• What Are You Working On? September 2015
    1,261 replies, posted
[QUOTE=Gran PC;48632376]flux fucks with the color calibration settings in ur monitor, that might be your best bet. [url]https://msdn.microsoft.com/en-us/library/windows/desktop/dd372179(v=vs.85).aspx[/url][/QUOTE] I'm positive that can't be the case cause my mouse pointer usually remains the same color when everything else goes orange. Testing it now, it doesn't anymore but I'm certain it did before.
it definitely uses color calibration for me. if i open the color calibration screen it starts flickering between orange and white!
[QUOTE=Trumple;48632067]Does anyone know where I'd start in making something like f.lux that transforms the color-space across all applications (even in-game) on Windows? I feel like it'd be a GPU thing but I really don't even know what to Google at this point[/QUOTE] If you manage to get somewhere with the project, make it work in locations further north than 60 degrees :v:
Fairly sure it messes with your GPU drivers to achieve the effect. The f.lux FAQ states: [quote]Immediately after upgrading to Windows 10, many machines are using a basic video driver that does not work with f.lux. Windows Update will usually get a better driver (within a day) to a version that works with f.lux.[/quote]
Fixed the continuous line glitch by angling the pen a little bit. This reduces the maximum image width a little bit, but that's fine: [t]https://d.maxfile.ro/qqcnbtheiv.jpg[/t] Next up I have to fix a little bug where the paper sticks to the feed-rolls and wraps around too far, causing glitches in the matrix.
And here we have two ribosomes (yellow squares) constructing cell walls, and the wall sections are binding to each other as soon as they are produced – no folding is implemented yet. Both ribosomes have virtual machines (stack machines to be precise) executing instructions from their embedded memory to produce the walls. The nuclei (green hexagons) are dormant and aren't sending any mRNA (with stack machine instructions) to the ribosomes just yet. My next task is better binding behaviour and more work on the RNA transmission mechanism. I'm taking a lot of liberties, but this is a mock environment and not a real cell. [hd]https://www.youtube.com/watch?v=9zNAGDH8Km4[/hd]
[QUOTE=voodooattack;48633036]And here we have two ribosomes (yellow squares) constructing cell walls, and the wall sections are binding to each other as soon as they are produced – no folding is implemented yet. Both ribosomes have virtual machines (stack machines to be precise) executing instructions from their embedded memory to produce the walls. The nuclei (green hexagons) are dormant and aren't sending any mRNA (with stack machine instructions) to the ribosomes just yet. My next task is better binding behaviour and more work on the RNA transmission mechanism. I'm taking a lot of liberties, but this is a mock environment and not a real cell.[/QUOTE] I just happen to have a biology test on this in a few days. Thanks for helping me study! Organic chemistry is pretty cool though. There's aspects of it that remind me of computers, especially DNA and RNA, which are basically binary data.
[QUOTE=elevate;48633111]I just happen to have a biology test on this in a few days. Thanks for helping me study! Organic chemistry is pretty cool though. There's aspects of it that remind me of computers, especially DNA and RNA, which are basically binary data.[/QUOTE] You're welcome. Although I wouldn't recommend taking this with any degree of seriousness. It's all fictional. I haven't the slightest idea how this works in real life. I wish I'd studied biology at all.
[QUOTE=voodooattack;48633169]You're welcome. Although I wouldn't recommend taking this with any degree of seriousness. It's all fictional. I haven't the slightest idea how this works in real life. I wish I'd studied biology at all.[/QUOTE] 10 cell eat 20 cell reproduce 30 goto 10
I posted my problem in the Unity thread a day ago, but didn't get any help. Since some of you awesome Unity devs seem to visit this thread more, I was hoping one of you could help me with this. :huh: [url]http://answers.unity3d.com/questions/1063200/4-directional-looking-cross-positional-aiming-leg.html[/url] This is basically as far as I've gotten. [vid]http://webm.host/eb8df/vid.webm[/vid] I think Rust uses a system like this. It'd be neat to know how they got the transition so smooth.
Off topic but have people noticed how many sites copy like in full the design and function of the Stack Exchange sites and claim it as their own and charge for it?
[QUOTE=Map in a box;48633975]Off topic but have people noticed how many sites copy like in full the design and function of the Stack Exchange sites and claim it as their own and charge for it?[/QUOTE] The content is under [URL="http://creativecommons.org/licenses/by-sa/2.5/"]CC-BY-SA 2.5[/URL], so as long as there's attribution somewhere in the material provided they can do that. If they completely claim it as their own then any author of the material should be able to DMCA it off there. (I think SE can do it too, but I'm not completely sure.)
Just the design and function. Not any actual art assets. Although they do look pretty similar.
[QUOTE=sarge997;48633959]I posted my problem in the Unity thread a day ago, but didn't get any help. Since some of you awesome Unity devs seem to visit this thread more, I was hoping one of you could help me with this. :huh: [url]http://answers.unity3d.com/questions/1063200/4-directional-looking-cross-positional-aiming-leg.html[/url] This is basically as far as I've gotten. I think Rust uses a system like this. It'd be neat to know how they got the transition so smooth.[/QUOTE] Isn't the entire concept here just comparing the rotations of the lower and upper body, and then realigning the lower body to where the upper body rotates? If you compare these rotations in a threshold you have the desired effect as far as I can tell. So you compare lookAngleX and standAngleX and depending on if its higher or lower you do some sidestep animagic and boom. [editline]7th September 2015[/editline] Maybe idk what your problem is, though. That's also an option.
[QUOTE=krix;48634048]Isn't the entire concept here just comparing the rotations of the lower and upper body, and then realigning the lower body to where the upper body rotates? If you compare these rotations in a threshold you have the desired effect as far as I can tell. So you compare lookAngleX and standAngleX and depending on if its higher or lower you do some sidestep animagic and boom. [editline]7th September 2015[/editline] Maybe idk what your problem is, though. That's also an option.[/QUOTE] That's basically what I'm looking for. But I don't really understand what you meant by comparing the rotations? Could you give me an example?
[QUOTE=Rocket;48634098][url]https://www.odoo.com/page/community-builder[/url][/QUOTE] theres several more. that dont admit it
[QUOTE=Map in a box;48633861]10 cell eat 20 cell reproduce 30 goto 10[/QUOTE] You just [I]had[/I] to bring BASIC into this. Huh? HUH?
[img]http://i.imgur.com/wl4aiIe.gif[/img] This weekend I re-implemented enemyspawners. I already had them at one point but I took it out because I didn't like all the extra code I had in my objectmanager for it to work. So these one are mostly treated like regular objects, with a component for storing the template object that they can spawn.
[QUOTE=voodooattack;48634461]You just [I]had[/I] to bring BASIC into this. Huh? HUH?[/QUOTE] He could have brought Javascript. Be thankful.
not much but - worked more on gibs - changed sawblade texture - refactored the way damage works, so things can damage other objects than players [vid]https://a.pomf.cat/hududi.mp4[/vid]
[QUOTE=deyoppe;48634489]He could have brought Javascript. Be thankful.[/QUOTE] What's this about Javascript? I'm developing all of this in Javascript. :blaze:
[QUOTE=voodooattack;48634711]What's this about Javascript? I'm developing all of this in Javascript. :blaze:[/QUOTE] [code] function findAndEatAndMakeBabies(){ cell.getService( "foodSensorService" ).locateFood( function(food){ food.getLocation(function(location){ cell.getService( "flagellumService" ).navigateTo( location, function(){ cell.getService("membraneService").absorb( food, function(){ cell.getService("reproductionService").reproduce(findAndEatAndMakeBabies); }); } ); }); }) }; findAndEatAndMakeBabies(); [/code]
[QUOTE=Map in a box;48634943][code] function findAndEatAndMakeBabies(){ cell.getService( "foodSensorService" ).locateFood( function(food){ food.getLocation(function(location){ cell.getService( "flagellumService" ).navigateTo( location, function(){ cell.getService("membraneService").absorb( food, function(){ cell.getService("reproductionService").reproduce(findAndEatAndMakeBabies); }); } ); }); }) }; findAndEatAndMakeBabies(); [/code][/QUOTE] "WAYWO"? "Derailing WAYWO threads"
Tonight I made an icon for my school schedule app which I'll probably post a bit more about soon [IMG]http://novaember.com/s/8f9453/Fk1Wv6.png[/IMG]
People who understand Reactive Programming/Functional Reactive Programming, some guy who's implementing RX in Lua created a Pong example using it, you can see it here [URL]https://github.com/bjornbytes/RxLove/blob/master/pong.lua[/URL]. I'm failing to see the possible benefits over doing it normally from this example. Any hints to what I'm looking for?
[QUOTE=Darkwater124;48635282]Tonight I made an icon for my school schedule app which I'll probably post a bit more about soon [IMG]http://novaember.com/s/8f9453/Fk1Wv6.png[/IMG][/QUOTE] To me it isn't obvious that this is an icon for a calendar/schedule
[QUOTE=adnzzzzZ;48635366]People who understand Reactive Programming/Functional Reactive Programming, some guy who's implementing RX in Lua created a Pong example using it, you can see it here [URL]https://github.com/bjornbytes/RxLove/blob/master/pong.lua[/URL]. I'm failing to see the possible benefits over doing it normally from this example. Any hints to what I'm looking for?[/QUOTE] It's too low-level to visibly benefit. There are [I]possibly hints[/I] of it with the key map, but with anything larger you'd do that very differently and the application and implementation here is just [I]wrong[/I]. (The RxLua implementation seems a bit clumsy too, since while there's a [I]fromCoroutine[/I] function it's barely used. Coroutines should have no detrimental effects on performance here, since they are very long-running.) Here's what you can (and should, since it makes your game run faster due to free idling) use this for: - command actions and "infrequent" events (e.g. "button down", "button up", after mapping: "begin command", "end command", "Attack!", ...) - trigger events ("entity entered", "entity left") - quest progression conditions (wrapped into another layer so you can save) Here's what you really shouldn't use it for (since it makes you game run more slowly due to overhead): - fast loops (physics, low-level combat AI) - fine-grained player movement - the global update loop Note how the Pong example only uses the bad applications and none of the good ones. It's OK-ish to subscribe things to [I]love.update[/I] if they are dynamically created, though if you have threading available there are ways to do this a lot less slowly and more predictably. I suppose a good analogy is this: Implementing Pong with reactive programming/events is like implementing the Fibonacci series recursively. It works but it's much worse than just using the right tool for the job. If you want to see the benefits of FRP, try adding configurable keys to your program. (You can do the key mapping module itself either functionally or imperatively. There's no large difference there and you likely have to call the events there manually anyway.) It depends a bit on your game structure though. I suspect you already have a relatively good system so the difference won't be large. Where it really would make a difference is if you implement quests, since the FRP code to define them is much shorter than the imperative equivalent once the groundwork is laid. That only really works if you abstract it further though, as I mentioned above. (If you run quests normally without events or coroutines, I doubt you could reasonably take on very many of them before your game slows down. With the alternative approaches they only take up memory but no CPU time unless an event they're subscribed to happens.)
So I've been going at this stuff all day, "I'm dying oh god help me" What I've come to find out is, I have a mecanim blend tree that relies on two floats. - "lookAngleX" and "lookAngleY" for Up, Down, Left, and Right aiming/looking. I have these two floats hooked up to my camera's rotation. [code] [NetSync] public float moveX, moveY, velocity, lookAngleX, lookAngleY; public Vector2 lookPos; protected override void Update() { base.Update(); if (IsOwner) { //Animator moveX = Input.GetAxis("Horizontal"); moveY = Input.GetAxis("Vertical"); velocity = controller.velocity.magnitude; lookAngleX = lookPos.y; lookAngleY = lookPos.x; //Looking lookPos = new Vector2(camera.rotation.x, camera.rotation.y); if (lookAngleX >= 0.4f || lookAngleX <= -0.4f) { print("Angle past 0.4f/-0.4f"); //model.transform.rotation = Quaternion.Euler(0, camera.eulerAngles.y, 0); } } //Animator animator.SetFloat("MoveX", moveX); animator.SetFloat("MoveY", moveY); animator.SetFloat("Velocity", velocity); animator.SetFloat("LookAngleX", lookAngleX); animator.SetFloat("LookAngleY", lookAngleY); }[/code] So if the camera moves / the player looks around, then so does the floats for mecanim. And it works perfectly when the player is looking forward. The problem is, when the player's camera rotates, such as 90 degrees. The floats are drastically changed, and possibly inverted. Which completely wrecks my mecanim blend tree, since it depends on a float between -0.4f and 0.4f, or something like that. But since the camera rotated, the float ends up completely different. I can't quite think straight, but it seems like I need to change how my floats are set with the camera, it seems like it needs to account for the model rotation as well? I'm shit at explaining this.. :frown:
[QUOTE=Tamschi;48635551]---[/QUOTE] I was hoping this would be useful because I like the idea behind it but based on what you said it seems like it doesn't really solve anything for me. Maybe some other day
I made a quick example with assignable keys (for command actions. For movement controls just use a loop): [code]using AsyncEnumerables; using Notifiers; using Reflex; using System; using System.Collections.Generic; using System.Linq; namespace Reflex_Test { struct Nothing { } enum Command { A, B, C, D, E } class PushNotifier : INotifier<Nothing> { public event Action<Nothing> Activated; event Action<Exception> INotifier<Nothing>.Faulted { add { } remove { } } IAsyncEnumerator IAsyncEnumerable.GetEnumerator() => new NotifiedEnumerator<Nothing>(this); IAsyncEnumerator<Nothing> IAsyncEnumerable<Nothing>.GetEnumerator() => new NotifiedEnumerator<Nothing>(this); public void Push() { Activated?.Invoke(default(Nothing)); } } // You can probably better integrate this with the input system. class KeyMapper { readonly Dictionary<Command, PushNotifier> _commands = Enum.GetValues(typeof(Command)) .Cast<Command>() .ToDictionary(x => x, x => new PushNotifier()); public INotifier<Nothing> this[Command command] => _commands[command]; public Dictionary<ConsoleKey, Command> KeyMap = new Dictionary<ConsoleKey, Command>(); // configurable public void OnKeyPressed(ConsoleKey key) { Command command; if (KeyMap.TryGetValue(key, out command)) { _commands[command].Push(); } } } class KeyMapperTest { static void Main() { var mapper = new KeyMapper(); mapper[Command.A].ForEach(_ => Console.WriteLine("This is command A!")); mapper[Command.B].ForEach(_ => Console.WriteLine("Hello from command B!")); mapper[Command.E].ForEach(_ => { Console.WriteLine("Cycling key map!"); var a = mapper.KeyMap[ConsoleKey.A]; var b = mapper.KeyMap[ConsoleKey.B]; var c = mapper.KeyMap[ConsoleKey.C]; mapper.KeyMap[ConsoleKey.B] = a; mapper.KeyMap[ConsoleKey.C] = b; mapper.KeyMap[ConsoleKey.A] = c; }); mapper.KeyMap = new Dictionary<ConsoleKey, Command>() { { ConsoleKey.A, Command.A }, { ConsoleKey.B, Command.B }, { ConsoleKey.C, Command.C }, { ConsoleKey.Spacebar, Command.E } }; while (true) { mapper.OnKeyPressed(Console.ReadKey(intercept: false).Key); } } } }[/code] [code]aThis is command A! bHello from command B! c Cycling key map! abThis is command A! cHello from command B! Cycling key map! aHello from command B! bcThis is command A! Cycling key map! aThis is command A! bHello from command B! c[/code] Just think of the various commands as something like [I]Attack[/I], [I]Beat[/I], [I]Cut[/I], [I]Destroy[/I], [I]Exsanguinate[/I]... whatever you dynamically attach to them is completely CPU free unless that command is invoked. (With a better system you could also map one key to multiple commands and not just multiple keys to one command, which is good for accessibility.) You can also hook into damage events to apply status modifiers and the like (though in that case pay attention to consistent order). Certain kinds of gameplay scripts are also pretty short with this: [code]entity.Damaged .CollectUntil(damageInfo => damageInfo.Amount, sum => sum >= 1000) .ForEach(sum => entity.Expode(strength: sum * 4));[/code] Unlike an update loop or entity script this is free unless the entity is damaged, and can easily be applied as overlay to an otherwise unrelated entity. (Technically you probably already get that latter point through mix-ins in Lua though.)
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