• What Are You Working On? September 2015
    1,261 replies, posted
Did an interview, the 'coding challenge' question was "write a linked list that also acts like a dynamic array (insert, remove, and length)". This is almost insulting.
[QUOTE=Rocket;48760890]OVH seems to be what everyone uses, especially if they're trying to skirt around the law in some way.[/QUOTE] If you directly buy from OVH they start at like a 100$ a month. Order from a re-seller like Kimsufi or soyoustart, especially Kimsufi is dirtcheap, but they rarely have anything in stock.
[QUOTE=Cold;48761079]If you directly buy from OVH they start at like a 100$ a month. Order from a re-seller like [B]Kimsufi [/B]or [B]soyoustart[/B], especially Kimsufi is dirtcheap, but they rarely have anything in stock.[/QUOTE] They aren't resellers, they're part of OVH.
I've been working on a userscript for [URL="https://rohbot.net"]RohBot[/URL] that automatically finds the most common imperial units in people's messages, converts them to metric and edits the message to display the converted unit in a small popup. Here's a sample message. [IMG]http://i.imgur.com/LvleX3h.png[/IMG] And some sample conversions. [IMG]http://i.imgur.com/tWVPBQS.png[/IMG] [IMG]http://i.imgur.com/kohaMSL.png[/IMG] You can take a look at it [url=https://github.com/Spanfile/RohBot-Imperial-to-Metric-Converter]over here[/url].
[QUOTE=Map in a box;48760861]Dedis, not VPS. And DO is rather overpriced for the specs.[/QUOTE] What location?
[QUOTE=Ott;48757418]It's easy. All you have to do is multiply your frame-dependent movements by your delta time (and raise all your values by 100x or so).[/QUOTE] For the most part. In certain cases it's a little different (and event concurrency can become a bit fuzzy due to floating point inaccuracy if you use those to keep time), but other than that it's mostly quite straightforward. [editline]25th September 2015[/editline] [QUOTE=Fourier;48757650]All textures are 512, I wanted to preserve file size. At 1024 it looks crispier but then file-size skyrockets. It bothered me too a bit but it's better to have smaller game. Can I ask, what resolution you have? Because UI looks fine to me. About font, what is wrong with each font? Is the orange one that sucks or white one? Thanks, might change some stuff.[/QUOTE] Do you use texture compression? If not then definitely look into the different S3TC algorithms (DXT1, DXT3 and DXT5 are relatively common iirc). [editline]25th September 2015[/editline] [QUOTE=BackwardSpy;48758858]How do you deal with making things like physics deterministic when using a dynamic time step? The physics systems I have used (which isn't many, to be fair) have all used a fixed timestep to operate correctly. It seems to me that the best solution would be a mix of the two; dynamic timestep for rendering and fixed for everything else.[/QUOTE] For deterministic physics the nature of the time step actually isn't important at all: It will always be deterministic as long as it runs with the same code on the same machine, you use the same time steps for replay playback (which you can easily record) and you don't explicitly use non-deterministic random numbers. I think what you're looking for is avoiding physics glitches (like tunneling solids if the time step is too large). There are two possible remedies for that: 1. Cap the time steps to something reasonable. If you need more frequent updates than the framerate you can subdivide steps just like with a constant time step, with the last step being a little smaller. (I think most physics APIs actually take a cap parameter for precisely this behaviour, so you don't have to loop on them yourself.) 2. Use continuous collision and event ordering, and cascading updates to replicate forward causality. However this is just a solution I thought of that would work well for systems that are relatively sparse, and I don't know any game physics API that does something like this. For anything with chaotic self-interaction this would run horribly slowly and it also can't be threaded well. The gist is: This problem is already solved by most more popular physics engines if their [I]Step()[/I] method takes a time parameter. Both Jitter and Bullet seem to require this (and one more parameter each that I didn't look up). If there's no explicit method for time subdivision then loop and use up the available time in small enough steps that way, but the engine may actually do that somewhat dynamically depending on the collisions it finds. [editline]25th September 2015[/editline] [QUOTE=Philly c;48760694][...] There are potentially many games which unintentionally use vsync to stabilise the frame times. [...][/QUOTE] It's possible this depends a little on the specifics, but generally if the game runs fast enough to hit either the device fps cap or a user-defined one this is completely fine and will give the best possible result no matter what the game runs on. If you had an explicit fixed time step that would be just another timer in parallel measuring the same thing and as such likely desynchronise eventually due to accuracy issues. Without something like G-SYNC or AMDs equivalent it's fundamentally impossible to eliminate micro stutters if the frame rate cap isn't hit, due to a lack of information. (If they are available then you can make a conservative guess and target that timing in advance, though I think only G-SYNC lets you cancel frames if you can't make it after all... which would still look really bad.) [editline]25th September 2015[/editline] Essentially: A dynamic time step is the solution that gives the user the maximum possible choice (but still provide an fps cap [I]option[/I] in case they prefer high detail and a stable frame rate over a fast one), while being still really quite easy to implement.
The hivemind thingy was just a joke, you can call me "It" as far as i care as long as you are being nice :p Thanks for the help though. Since it was only text anyway, i thought it was fine loading it all into memory. Just wanted to be sure
Bit late but honestly DO are absolutely amazing in terms of support and their control panel. Especially compared to Kimsufi. It's just a shame they don't offer non-SSD storage options.
Some next progress. Main concept won't be about massive "big boom" fights like in the video. It is just for effect or maybe... [video=youtube;vRxi_Q4GWRQ]http://www.youtube.com/watch?v=vRxi_Q4GWRQ[/video]
[QUOTE=Mega1mpact;48761252]What location?[/QUOTE] Honestly just searching for a friend. Preferably NA, though.
man this thread really makes me want to get back into gamedev
The worst thing about not programming after a while is that I get sweet-ass ideas and feel a strong urge to completely create them in a night. Writing them down isn't enough. But it's not the time. Not yet.
I just forget how to program.
[QUOTE=false prophet;48763603]I just forget how to program.[/QUOTE] I can't escape my programming knowledge. I dream about C#. [I]I'm not fucking joking.[/I] One moment I'll be applying carpet to the exterior of the Empire State Building, and the next, I'm trying to compile a human brain written in C#. [sp]It's funny because I actually tried emulating a brain in C# when I was 16 and didn't know any better.[/sp]
[IMG]https://i.gyazo.com/c81949d876e98ae40df31614dbc9543f.png[/IMG] Art with game assets is always kinda cool I guess. Next im going to work on checkpoints, level exits, and maybe a simple enemy.
I just got a really cool idea for my next library project and I think you're all gonna love it. It combines semantic analysis, parameter automation, animation, constructed languages, and [I]pure motherfucking magic[/I]. Literally cackling that I never thought of it before. :excited: Can anyone guess what it is?
[QUOTE=Berkin;48764013]I just got a really cool idea for my next library project and I think you're all gonna love it. It combines semantic analysis, parameter automation, animation, constructed languages, and [I]pure motherfucking magic[/I]. Literally cackling that I never thought of it before. :excited: Can anyone guess what it is?[/QUOTE] Family guy fan porn?
[QUOTE=Berkin;48764013]I just got a really cool idea for my next library project and I think you're all gonna love it. It combines semantic analysis, parameter automation, animation, constructed languages, and [I]pure motherfucking magic[/I]. Literally cackling that I never thought of it before. :excited: Can anyone guess what it is?[/QUOTE] English text to Rant lang translator?
[QUOTE=Berkin;48764013][I]pure motherfucking magic[/I]. [/QUOTE] rant written in c++?
[QUOTE=Berkin;48764013]I just got a really cool idea for my next library project and I think you're all gonna love it. It combines semantic analysis, parameter automation, animation, constructed languages, and [I]pure motherfucking magic[/I]. Literally cackling that I never thought of it before. :excited: Can anyone guess what it is?[/QUOTE] Speech lip syncing?
Unrelated to the aforementioned project (you're all wrong by the way), I threw something together that I thought up on a caffeine-fueled brainstorming session. I couldn't resist. [img]http://i.imgur.com/k2fsfY8.png[/img][img]http://i.imgur.com/Q0UwNrG.png[/img][img]http://i.imgur.com/dq9yqlJ.png[/img][img]http://i.imgur.com/3H32ohz.png[/img] [img]http://i.imgur.com/2VQwOjQ.png[/img][img]http://i.imgur.com/CVHBOLu.png[/img][img]http://i.imgur.com/XvunL0T.png[/img][img]http://i.imgur.com/gJfhENR.png[/img] [img]http://i.imgur.com/DWHMPld.png[/img][img]http://i.imgur.com/iZdyToJ.png[/img][img]http://i.imgur.com/ziq8CIh.png[/img][img]http://i.imgur.com/fhv0MC8.png[/img] [img]http://i.imgur.com/qQxPePT.png[/img][img]http://i.imgur.com/UJzlhl5.png[/img][img]http://i.imgur.com/mO6FCLs.png[/img][img]http://i.imgur.com/WXdXMhd.png[/img] [img]http://i.imgur.com/JzWwQN4.png[/img] This is fun.
[QUOTE=sabadyCZ;48762760]Some next progress. Main concept won't be about massive "big boom" fights like in the video. It is just for effect or maybe... [video=youtube;vRxi_Q4GWRQ]http://www.youtube.com/watch?v=vRxi_Q4GWRQ[/video][/QUOTE] It's like if someone brought Soldat into a space shooter, looks pretty fun :v:
[QUOTE=Berkin;48764496]pics of shit color This is fun.[/QUOTE] You should ask garry for all the different types of baby shit colors
I worked a little bit in Monogame C# for a school project. [URL=http://www.directupload.net][IMG]http://fs5.directupload.net/images/150926/mnzzw26e.jpg[/IMG][/URL] [URL=http://www.directupload.net][IMG]http://fs5.directupload.net/images/150926/fs92hbjr.jpg[/IMG][/URL] [URL=http://www.directupload.net][IMG]http://fs5.directupload.net/images/150926/gycq3zhl.jpg[/IMG][/URL] I you want you can give it a try. [URL="https://www.dropbox.com/s/uws3xuiy8z5ep1b/release.rar?dl=0"]Download[/URL]
[QUOTE=6121993;48766311] I you want you can give it a try. [URL="https://www.dropbox.com/s/uws3xuiy8z5ep1b/release.rar?dl=0"]Download[/URL][/QUOTE] No love for linux? :(
To cite Tom Scott: "[url=https://youtu.be/lIFE7h3m40U?t=4m50s][...] if anyone out there suggests using Linux - No![/url]"
So I added a Facepunch component. [img]http://i.imgur.com/uNvGVo7.png[/img] Amusingly, when I add the "Rustic" component to it, it turns it into a rotten shit color: [img]http://i.imgur.com/XcWHlbX.png[/img]
[QUOTE=DrDevil;48766529]No love for linux? :([/QUOTE] Since it's Monogame, can't you just run the exe with Mono?
[QUOTE=MatheusMCardoso;48766840]Since it's Monogame, can't you just run the exe with Mono?[/QUOTE] Not if they targeted WindowsDX.
[QUOTE=Nabile13;48767029]Not if they targeted WindowsDX.[/QUOTE] Well, looks like they didn't.
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