• What are you working on?
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[QUOTE=Anven11;50111732]is that incredible explorer.exe lag caused by rendering to the desktop?[/QUOTE] Bndicam settings was set to a low FPS, It runs at stable 60 with <1% cpu usage. [editline]11th April 2016[/editline] [QUOTE=Dr Magnusson;50111673]How'd you do this? I've approached this problem from what feels like 20 different angles, and no matter what I couldn't seem to find a way to draw to the background without erasing the icons. Do you have a repository somewhere I can take a look at?[/QUOTE] I read an article a little while back ill see if I can post it when I find it. Basically you trick windows into thinking you switching the desktop background so it creates a worker window which separates the icons from the desktop ready for the transition that happens (on windows 10 that is). Then I just create a form and that parent it to that worker window so then I have a form on the desktop. You cannot interact with it because of course its in the background but it still renders and updates find, So I just used OpenTK and created the control on the form then scaled to the screen resolution. That being said it probably made no sence because im awful at explaining things.
[QUOTE=Fourier;50110508]Looks like easy way to lose your job =D[/QUOTE] When I started working here 2 months ago, one of the first issues I had was remembering to use certain flags on VCS commands (like forgetting --new-branch on hg push). I was recommended this :v:
[QUOTE=0V3RR1D3;50111431] Opps page king, Have this. I wanted to make myself interactive backgrounds but didnt want to pay shity prices for un-optimised and limited shit so I though I would make my own. The main feature I want is to be able to have a glsl shader as my desktop. As you can see in the video it works, But is pretty basic right now. [video=youtube;AYcp4OAfy0A]http://www.youtube.com/watch?v=AYcp4OAfy0A[/video][/QUOTE] I would love you if you put the code on github
Feature added: recording and viewing frames. [vid]https://dl.dropboxusercontent.com/u/17216535/ShareX/2016/04/2016-04-11_18-38-33.mp4[/vid] Oh also FPS measurement. I am currently using a state-based way to control what happens in the program. So I have a global variable cMode which can have these values: [CODE]enum cameraMode{ cameraModeVideo, cameraModeReconstruct, cameraModeFFT, cameraModeViewStoredFrame };[/CODE] I then have keypress callback functions that modify this variable accordingly. My mainloop has a bunch of if-elses that check which mode is currently active. I have no idea if this is the right way to do it, but it seems to work. I am worried though that adding modes (also different state variables that might influence the main loop) will make it a complete if-else-switch mess.
[QUOTE=Annoyed Grunt;50104316]I managed to create a FPS camera in Godot. I also discovered that Godot does not use either semicolons or curly brackets. I know from now my code's gonna be completely unreadable.[/QUOTE] it's fine though, gdscript is basically python
[QUOTE=Fourier;50111205]JS is fine for lots of stuff, it's fast and easy to understand. But for serious projects you need static typing or you basically die slowly like lemon peeled by ungrateful human.[/QUOTE] Ahem, rude, static typing isn't necessarily faster than dynamic typing. Javascript's types are awful, so that has a part in the slowness there but thats besides the point. [QUOTE=Number-41;50112195] [CODE]enum cameraMode{ cameraModeVideo, cameraModeReconstruct, cameraModeFFT, cameraModeViewStoredFrame };[/CODE] I then have keypress callback functions that modify this variable accordingly. My mainloop has a bunch of if-elses that check which mode is currently active. I have no idea if this is the right way to do it, but it seems to work. I am worried though that adding modes (also different state variables that might influence the main loop) will make it a complete if-else-switch mess.[/QUOTE] Change your enum to [code] enum cameraMode{ cameraModeVideo, cameraModeReconstruct, cameraModeFFT, cameraModeViewStoredFrame, cameraModeMax } [/code] and cycle between 0-(Max-1)
[QUOTE=LennyPenny;50111859]I would love you if you put the code on github[/QUOTE] I Will once im done, But be warned that it was written for my eyes only, So dont blame me if you cannot read it :c
[QUOTE=Map in a box;50112359]Ahem, rude, static typing isn't necessarily faster than dynamic typing. Javascript's types are awful, so that has a part in the slowness there but thats besides the point. [/QUOTE] He didn't say your code will be slow. Only that you'll die slowly. [editline]11th April 2016[/editline] That being said, there are a ton of optimizations you can't do with dynamic typing. Though I imagine the impact isn't that great.
Started working on a game engine. I'm trying to make it modular and with entity-component hierarchy. By modular I mean make it as easy as possible to swap middleware. Currently I'm doing implementations for SFML as middleware, since all I need right now is 2D rendering, sounds and input. Here's some example code on how it is used in game code. Setup: [cpp] WEngine engine; engine.assetDatabase()->setAssetFolder("../assets", true); engine.assetDatabase()->load(); engine.addModule(new WSFMLInputModule()); engine.addModule(new WSFMLRuntimeModule()); engine.addModule(new WSFMLRenderModule()); engine.addModule(new WSFMLAudioModule()); WScene *scene = new WScene(); WEntity *camEnt = new WEntity("Camera"); camEnt->addComponent<WCamera>(); scene->addEntity(camEnt); WEntity *headEnt = new WEntity("Head"); auto sprite = headEnt->addComponent<WSpriteComponent>(); sprite->setTexture((WTextureAsset*)engine.assetDatabase()->findAssetByPath("/character-head.png")); auto testC = headEnt->addComponent<WTestComponent>(); testC->swordOffset = FVector3(75, 60, 0); scene->addEntity(headEnt); WEntity *swordEnt = new WEntity("Sword"); sprite = swordEnt->addComponent<WSpriteComponent>(); sprite->setTexture((WTextureAsset*)engine.assetDatabase()->findAssetByPath("/sword.png")); sprite->priority = 1; scene->addEntity(swordEnt); engine.loadScene(scene); engine.run(); [/cpp] Test component update code: [cpp] void WTestComponent::update(float deltaTime) { BaseClass::update(deltaTime); if(WEngine::instance()->inputModule()->keyPressed(WKeyCode_Escape)) { WEngine::instance()->stop(); } if(WEngine::instance()->inputModule()->keyDown(WKeyCode_D)) { FVector3 moveDir = entity()->right(); entity()->setPosition(entity()->position() + moveDir * movementSpeed * deltaTime); } if(WEngine::instance()->inputModule()->keyDown(WKeyCode_Right)) { entity()->localTransform.rotation.z += 90.f * deltaTime; } if(WEngine::instance()->inputModule()->keyDown(WKeyCode_Left)) { entity()->localTransform.rotation.z -= 90.f * deltaTime; } if(WEngine::instance()->inputModule()->keyPressed(WKeyCode_Space) && mSword) { if(mSwordPicked) { mSword->setParent(0); mSwordPicked = false; } else { mSword->setParent(entity()); mSword->setLocalPosition(swordOffset); mSword->setLocalRotation(FAngle::zero); mSwordPicked = true; } } } [/cpp] Result: [video=youtube;GOPSTSX2INg]https://www.youtube.com/watch?v=GOPSTSX2INg[/video] Not a very fancy example, but I am glad I got matrix translations somewhat working, although scaling still has some issues.
[QUOTE=Map in a box;50112359]Ahem, rude, static typing isn't necessarily faster than dynamic typing. Javascript's types are awful, so that has a part in the slowness there but thats besides the point. [/QUOTE] Speed of dynamic/static language is not in question here, but speed of human, when writing/debugging dynamic/static code.
After quite some frustration finally managed to get my Ai soldiers working. Never expected making something rotate gradually would be that much of a pain in the ass [vid]http://webm.land/media/TPF1.webm[/vid] Salamander mans are just for testing purpose btw
[QUOTE=Fourier;50112843]Speed of dynamic/static language is not in question here, but speed of human, when writing/debugging dynamic/static code.[/QUOTE] You should get yourself patched, I definitely write, debug, and run much faster when using Lua as opposed to C++
Wrote my first parser today that can calculate string representations of mathematical expressions. Maybe not much, but I've never written anything like it before. [IMG]http://i.imgur.com/HJpwZpm.jpg[/IMG] Code if anyone is interested [URL="https://github.com/Clanrat/BasicParser"]https://github.com/Clanrat/BasicParser[/URL] Bit sparsely commented at the moment, but working on it.
[QUOTE=Map in a box;50113163]You should get yourself patched, I definitely write, debug, and run much faster when using Lua as opposed to C++[/QUOTE] But C++ is low level static-typed language meanwhile Lua is high level dynamic-typed language. So you need to compare high-level static typed with high-level dynamic typed language.
[QUOTE=0V3RR1D3;50112362]I Will once im done, But be warned that it was written for my eyes only, So dont blame me if you cannot read it :c[/QUOTE] Oh uuh, github isn't just a place to put your finished stuffs, it's a place to put your stuff as you are working on it
[QUOTE=LennyPenny;50113548]Oh uuh, github isn't just a place to put your finished places, it's a place to put your stuff as you are working on it[/QUOTE] Yeah, I'm really itching to get my hands on that code :v If you're afraid of having genuinely crappy code linked to your name or online persona or whatever, I'd be 100% okay with an anonymous rar or zip or something, no explanation or project file needed, just a raw code dump is fine.
[QUOTE=Fourier;50113424]But C++ is low level static-typed language meanwhile Lua is high level dynamic-typed language. So you need to compare high-level static typed with high-level dynamic typed language.[/QUOTE] C# can have long compile times as well. Debugging is easier than C++ though but I've written C++ faster than C# because I'm used to it :v: I'd consider C++ high level, though.
Regarding SuperHot enemy effect; [QUOTE=0V3RR1D3;50111431]Just decompile the assets and read the shader code, I remember reading it a little when I created my mod for it as I need to change shader properties. Pretty sure it was just flat shadeing with chrome. [/QUOTE] How did you decompile SuperHot? I tried using Disunity version 5, but can't extract any assets? Is chrome shading the same as metallic shading?
[QUOTE=hakimhakim;50114111]Regarding SuperHot enemy effect; How did you decompile SuperHot? I tried using Disunity version 5, but can't extract any assets? Is chrome shading the same as metallic shading?[/QUOTE] Readme's are your friend :P. [IMG]http://i.imgur.com/u1k3LlX.png[/IMG] Might have more luck with 0.4
[QUOTE=0V3RR1D3;50111431]Just decompile the assets and read the shader code, I remember reading it a little when I created my mod for it as I need to change shader properties. Pretty sure it was just flat shadeing with chrome. -EDIT- Opps page king, Have this. I wanted to make myself interactive backgrounds but didnt want to pay shity prices for un-optimised and limited shit so I though I would make my own. The main feature I want is to be able to have a glsl shader as my desktop. As you can see in the video it works, But is pretty basic right now. [video=youtube;AYcp4OAfy0A]http://www.youtube.com/watch?v=AYcp4OAfy0A[/video][/QUOTE] You reminded me that I coded a similar thing a few months ago, except with CEFSharp. Yours is probably way smoother, though - mine runs pretty badly in fullscreen because I'm not using GPU acceleration. I threw it up here: [url]https://github.com/jmazouri/Backy[/url]
Had a bit of an annoying project to make for my C course. I found out that adding colors in a cross platform way is really messy. [vid]https://u.pomf.is/vbaell.mp4[/vid]
I switched to JavaScriptCore because of instability with SpiderMonkey, so coroutines had to go. [IMG]https://dl.dropboxusercontent.com/u/27714141/Screenshot%20from%202016-04-12%2004-29-20.png[/IMG] Tasks are running on all cores without problems. Now that's what I call progress! Edit: Better image.
Was pondering about how a biological ATP powered "circuit" vould be layered millions of times to process big data and NP problems quickly. Anyone have any insight into current researcy dealing with biological supercomputing?
A little off topic but im currently #99 of 2204 on steam greenlight! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=646607103[/url] So excited :cry: Edit: Fixed the link
[QUOTE=Isaac96;50115928]A little off topic but im currently #99 of 2204 on steam greenlight! [URL]http://steamcommunity.com/sharedfiles/filedetails/stats/646607103[/URL] So excited :cry:[/QUOTE] [t]http://52.62.164.10/image/20160412032350884.png[/t]
People are bashing me on reddit because I'm writing a concurrent implementation of node. What the fuck is going on? Edit: Okay, fuck it. I'm taking them to court. [url]http://programmers.stackexchange.com/questions/315454/why-are-programmers-dead-set-against-my-concurrent-node-js-runtime-implementatio[/url] Edit: Ahahaha! I think I started a shitstorm over there.
Wooo I got my effects to play nice with the atmosphere simulation [quote][vid]http://s1.webmshare.com/LzdAr.webm[/vid][/quote]
Made first part of sphere maze for VR project [img]https://i.gyazo.com/25b00054d6f9fa07fd982d9ad4afde56.png[/img] [img]https://i.gyazo.com/efdec52385896129005d9f9092d77ab1.png[/img] Has 'lvl editor by clicking on the sphere, plus the ability to turn the maze inwards facing and reverse gravity. Going to implement inception shit soon.
[QUOTE=voodooattack;50116135]People are bashing me on reddit because I'm writing a concurrent implementation of node. What the fuck is going on? Edit: Okay, fuck it. I'm taking them to court. [url]http://programmers.stackexchange.com/questions/315454/why-are-programmers-dead-set-against-my-concurrent-node-js-runtime-implementatio[/url] Edit: Ahahaha! I think I started a shitstorm over there.[/QUOTE] I was about to comment this on your original post, but then decided against it :v: A lot of the existing libraries probably don't support it at all, since node's single-threaded (and without coroutines utterly horrible) continuation environment makes some guarantees regarding state integrity during code segments even without atomic operations and explicit synchronisation. It's normally really easy to put in semaphores where absolutely necessary and to avoid the issue elsewhere though. That and most web applications are (hopefully) (a)synced on DB transactions anyway so there wouldn't really be an issue in the problem semantics.
Bullshitting philosophy. One of these is generated by my program, and the other is written by a famous German Philosopher. Without googling, figure out which is the machine. Rate Rainbow for #1, rate clock for #2 [quote][...] of necessary duty to oneself: He who contemplates suicide should ask himself whether his action can be consistent with the idea of humanity as an end in itself. If he destroys himself in order to escape from painful circumstances, he uses a person merely as a mean to maintain a tolerable condition up to the end of life. But a man is not a thing, that is to say, something which can be used merely as means, but must in all his actions be always considered as an end in himself. I cannot, therefore, dispose in any way of a man in my own person so as to mutilate him, to damage or [...] [/quote] [quote][...] roman or is it perhaps advanced in the thronging brain, but if he had sharply separated ideas. But is merely a subjective, the expression of which is the world, the first volume, also in The loss of a thought without its sufficient reason. As the form, and indeed in general; phenomena of the will, I.e. Schulze Kritik der Natur, which we are therefore made responsible. Therefore it is always the will to any series of his doctrine, becomes his mind; therefore the sensation and insipid through circumlocution. Towards a connection between a judgment, which this takes place. But for example, the ancient languages, as an accommodation, it is, is to be found blind windows for [...] [/quote]
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