• What are you working on?
    5,004 replies, posted
I do not do programming so I ended up being forced to collaborate with my friend to make this android game idea a reality. [url]https://play.google.com/store/apps/details?id=com.twayesh.games.rainingblocks[/url] It isn't too shabby but it did not take long until two friends of mine took over the global scoreboard... now I can not even reach top ten.
[QUOTE=Berkin;49482842] Shadows are fucked: [img]http://i.imgur.com/dhYB19O.jpg[/img] Something tells me the shadow system wasn't designed for something of this scale.[/QUOTE] Well, it would kinda fit in with your theme
[QUOTE=deyoppe;49482876]Well, it would kinda fit in with your theme[/QUOTE] Anyone who has worked with 3D graphics would instantly recognize shadow acne and just think it's ugly. I sure do. [editline]8th January 2016[/editline] Okay, this appears to just be in the editor, but there are still finer artifacts visible ingame, such that you can easily tell where the cascade boundaries are. At this point, I'm not sure what else to try for fixing it.
[QUOTE=WTF Nuke;49482808]I tried to write out a post describing why I think C++ is a higher level language, but I failed. I think it just comes down to what you define as a high level language. But there is a HUGE layer of abstraction that C++ provides (as a multiple paradigm language) over say C. If you truly wanted to, you could use C++ as a functional language, or an OOP language, or a data driven language, or whatever. Surely C++ has stronger suites in something like OOP or data driven than it does in functional, but the level of abstraction you can achieve are huge. Especially when you consider CTRP and other meta concepts that are specific to C++.[/QUOTE] If C++ is high level then F# is god level.
Do you guys ever get asked to social events and have to stop yourself saying 'but today was supposed to be programming day' [editline]8th January 2016[/editline] my loved ones are weary of me
[QUOTE=Nigey Nige;49483299]Do you guys ever get asked to social events and have to stop yourself saying 'but today was supposed to be programming day' [editline]8th January 2016[/editline] my loved ones are weary of me[/QUOTE] Only because of deadlines :/
[QUOTE=Nigey Nige;49483299]Do you guys ever get asked to social events and have to stop yourself saying 'but today was supposed to be programming day' [editline]8th January 2016[/editline] my loved ones are weary of me[/QUOTE] yes but i usually go anyway even if i don't feel like it in my experience it has always been enjoyable even if i don't feel like going at first
[QUOTE=DarKSunrise;49483588]yes but i usually go anyway even if i don't feel like it in my experience it has always been enjoyable even if i don't feel like going at first[/QUOTE] And if not, just get drunk, always works.
[QUOTE=johnnyaka;49483745]And if not, just get drunk, always works.[/QUOTE] Yeah but next morning when you REALLY are supposed to/want to code...
[QUOTE=Lumaio;49481180]if you're going to post a shit ton of large images, please use [t] tags in place of your [img] tags. [editline]8th January 2016[/editline] i haven't posted content in forever, so here. it's for an engine I'm writing. [vid]http://files.catbox.moe/6e40c2.mp4[/vid][/QUOTE] I like how it looks kinda like the HL1, old steam-ish color scheme. The nostalgia. Are you able to invoke the commands from scripting and such?
I wrote a command interpreter with variables, user defined variables and you could use those variables in commands with $.
Enjoy my multimonitor rotating trian... wait what the fuck? [t]https://my.mixtape.moe/pmhfgk.png[/t] (Just an X11 thing... taking a screenshot seems to take several frames sometimes. On my monitor it actually looks fine: [url]https://my.mixtape.moe/kqfabb.jpg[/url])
[t]http://richardbamford.io/dmp/Falling_Spheres_%28FPS_28.0289482978027%29_2016-01-08_15-42-50.png[/t] Added a tube for the spheres to fall down, clipped half of the tube using alpha blending. Is there any way to make the sphere less... rough? the camera is quite far away from the sphere so i'm thinking that has something to do with it?
[QUOTE=Bambo.;49484660] Is there any way to make the sphere less... rough? the camera is quite far away from the sphere so i'm thinking that has something to do with it?[/QUOTE] You need anti aliasing, son.
Neat! [t]http://richardbamford.io/dmp/Falling_Spheres_%28FPS_29.5528360379105%29_2016-01-08_16-02-18.png[/t]
[QUOTE=Bambo.;49484742]Neat![/QUOTE] Wow that's some great anti-aliasing implementation! It even fixed the aspect ratio.
[QUOTE=Darwin226;49484794]Wow that's some great anti-aliasing implementation! It even fixed the aspect ratio.[/QUOTE] Not to mention the increase in FPS!
Am i an opengl wizard yet papa? edit: Normals are frustrating! [vid]http://richardbamford.io/dmp/2016-01-08_16-35-21.webm[/vid]
So thi semester for my computer organization and architecture clsss, I've got to write a technical paper. It can be on anything relevant really, and if it's an implementation, I have to give a demo.
[vid]http://files.facepunch.com/ziks/2016/January/08/2016-01-08-1643-25.mp4[/vid] Rough block selection palette, completely scripted inside a plugin.
[QUOTE=proboardslol;49484899]So thi semester for my computer organization and architecture clsss, I've got to write a technical paper. It can be on anything relevant really, and if it's an implementation, I have to give a demo.[/QUOTE] Implementation of Brainfuck as a scripting language in Unity /s
What are some good resources for learning to work with udk 4/what language would be the most useful?
[QUOTE=WrathOfCat;49485350]What are some good resources for learning to work with udk 4/what language would be the most useful?[/QUOTE] C++, definitely. I also think it's just called "Unreal Engine 4" this time around. The official documentation and tutorials seem pretty good, but beyond that I haven't looked into it too much. Regarding C++ I have no clue what good, [I]modern[/I], learning resources are.
[QUOTE=Tamschi;49485433]C++, definitely. I also think it's just called "Unreal Engine 4" this time around. The official documentation and tutorials seem pretty good, but beyond that I haven't looked into it too much. Regarding C++ I have no clue what good, [I]modern[/I], learning resources are.[/QUOTE] Looks like they have c++ tutorials in their documentation. [URL="https://docs.unrealengine.com/latest/INT/Search/index.html?q=C%2B%2B"]https://docs.unrealengine.com/latest/INT/Search/index.html?q=C%2B%2B[/URL]
[QUOTE=Lumaio;49481180]if you're going to post a shit ton of large images, please use [t] tags in place of your [img] tags. [editline]8th January 2016[/editline] i haven't posted content in forever, so here. it's for an engine I'm writing. [vid]http://files.catbox.moe/6e40c2.mp4[/vid][/QUOTE] I might try something like this, may I ask though how did you get the GUI? I've been trying to learn OpenGL, might buy a book on it like one guy did. That is what I'd use if I'm trying to program something like this right? Or SFML?
[t]https://dl.dropboxusercontent.com/u/9317774/lightingnew.PNG[/t] So I've implemented a system to allow me to globally adjust all the material specular components, lowered the specular, increased the surface roughness, and brightened up the level a little. The level lighting is not at all implemented yet, so it will look much better than it does. Its sort of reassuring that everyone is critiquing the *lighting*, as it means that the character models aren't super terrible On a code front, I've begun working on simple gamemodes. Respawning and dying work now too. When a client notices that another client (or itself) has died, it sends the server a ping notifying it of this. If the server receives pings from most of the clients that a particular client has died, the kill counter goes up. There's currently no mechanism for handing respawning, the client simply respawns the player and starts broadcasting its new position and updates everyone with its new hp. I do plan to implement serverside respawning, and then the later client voting system will catch people egregiously spawning themselves in the wrong place This might seem a little ass-backwards, but given that the hit detection is currently clientside, this isn't the security flaw in the system. Also, if I can keep the server as a dumb router which only verifies and broadcasts what the majority of clients think, then that would make the servers super light on resources. Ill almost certainly have to do this properly at some point however
[QUOTE=Verideth;49485835]I might try something like this, may I ask though how did you get the GUI? I've been trying to learn OpenGL, might buy a book on it like one guy did. That is what I'd use if I'm trying to program something like this right? Or SFML?[/QUOTE] I've been using SFML for all my rendering, I'm going to switch to opengl though.
[QUOTE=proboardslol;49484899]So thi semester for my computer organization and architecture clsss, I've got to write a technical paper. It can be on anything relevant really, and if it's an implementation, I have to give a demo.[/QUOTE] Do distributed systems with Actors
[QUOTE=Lumaio;49485908]I've been using SFML for all my rendering, I'm going to switch to opengl though.[/QUOTE] Thank you for the response. :)
[QUOTE=Verideth;49485924]Thank you for the response. :)[/QUOTE] I started with SFML and now in the process of learning OpenGL, it's quite different and you have to manage a lot more things but it's so much more satisfying. Here's the book I first read (the most recent edition is best but imho this one explains things a bit better) [url]http://www.amazon.co.uk/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617/ref=sr_1_3?s=books&ie=UTF8&qid=1452281929&sr=1-3&keywords=Opengl+superbible[/url]. Good luck!
Sorry, you need to Log In to post a reply to this thread.