP. Wish me luck fellas! On another Android related note, I still have the Facepunch app sitting around in what is resembling working condition, I'm just too lazy to implement avatars and proper post parsing. You guys think I should just throw it up on GitHub and let someone else do the dirty work for me? Would anyone be interested in that?
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