[QUOTE=Tamschi;48635846][I]Exsanguinate[/I][/QUOTE]
Cover blown. Tamschi is Berkin's elaborate proxy account to turing test Rant. Nobody drops words like that casually.
[QUOTE=krix;48636012]Cover blown. Tamschi is Berkin's elaborate proxy account to turing test Rant. Nobody drops words like that casually.[/QUOTE]
It's true. He even has a German Mode!
[QUOTE=krix;48636012]Cover blown. Tamschi is Berkin's elaborate proxy account to turing test Rant. Nobody drops words like that casually.[/QUOTE]
I admit I checked the spelling of that.
Since I was thinking about damage interception events, here's a quick cache: [code]using System;
using System.Collections.Generic;
namespace Caches
{
public struct UndefinedLoan<TInstance> : IDisposable
where TInstance : class, new()
{
TInstance Instance { get; }
public UndefinedLoan(TInstance instance) { Instance = instance; }
public void Dispose() { UndefinedCache<TInstance>.Put(Instance); }
}
public static class UndefinedCache<TInstance>
where TInstance : class, new()
{
readonly static Stack<TInstance> _cache = new Stack<TInstance>();
public static TInstance Take() => _cache.Count > 0 ? _cache.Pop() : new TInstance();
public static void Put(TInstance instance) { _cache.Push(instance); }
public static UndefinedLoan<TInstance> Borrow() => new UndefinedLoan<TInstance>(Take());
}
}[/code] [code]using (var loan = UndefinedCache<Class>.Borrow())
{
var instance = loan.Instance;
instance.Value = value;
ClassModifiers?.Invoke(instance);
value = instance.Value;
}[/code]
There's definitely room for improvement with classes adhering to certain interfaces though.
The current cache, as the name implies, doesn't give out instances with known contents, which is quite ugly in this environment.
[editline]edit[/editline] It's also not thread-safe, but you can fix that by using a [I]ConcurrentBag<>[/I] instead.
So I've got a career fair coming up on the 14th, and want to have some real progress to show on my interpreter by then. I'm doing it in C, but from what my therapists (you guys) tell me, C# is the way to go. So I was wondering if it would be feasible to compromise and write my server in C# while the interpreter is in C? Also is an interpreter/web server the kind of thing that would impress a recruiter at a community college job fair? I'm 2nd year student
[editline]8th September 2015[/editline]
Also, would this be a good project to show? It's the only other project I've got that I think is worth talking about
[url]https://www.youtube.com/watch?v=WrDbnvUK76s[/url]
[editline]8th September 2015[/editline]
I don't really feel like showing off [url=http://proboardslol.neocities.org/p4weather/]"Waifu Weather"[/url]
Fun fact: one can rename *.exe to *.bat and it would still execute just fine.
[QUOTE=cartman300;48636833]Fun fact: one can rename *.exe to *.bat and it would still execute just fine.[/QUOTE]
I'm like 99% sure that if an .exe file and a .bat file are both handled by the same process (windows' runtime), then the extension actually does nothing. Extensions are naming conventions and do not change the file in any way. In Linux, what really tells the OS about the file is generally the first 3 bytes which are usually ascii for the filetype. However, changing the name can mess up other processes which refer to it by a specific name. Idk if any of this applies to windows though
[QUOTE=proboardslol;48636843]I'm like 99% sure that if an .exe file and a .bat file are both handled by the same process (windows' runtime), then the extension actually does nothing. Extensions are naming conventions and do not change the file in any way. In Linux, what really tells the OS about the file is generally the first 3 bytes which are usually ascii for the filetype. However, changing the name can mess up other processes which refer to it by a specific name. Idk if any of this applies to windows though[/QUOTE]
Fun fact #2: One cannot rename *.bat to *.exe, it will not run.
[QUOTE=cartman300;48636868]Fun fact #2: One cannot rename *.bat to *.exe, it will not run.[/QUOTE]
really? what if you try to run it using powershell or the command prompt?
[QUOTE=proboardslol;48636899]really? what if you try to run it using powershell or the command prompt?[/QUOTE]
[thumb]http://i.imgur.com/QBljORv.png[/thumb]
Interesting.
[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]
When I think calendar I think of something like this:
[thumb]http://www.47daycrowdfunder.com/wp-content/uploads/2012/12/calendar_icon1.png[/thumb]
Your icon is good, although I think the X will throw most people off.
Uploaded a prototype build of my game magma chamber looking for some feedback
[url]http://gamejolt.com/games/magma-chamber-prototype/90909[/url]
ignore the droids not moving, it's a test map:
[img]http://i.imgur.com/wQ1fn0y.gif[/img]
I'm working on a better way to handle attack data and attacks in general for my 2d game.
All playable characters are derived from BorealPlayerBase, and that class will a function that performs attacks from the data found in the files, and then code for handling which attack to execute (weak and powerful normal attacks for example, are universal), from that class I will create BorealPrincess and BorealKnight, in the case of BorealPrincess you can perform special attacks, which can then be handled sepearately, but without having to rewrite too much code, just find out what attack the user is trying to do, read it from file and call the attack function.
[code]{
"name": "grAtkN_w",
"type": "melee",
"damage": 10.0,
"cancels": [
"grSpAtkU_s"
]
}[/code]
The game already knows where to find the collision data and attack data based on the attack name, in this case "grAtk_w" (ground attack neutral weak), which would be found in "/Characters/Princess/Attacks/grAtk_w", then the game will figure out it's a melee attack and simply set the current animation and collision data to the correct one, if it was a projectile you would need to supply the projectile name class, and it would perform the animation and then spawn the projectile at the given time, the cancels part contains the names of what attacks can this attack be cancelled into, so if you are performing grAtk_w you can cancel into grSpAtkU_s
I don't have code done, just diagrams because UE4 decided to fuck itself last night, but heh, I also don't know if this is the best way to handle this, but I think it's the most flexible one.
I got a band-pass filter working with the help of some algorithms found on Stack Overflow.
Here's a spectogram of white noise filtered to 1000Hz-2000Hz:
[img]http://i.imgur.com/K5qXrMI.png[/img]
This hopefully will allow me to layer several clips of filtered noise to create consonants for the TTS. I'm going to try that out this week.
Our 3D artist made a cool pixelate effect.
Usage: ???
[video=youtube;nRhdlR-b7n8]http://www.youtube.com/watch?v=nRhdlR-b7n8[/video]
[QUOTE=AtomiCal;48637591]Our 3D artist made a cool pixelate effect.
Usage: ???
[video=youtube;nRhdlR-b7n8]http://www.youtube.com/watch?v=nRhdlR-b7n8[/video][/QUOTE]
Neat. It looks to me like the image was sampled at several different scales using nearest-neighbor interpolation, and the results were averaged.
[QUOTE=Tamschi;48635846]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.)[/QUOTE]
I think you're overstating the "free" part though. At least in my code, when I do something like if input:pressed('action') or if collision:enter('enemy_tag'), this check isn't really triggering any computation. The computation already happened on the background and it set some variable to true or false in this frame. I don't think having a few additional ifs per entity that basically check to see if a variable is true or false costs that much.
[QUOTE=Berkin;48637529]I got a band-pass filter working with the help of some algorithms found on Stack Overflow.
Here's a spectogram of white noise filtered to 1000Hz-2000Hz:
[img]http://i.imgur.com/K5qXrMI.png[/img]
This hopefully will allow me to layer several clips of filtered noise to create consonants for the TTS. I'm going to try that out this week.[/QUOTE]
What's the algorithm? Are you using complex values for your audio signals?
[QUOTE=AtomiCal;48637591]Our 3D artist made a cool pixelate effect.
Usage: ???
[video=youtube;nRhdlR-b7n8]http://www.youtube.com/watch?v=nRhdlR-b7n8[/video][/QUOTE]
Too pixelated IMO. You can hardly tell what is happening. It can be neat to show something for a few seconds(like some kind of transmission?), but a whole game like this would be quite painful to play.
Any feedback for the site in my profile would be cool.
(I am not the coder, I just am one of the admins there and well, we're always open to feedback)
[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]
Fontys?
[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]
Thanks for the pointer, I'll have a look and see what it can do!
[editline]8th September 2015[/editline]
[QUOTE=leontodd;48632862]Fairly sure it messes with your GPU drivers to achieve the effect. The f.lux FAQ states:[/QUOTE]
Hmmmm, this could be out of my depth then, if that's true
[QUOTE=Isaac96;48637278]Uploaded a prototype build of my game magma chamber looking for some feedback
[url]http://gamejolt.com/games/magma-chamber-prototype/90909[/url][/QUOTE]
It could use improved sound mixing (options).
Some sounds are far more quiet than others and the loud ones have noticeably different volumes too.
[editline]8th September 2015[/editline]
[QUOTE=adnzzzzZ;48637861]I think you're overstating the "free" part though. At least in my code, when I do something like if input:pressed('action') or if collision:enter('enemy_tag'), this check isn't really triggering any computation. The computation already happened on the background and it set some variable to true or false in this frame. I don't think having a few additional ifs per entity that basically check to see if a variable is true or false costs that much.[/QUOTE]
It depends on how much you want to scale this up and how much dynamic composition you use (which can be quite expensive if you have an active loop in every single part).
Personally I'd like to reduce the load as much as possible so that what I write works well on slower computers too without spinning up the fans too much (as long as there's no significant increase in work.
The projects I intend to use this for are complex enough to justify it and likely will be easier to implement with [I]some[/I] FRP though).
[QUOTE=Sensation;48638271]Any feedback for the site in my profile would be cool.
(I am not the coder, I just am one of the admins there and well, we're always open to feedback)[/QUOTE]
I really like your website, CSGO Jackpot
[QUOTE=Asgard;48638375]I really like your website, CSGO Jackpot[/QUOTE]
Our site's actually coded from scratch in-case you're referring to the leaked Jackpot/Shuffle source.
[QUOTE=deyoppe;48638206]Too pixelated IMO. You can hardly tell what is happening. It can be neat to show something for a few seconds(like some kind of transmission?), but a whole game like this would be quite painful to play.[/QUOTE]
To be fair, I think a lot of that is down to bad video compression. Whatever codec was used here has not handled the shifting colours very well so it's come out pretty muddy in the video.
I'd assume it's at least a little bit clearer in person.
[editline].[/editline]
This is my 7,000th post. Couldn't be a better thread for it! You guys are great.
[QUOTE=AtomiCal;48637591]Our 3D artist made a cool pixelate effect.
Usage: ???
[video=youtube;nRhdlR-b7n8]http://www.youtube.com/watch?v=nRhdlR-b7n8[/video][/QUOTE]
Looks more like Jpeg artifacting ot me. Or... rewound the VHS tape too many times
[QUOTE=DrDevil;48637949]What's the algorithm? Are you using complex values for your audio signals?[/QUOTE]
I am using two [URL="http://www.musicdsp.org/archive.php?classid=3#38"]Butterworth filters[/URL] in series, a low-pass and high-pass. For now I am simply randomizing the samples for noise, but I'll likely change that later in case I find that it impacts the desired quality of the output noise after filtering.
[QUOTE=Sensation;48638424]Our site's actually coded from scratch in-case you're referring to the leaked Jackpot/Shuffle source.[/QUOTE]
I think he means it as you having cloned CSGOJackpot.
[vid]http://files.facepunch.com/ziks/2015/September/08/2015-09-08-1509-12.mp4[/vid]
Some improvements to my roller coaster building addon.
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