• What Are You Working On? September 2015
    1,261 replies, posted
[vid]http://files.1337upload.net/Desktop_09.06.2015_-_02.08.00.03.webmhd-a774eb.webm[/vid] exploiting those cool l4d glows to indicate the selected use object still kinda poop, need to add masks and probably some kind of transitions [editline]6th September 2015[/editline] anyway this seems like a good alternative for the crosshair yes
Anyone have some simple 2d game ideas that I can practice programming with?
Make Conways game of life.
[QUOTE=elih595;48623287]Anyone have some simple 2d game ideas that I can practice programming with?[/QUOTE] Top-down shooter with bouncy bullets
[QUOTE=elih595;48623287]Anyone have some simple 2d game ideas that I can practice programming with?[/QUOTE] Pong? Thats the one people usually start with because it deals with keyboard input and simple physics.
[IMG]http://i.imgur.com/RnY48zT.gif[/IMG] finished my first boss fight.
[IMG]http://i.imgur.com/YOfN2oK.png[/IMG] You know world is weird when you can execute .EXE which can use .DLL files in Linux which were compiled by Visual Studio (F#). With help of mono, of course.
[QUOTE=Fourier;48623509][IMG]http://i.imgur.com/YOfN2oK.png[/IMG] You know world is weird when you can execute .EXE which can use .DLL files in Linux which were compiled by Visual Studio (F#). With help of mono, of course.[/QUOTE] i thought programs usually use .DLL's? don't .dll's provide functions to the program to call? unless i am misunderstanding something here
[QUOTE=PelPix123;48623497]I love the mechanic and the way he's beaten and it looks amazing, but as a critique there needs to be a regularity to the locations of the laser blasts so that there's skilled avoidance or else it isn't really a boss fight.[/QUOTE] [IMG]http://i.imgur.com/UMUgGQ6.gif[/IMG] Yo.
[QUOTE=confinedUser;48623569]i thought programs usually use .DLL's? don't .dll's provide functions to the program to call? unless i am misunderstanding something here[/QUOTE] .EXE (program) which use .DLL (library). I might have worded it weird, but yes.
Fixed the way the paper is fed. Now it actually is pretty reliable and will feed through 12 sheets of paper without failing. I should test it with my stack of 2000 sheets! [media]https://www.youtube.com/watch?v=6Q_lhMuy9dU[/media]
[QUOTE=DrDevil;48623879]Fixed the way the paper is fed. Now it actually is pretty reliable and will feed through 12 sheets of paper without failing. I should test it with my stack of 2000 sheets! :snip:[/QUOTE] The [I]"fuck yeah"[/I] made the whole video.
[QUOTE=ruarai;48623807]squares circles[/QUOTE] Explain the general process for doing this?
[QUOTE=adnzzzzZ;48624144]Explain the general process for doing this?[/QUOTE] [url]http://ruarai.github.io/Trigrad/[/url]
It took me 24 hours, and it still isn't working 100%, but I'm finally rendering something. [t]http://i.imgur.com/uhDwsOy.png[/t] The current scene loads properties of models (such as the surface normals, texture coordinates, etc) [I]i[URL="http://i.imgur.com/0VhM3cw.png"]nto[/URL][/I][URL="http://i.imgur.com/0VhM3cw.png"] textures[/URL] that get sampled by lights and used for generating a texture that gets painted onto the outer surface of a geometrical shape standing in for said light. (point lights render as spheres, spot lights as cones, etc)
[img]http://i.imgur.com/TjRkeKz.png[/img] [img]http://i.imgur.com/Z1Yr2AF.png[/img] It still needs a little tweaking, but this is finally starting to look like the mockup that I made forever ago
I've been working on my engine a lot. Recently I got it to run a lot faster, well more like the compiler did. I was pretty annoyed at how slow it was, I implemented backface culling, and a faster frustum culling and still it was still slow as shit. I was getting pretty desperate, doing mad useless optimizations like using memsets instead of loops and allocating stuff to global stack arrays, I messed up the code a lot with those things. Then I glanced at this combo box: [IMG]http://i.imgur.com/Bzde1dY.png[/IMG] :/ [B]Always compile in release mode before doing optimizations![/B] Any way it's a lot faster now and I've been cleaning the code for 3 days, I don't have any new visuals to show yet, but the code is a lot cleaner and I'm quite happy with that. Heres a 60fps video, the monkey can do 60fps in engine even without back face culling. The Stanford bunny sadly lags a bit, but hey, it's a software engine in the console, and I could barely render the bunny before, so it's a big improvement for me: [video=youtube;XXyiN_khD_w]https://www.youtube.com/watch?v=XXyiN_khD_w[/video] Next steps for me will be to make a more general lighting system(spot lights, dir light, ambient light etc). If that goes well I'll start moving to other stuff like shadows or something.
Software rendering is the best kind of rendering. However, well-known implementations like Doom and Quake didn't use multiple cores or even SIMD extensions, neither of which existed at the time. It'd be awesome to see something like them in spirit, that also takes advantage of modern technology.
[QUOTE=elevate;48624763]Software rendering is the best kind of rendering. However, well-known implementations like Doom and Quake didn't use multiple cores or even SIMD extensions, neither of which existed at the time. It'd be awesome to see something that's like them in spirit, but takes advantage of modern technology.[/QUOTE] I tried using OpenMP on my rasterizer but it didn't work out for some reason, while optimization is not my top priority right now I do plan on speeding it up. Right now it's single threaded, using multithreads is the most obvious optimization I could do. Then I could use faster algorithms, I know there's some crazy rasterizers that rasterize in weird patterns for efficiency, but I've never looked into to it.
[QUOTE=ruarai;48623807]squares [img]http://i.imgur.com/3LG0RK8.png[/img] circles [img]http://i.imgur.com/CTkMwPj.png[/img][/QUOTE] dude that is fucking sick, could you make bigger versions? i want this as my desktop background/wallpaper/whateverthefuck
Added more exciting stuff like list-boxes, radio-menus and input fields. [video=youtube;F11cNnnukPw]https://www.youtube.com/watch?v=F11cNnnukPw[/video]
[t]http://files.1337upload.net/251110_2015-09-06_00002-32f81d.png[/t][t]http://files.1337upload.net/251110_2015-09-06_00003-1afdfd.png[/t] made ropes seem more detailed by rendering small spheres at each end of the rope it's a small change but this thing about source engine ropes has been bugging me for forever
[QUOTE=Fourier;48623509][IMG]http://i.imgur.com/YOfN2oK.png[/IMG] You know world is weird when you can execute .EXE which can use .DLL files in Linux which were compiled by Visual Studio (F#). With help of mono, of course.[/QUOTE] Since Linux uses MIME types instead of file extensions (iirc), it should be able to recognise what to open these with. (If not you could probably use bash to forward .exes either to Wine or to Mono.) CLR code is platform-agnostic by default (since it's far less compiled than normal PE files), so in addition to having a compatible API (which is what Wine provides for native programs), there shouldn't be any issues with the hardware it's run on. [editline]6th September 2015[/editline] [QUOTE=ruarai;48625596]The circle one is a bit different but it still looks cool. [t]https://dl.dropboxusercontent.com/u/6898485/squares.png[/t] [t]https://dl.dropboxusercontent.com/u/6898485/circles.png[/t] Anyone know if there's some way to make money off of this kind of thing? It's so cool but so useless.[/QUOTE] You could try selling it as [Photoshop/...] plugin (using arbitrary brushes provided by that program). Unless someone releases it for free there's probably a market for it.
My todo list constantly grows with ideas while I don't get any of them done :s: (It's mostly higher-level stuff for which I'm still implementing the frameworks though.) That said, I fixed exception propagation in my async libraries: I had managed to accidentally completely silently discard exceptions by keeping the Task dangling through a slightly convoluted chain of references (that's now broken properly I think) and never [I]really[/I] awaiting it. Now that that's fixed, [code]notifier .Where(x => { throw new Exception("Error!"); }) //.Catch<string, Exception>(ex => Console.WriteLine(ex)) .ForEach(Console.WriteLine);[/code] behaves properly (though I still need to write some custom [I]TaskCompletionSource[/I] to rethrow exceptions while preserving the trace. As of now it uses [I]AggregateException[/I]s, which is comparatively ugly and requires workaround-code in [I].Catch[/I]). The chain is broken before the [I].Where[/I] and the [I]Exception[/I] doesn't propagate past [I].Catch[/I], so to fully soft-fail on individual errors you'd have to either [I]try { ... } catch { ... }[/I] in the [I].Where[/I] predicate or rebuild the chain in the [I].Catch[/I] handler (which would be pretty ugly). It's currently also possible to have dangling [I].Where[/I]s if you e.g. [I].Take[/I] only the first five items along that channel. I already know how to fix this though. (Roughly.)
[QUOTE=Tamschi;48625759]Since Linux uses MIME types instead of file extensions (iirc), it should be able to recognise what to open these with. (If not you could probably use bash to forward .exes either to Wine or to Mono.) CLR code is platform-agnostic by default (since it's far less compiled than normal PE files), so in addition to having a compatible API (which is what Wine provides for native programs), there shouldn't be any issues with the hardware it's run on. [/QUOTE] I run it with "sudo mono Budilka.exe". I'd say I have fallen in love with Mono, If I will ever have [b]chance[/b] to make backend, I will use Linux + Mono + F# anytime. Ups fixed one typo.
[QUOTE=Fourier;48626127]I run it with "[B]sudo[/B] mono Budilka.exe". I'd say I have fallen in love with Mono, If I will ever have change for backend, I will use Linux + Mono + F# anytime.[/QUOTE] What?
What what? Sudo - root/admin access I need it because I control PWM for LEDs from that F# program.
Might need some oil though [media]https://www.youtube.com/watch?v=4l3R5RP1oC8[/media]
Why rotating servo thou? Make up pull up/down, it will be much better
[QUOTE=Fourier;48626369]Why rotating servo thou? Make up pull up/down, it will be much better[/QUOTE] I have about 2 hours to finish this, so: no.
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