• What are you working on? v66 - February 2017
    558 replies, posted
Andrew Sutton's and Herb Sutter's proposal had some details about iteration, so I was thinking you could iterate over a namespace to try and find a matching string name (which would be stored statically) or you could transfer them into a map, which should technically be doable statically as well since all the info is available at compile time. We can implement constexpr hash maps so it wouldn't be any different.
[QUOTE='[aL`H]solokiller`og;51839973'][code] CBaseEntity* CreateNamedEntity( const char* pszName ) { Type* pType = Class.ForName( pszName ); if( pType && pType->DerivesFrom( "CBaseEntity" ) && pType->HasDefaultConstructor() ) { return pType->NewInstance(); } return nullptr; } [/code] Just a simple example. I suppose you could combine annotations with compile time reflection to build a map of types, but then you need annotations that reflection can pick up on.[/QUOTE] Doesn't dynamic_cast and typeinfo cover pretty much all of this?
Mostly, but you'd have to create an instance to use dynamic_cast, and you can't easily implement a way to create instances without also needing a bunch of manually generated metadata.
[thumb]http://carp.tk/$/LibTech_2017-02-19_09-51-22.png[/thumb] A debug console, once again. Prints in different colors based on where the print call comes from.
[QUOTE=MeepDarknessM;51834530]I don't understand how you think this is childish bullshit honestly; it's just a conversation with someone who posts here often (albeit a permabanned person on multiple accounts). He's also not a troll. He's 100% serious about all his work. [/QUOTE] Exactly because of thing like below. Why are you so bothered with whether or not it's his code? What you and others are doing here is borderline bullying. [QUOTE=MeepDarknessM;51834530] Except I already tried to message you about this in discord, and then you removed me on steam for calling you out on it. All I wanted is for you to acknowledge it's not your code and to add some credits to the real creators; instead you decided to 100% deny that it was written by anyone but you (or your friends) even though I gave you the original sources; then you decided to go on a publicity stunt to get people to feel bad for you. All you had to do was put a comment in your files attributing the original sources and nobody could've said anything about it :([/QUOTE]
[QUOTE=DrDevil;51845412]Exactly because of thing like below. Why are you so bothered with whether or not it's his code? What you and others are doing here is borderline bullying.[/QUOTE] get out, people should be credited for their work and nobody likes a blatant thief
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Please just stop shitting up the thread with drama. Nobody cares.
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So I've been working for 2 weeks now. It's fun as hell but I also feel like I missed a lot of courses in my studies. I don't know anything about computer graphics, linear algebra or physics. I only know more high level and business stuff and some basic algorithms. I guess it's time to hit the books. I've been working on this VR demo where you use your hands to manipulate objects. Using Leap Motion and Oculus Rift and Unity. Everyone loves the demo :D
So I've been working on my voxel engine, but its been a slog (taking a lot more than 3 hours). I first focused on cleaning up a lot of "bad" things I did, since I haven't touched this project in several months and I've learned tons since I last really got into it. Then, I went through and updated the common utility code I use between most of my projects - mainly the mesh code, in this case. Now I'm onto updating things to make this behave more like an engine. Using [URL="https://facepunch.com/showthread.php?t=1550856&p=51817994&viewfull=1#post51817994"]this lovely post[/URL] from a few pages back, I've got a number of things that I need to completely re-do from the ground up. The Camera issue is a big one, I only consider one camera instance right now. Quaternions are something I've also been putting off, and I kinda need to get a better arcball camera working for another project. This topic also lead to me realizing that despite writing a fairly decent "context" class that can just have a number of renderable objects added to it, I pretty much sidestep it and hardcode things in a terrible manner. Also, I used NULL (idk why, old code) in a spot where I could have used 0, so that was another point that applied to me :v: I also had a friend point out [URL="https://github.com/minetest"]MineTest[/URL], which is absolutely brilliant. Its really well documented (relative to most github projects...), so being able to use it for learning and code ideas beyond just verbatim copy&paste coding has been a breeze. There's a ton of code I can't wait to look through in this repo - I've just been redoing my base "Block" class/struct along with redoing the lighting system, but the terrain generation in MineTest seems interesting and more like what I've been after (vs. what I get now, which is boring af). There's also some good examples of using a background meshing thread, which I've been meaning to look into for too damn long, along with things like multiple players and networking stuff (not currently even thinking about this, beyond trying to avoid making it unimplementable).
LOOK I MADE ROHBOT FOR ANDROID IN LESS THAN 24 HOURS REACT NATIVE IS DOPE ON A ROPE [video=youtube;e4I6yl0LbMI]https://www.youtube.com/watch?v=e4I6yl0LbMI[/video]
[QUOTE=Downsider;51847369]LOOK I MADE ROHBOT FOR ANDROID IN LESS THAN 24 HOURS REACT NATIVE IS DOPE ON A ROPE [video=youtube;e4I6yl0LbMI]https://www.youtube.com/watch?v=e4I6yl0LbMI[/video][/QUOTE] Can you add mention notifications (without completely killing the battery)?
[QUOTE=Tamschi;51847385]Can you add mention notifications (without completely killing the battery)?[/QUOTE] THEYRE ALREADY THERE!!!!!!!! REAL PUSH NOTIFICATIONS!!!!! DOWNLOAD NOW!!
[QUOTE=Downsider;51847404]THEYRE ALREADY THERE!!!!!!!! REAL PUSH NOTIFICATIONS!!!!! DOWNLOAD NOW!![/QUOTE] I think you overshot the Ballmer peak a little bit.
haha oh shit there's a News Node thread about the Max Payne thing suXin's been working on [url]https://facepunch.com/showthread.php?t=1553369&p=51847858[/url] i havent seen him on WAYWO in a while though i swear
[thumb]http://carp.tk/$/LibTech_2017-02-20_08-05-59.png[/thumb] The beginnings of a simple networking mechanism. Edit: [thumb]http://carp.tk/$/LibTech_2017-02-20_09-45-03.png[/thumb] Okay, overengineered it a bit so i can use single target hook function for every property and still know where the call originates from.
[QUOTE=Downsider;51847404]THEYRE ALREADY THERE!!!!!!!! REAL PUSH NOTIFICATIONS!!!!! DOWNLOAD NOW!![/QUOTE] I should have seen that bell icon :v: Seriously though, this would be really useful to me. Do you have an estimate how long it will take to finish (and release)?
Here's a fancy screenshot of the Utility AI library I'm making for my WIP game. Most current libraries were either expensive or unnecessarily complicated. [IMG]https://i.redd.it/ubr00i2jfvfy.png[/IMG] Also, anyone know if somebody besides me making a Black&White-like game for VR?
[QUOTE=awcmon;51847915]haha oh shit there's a News Node thread about the Max Payne thing suXin's been working on [url]https://facepunch.com/showthread.php?t=1553369&p=51847858[/url] i havent seen him on WAYWO in a while though i swear[/QUOTE] Sometimes I really have no idea where I want to post this stuff, and posting the same thing in all threads or sites at once seems blatant. It's just been in Half-Life general thread instead of this one.
[QUOTE=Downsider;51847369]LOOK I MADE ROHBOT FOR ANDROID IN LESS THAN 24 HOURS REACT NATIVE IS DOPE ON A ROPE [video=youtube;e4I6yl0LbMI]https://www.youtube.com/watch?v=e4I6yl0LbMI[/video][/QUOTE] Java is gross and React Native is underrated. I made an app for newpunch in a couple hours as well, good shit right there
Kotlin is pretty cool tho
[media]https://www.youtube.com/watch?v=fGVvPrPlmw8[/media] Running out of things to do to avoid implementing static props.
So what are you using, Unity3D?
[QUOTE=war_man333;51849983]So what are you using, Unity3D?[/QUOTE] Just straight WebGL. I was using threejs initially but I've stripped almost all that out to get some extra performance. IIRC I'm just using threejs for their vector / matrix / quaternion types at the moment.
I got CUDA to finally kinda play nice and generate something resembling procedural noise: [t]http://i.imgur.com/nJq5MK0.jpg[/t] This is supposed to be billowy noise though, and it looks like ridged noise. Also, the pattern does appear to tile and I'm not exactly sure why. The embarrassing thing is that most of this time I was generating stuff like this, but my frequency was set WAY too high. That did show the large-scale repetition/tiling that my noise was exhibiting though, so it clearly is a problem I need to solve somehow. On the upside, generating the data for this 4096x4096 image takes only 286ms (!!!). The major bottleneck is copying the data back to the disk, and then writing it to an image (more this than the former tbh). Chaining modules together shouldn't drastically decrease the speed though, as I don't copy data back from the GPU when moving from one module in a chain to the next - I just avoid deleting the previous data until I'm done. Its stored in a texture too, and since texture memory in a GPU is highly spatially localized, performing operations on pixels should be done by threads that have thread indexes comparable to the index of the pixel they operate on (cutting access time down iirc). [editline]edited[/editline] Implemented a quick and messy simplex CUDA kernel using stefan gustavson's code - also looks similarly artifact-y and not very random. Not sure what's going on, but this is really rather odd. [t]http://i.imgur.com/PH9yI28.jpg[/t]
[IMG]https://dl.dropboxusercontent.com/u/19963215/Fulcrum/SpazBot.gif[/IMG] Collision detection progress is... slow, to say the least.
[QUOTE=chonks;51851284][IMG]https://dl.dropboxusercontent.com/u/19963215/Fulcrum/SpazBot.gif[/IMG] Collision detection progress is... slow, to say the least.[/QUOTE] and here we gain speed for 12 hours
[IMG]https://dl.dropboxusercontent.com/u/9317774/mapmapmapmpa.PNG[/IMG] Performance is about the same as the test map which is nice. I seem to be having some minor issues with shadows crossing over between different faces in the shadow cube map, which is not 100% what I want, but otherwise this is turning out well Oh and, there's no collision detection at the moment whatsoever. Lighting is too dark overall as well, but fixing those shadowmaps comes first. All this map stuff is coming along better than I could have possibly hoped though, it doesn't look like complete arse The scale probably needs turning up, and trees need to be scaled down as well Edit: [IMG]https://dl.dropboxusercontent.com/u/9317774/yaaaay.PNG[/IMG] Nicer lighting, fixed the shadow issues
[QUOTE=paindoc;51851037]I got CUDA to finally kinda play nice and generate something resembling procedural noise: [improper noise][/QUOTE] Hold on to that code. It may not work as general noise, but this looks like some amazing high-tech textile pattern.
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