[QUOTE=JohnnyOnFlame;50140509]Security, you're not supposed to have write permissions to the applications installed unless you're the admin user, so you need to have a folder w/ rw access somewhere. appdata/home/whateverisinmac are used for consistency.[/QUOTE]
But I'm not talking about installation, just extracting the game archive. If the user has the rights to extract the game in a folder, wouldn't that mean the game itself should be able to have access to that folder when he plays it ?
[video=youtube;_1XLdKjSbRo]https://www.youtube.com/watch?v=_1XLdKjSbRo&feature=youtu.be[/video]
Working on text boxs for my game magma chamber
[QUOTE=AntonioR;50140848]But I'm not talking about installation, just extracting the game archive. If the user has the rights to extract the game in a folder, wouldn't that mean the game itself should be able to have access to that folder when he plays it ?[/QUOTE]
You're still supposed to save it in the proper designated folders, it's far more consistent.
[B]x-posting from Unity thread for feedback![/B]
Made a quick video showcasing my first pass at warp effects (Now fully implemented)
[media]https://youtu.be/J-up-M5-urs[/media]
I can already see some ways to improve such as:
- Needs blur at screen edges
- Something to really SELL the feeling of flying through a star system at near light speed
(I'm thinking just to add more clouds and particles whizzing by)
- Slower dissipation upon arrival
What do you guys think?
(There's some complicated trickery going on to make the travel effect hold up, let me know if you're interested in hearing about it)
[QUOTE=Janooba;50141080][B]x-posting from Unity thread for feedback![/B]
Made a quick video showcasing my first pass at warp effects (Now fully implemented)
vid
I can already see some ways to improve such as:
- Needs blur at screen edges
- Something to really SELL the feeling of flying through a star system at near light speed
(I'm thinking just to add more clouds and particles whizzing by)
- Slower dissipation upon arrival
What do you guys think?
(There's some complicated trickery going on to make the travel effect hold up, let me know if you're interested in hearing about it)[/QUOTE]
There's no real acceleration going on. Try changing the visuals like gears on a car, with [url=https://www.youtube.com/watch?v=mk7VWcuVOf0]new visuals each shift[/url].
[QUOTE=JohnnyOnFlame;50141043]You're still supposed to save it in the proper designated folders, it's far more consistent.[/QUOTE]
I rebel.
just got to try out a vive tonight.
:incredible:
[QUOTE=Gamerman12;50141332]just got to try out a vive tonight.
:incredible:[/QUOTE]
I Havent tried one yet but I gotta wait until next month before it starts to ship :c
Whats the feild of view like (how much black can you see and does it take away from the experience)
-EDIT-
Of fuck page king, I will get something here now.
[QUOTE=Janooba;50141080][B]x-posting from Unity thread for feedback![/B]
Made a quick video showcasing my first pass at warp effects (Now fully implemented)
[media]https://youtu.be/J-up-M5-urs[/media]
I can already see some ways to improve such as:
- Needs blur at screen edges
- Something to really SELL the feeling of flying through a star system at near light speed
(I'm thinking just to add more clouds and particles whizzing by)
- Slower dissipation upon arrival
What do you guys think?
(There's some complicated trickery going on to make the travel effect hold up, let me know if you're interested in hearing about it)[/QUOTE]
It's hard to tell, but looks to me like you forgot the most elementary thing, increase FOV to obnoxious levels.
[QUOTE=Gamerman12;50141332]just got to try out a vive tonight.
:incredible:[/QUOTE]
Can't wait to get mine and start experimenting with it. I'm spending some time learning Unity basics so I can get into development relatively quickly.
More boring assembly stuff. Basically for a course at university, we were asked to, with the i8080, create a program that displayed simple shapes (and more complex ones for more marks), with rotation and movement and changing colors. Sounds simple, apart from it is due for Monday, and I only started this 4 days ago.
I started screwing around, getting familiar with what I was supposed to be working with, and set myself two goals which would be necessary to pass: Draw a line between any two points, and rotate one point around another with an angle in degrees.
Anyway, blah blah blah, long story about wanting to make a taylor series in assembly to approximate the sine and cosine function, until I discovered the FPU (Floating Point Unit). And since then, my keyboard has just been overflowing with semen.
[code]
putpixel proc near ;pop y, pop x
push bp
mov bp,sp
sub sp, 4
push ax
push bx
push es
mov ax, [bp+4]
cmp ax, 0
jge putpixel_ycheck1
jmp errornopixel
putpixel_ycheck1:
cmp ax, 200
jle putpixel_ycheck2
jmp errornopixel
putpixel_ycheck2:
mov bx, 200
sub bx, ax
xchg bx,ax
push dx
mul maxx
mov temp_1, ax ;store y value
mov ax,es
add ax, dx
mov es, ax
pop dx
mov ax, [bp+6]
cmp ax, 0
jge putpixel_xcheck1
jmp errornopixel
putpixel_xcheck1:
cmp ax, 320
jle putpixel_xcheck2
jmp errornopixel
putpixel_xcheck2:
add ax, temp_1
mov di, ax
mov ax, [bp+8]
mov es:[di],al
errornopixel:
mov temp_1, 0
pop es
pop bx
pop ax
mov sp,bp
pop bp
ret
endp
drawline proc near
push bp
mov bp,sp
sub sp,4
push ax
push bx
push cx
push dx
;col= +12
;y2 = +10
;x2 = +8
;y1 = +6
;x1 = +4
mov ax, word ptr [bp + 8]
cmp ax, word ptr [bp + 4]
jne drawlinecont
push word ptr [bp + 12]
push word ptr [bp + 10]
push word ptr [bp + 6]
push word ptr [bp + 4]
call drawvert
add sp, 8
jmp enddrawline
drawlinecont:
mov dx,0
mov cx,320
mov bx,sp
mov ax,0
mov x,0
mov y,0
drawlineloop:
fclex
mov dx, word ptr [bp + 8]
sub dx, word ptr [bp + 4]
mov fpu_temp_3,dx
fild fpu_temp_3
mov fpu_temp_3, 320
fild fpu_temp_3
fdiv
wait
mov fpu_temp_3, ax
fild fpu_temp_3
fmul
wait
fist x
mov dx, [bp + 4]
add x, dx
mov dx, word ptr [bp + 10]
sub dx, word ptr [bp + 6]
mov fpu_temp_3,dx
fild fpu_temp_3
mov fpu_temp_3, 320
fild fpu_temp_3
fdiv
fwait
mov fpu_temp_3, ax
fild fpu_temp_3
fmul
wait
fist y
mov dx, [bp + 6]
add y, dx
push word ptr [bp + 12]
push x
push y
call putpixel
add sp,6
inc ax
loop drawlineloop
enddrawline:
pop dx
pop cx
pop bx
pop ax
mov sp,bp
pop bp
ret
endp
sine proc near
push bp
mov bp,sp
sub sp,4
; arg1 = [bp + 4] (angle between 0 and 360)
push word ptr [bp + 4]
pop fpu_temp_3
fclex
fild fpu_temp_3
fild oneeighty
fdiv
fldpi
fmul
fsin
fild fpu_temp_2
fmul
fwait
fist fpu_temp_3
mov ax,fpu_temp_3
mov sp,bp
pop bp
ret
endp
[/code]
Here is just 3 functions. Anyway. Wanted to share, sorry if it's not WAYWO worthy, but I've had an amazing time learning this, and learned more about computers in these past few days than I would have ever needed to consider working with Lua or C++. Would recommend :v:
[quote]
[cpp]fist y[/cpp]
[/quote]
Oh my.
No really though that's cool as shit and I love assembly. I don't recognize half of your instruction set but that could be the difference between i8080 and MASM32, and that I never did anything involving the math coprocessor.
[QUOTE=chimitos;50138431]Laser goggles are cheap and very worth the investment. Blindspots are no fun. From experience.
Since you're probably using an IR diode to green laser, get a pair that catches both IR and green.[/QUOTE]
Yeah I have one but it can be difficult to adjust things if you cannot see the beam at all (except for the primary beam dot, which isn't the main point of interest).
Would someone please vote to reopen [URL="http://programmers.stackexchange.com/questions/315454/what-are-the-drawbacks-of-making-a-multi-threaded-javascript-runtime-implementat"]this[/URL]?
I think I've proven all the answers there wrong, and I don't see it as opinion based. I need one more vote to get it open.
[QUOTE=0V3RR1D3;50141651]I Havent tried one yet but I gotta wait until next month before it starts to ship :c
Whats the feild of view like (how much black can you see and does it take away from the experience)
-EDIT-
Of fuck page king, I will get something here now.[/QUOTE]
Field of view is surprisingly high. You can see some black, and I thought it was gonna be really distracting, but you ignore it really quickly because being in VR for about 3 minutes amazes you so much you stop focusing on that. It's like seeing your nose in real life, you just stop realizing it's there. It was also incredibly blurry because we were sharing it around the room and it gets really sweaty, but i could still look past that because being in a Vive distracts you from any of that.
After months of delaying fixing it, I finally got my OpenGL engine to compile under VS 2015 (the problem was PhysX, which I've commented out). GLM got changed to use radians rather than degrees in perspective matrix constructors, so when I finally compiled it the first time everything was super weird looking and the camera controls inverted.
Any of you use theano btw? If so what OS
[QUOTE=Number-41;50137855]Imagine the analogue holographic plate. Normally you would shine a laser through it and look from the other side. If you look at the other side, you would expect to see the image, but also a large part of the laser that just goes through it.
[img]http://i.imgur.com/U4qPCTH.png[/img]
In technical terms, it would be the zeroth order diffraction, i.e. the unaltered beam. Higher orders will make up the real and virtual image.
I highly suggest reading Gabor's (the inventor of holography) [URL="http://www.nobelprize.org/nobel_prizes/physics/laureates/1971/gabor-lecture.pdf"]Nobel prize lecture[/URL]. It is aimed at a wide public and it summarizes holography from its conception until 1970. The first two pages basically summarize the entire concept (it's fucking brilliant):
In my case, I digitally do the "shining of the laser through the holographic plate and looking from the other side". Usually one would crop out a quarter of the image.[/QUOTE]
In simple terms:
1. You shine laser into plate. You know the lasers phase.
2. You record the information of laser on other side. You also see the phase
3. You reconstruct the image around the laser, from phase information?
Wait nevermind, I need to re-read this PDF, it looks like I have no idea
Been working on a shitty game editor with my homebrew engine, got PhysX (mostly)fully implemented so thats sweet. I am using wxWigdets since it seemed decent to work with, although I don't like the amount of macros it uses.
I thought about QT but I don't feel like switching now, I don't mind the basic Windows GUI though.
[img]http://i.imgur.com/RllZrrX.png[/img]
I should let you all know this is for purely for fun, not to create the next AAA 1337 game engine :v:
One of my hobbies is tinkering with stuff in the Lua language - primarily with metatables. I think I've just created the least palatable script I've ever made - SuperFuncs. [IMG]https://i.somethingawful.com/forumsystem/emoticons/emot-barf.gif[/IMG]
SuperFuncs can do all that functions do - be called, be passed around, etc., but they also have some special abilities: function variables (javascript-esque func.key = value), type checking, and even function overloading. Don't believe me? I wouldn't either.
Here's the sample code I used when writing:
[lua]
require("superfuncs")
-- example_variables
local function has_variables()
self.call = self.call + 1
print("congratulations! you are has_variables caller number", self.call)
end
has_variables = f(has_variables)
has_variables.call = 0
-- example_typecheck
local function requires_string(str)
print("we have a string!", str)
end
requires_string = f(requires_string, {"string"})
-- example_overloads
local function printit_string(str)
print("str", str)
end
local function printit_number(num)
print("num", num)
end
local function printit_anything(any)
print("any", any)
end
printit = f(printit_string, {"string"}) + f(printit_number, {"number"}) + f(printit_anything, {"any"})
[/lua]
And here's the calling of those SuperFuncs along with output:
[lua]
has_variables() -- congratulations! you are has_variables caller number 1
has_variables() -- congratulations! you are has_variables caller number 2
has_variables.call = 999
has_variables() -- congratulations! you are has_variables caller number 1000
print(pcall(requires_string, 5)) -- false bad argument #1 to <function> (string expected, got number)
requires_string("hi") -- we have a string! hi
printit("hey") -- str hey
printit(53) -- num 53
printit({}) -- any table: xxxxxxxx
[/lua]
If you want to see the source of this monstrosity, [URL="https://gist.github.com/zerfgog/065c57e4f3d5b60b607479b30748debd"]here you go[/URL].
Time to go cleanse myself.
I love how 99% of programming is just guessing. Do I need to ceil this value? Floor it? Maybe I should take away 1? Or maybe floor and then add 1? Gotta try every possibility.
[QUOTE=Zelpa;50146440]I love how 99% of programming is just guessing. Do I need to ceil this value? Floor it? Maybe I should take away 1? Or maybe floor and then add 1? Gotta try every possibility.[/QUOTE]
You know, often you can actually think ahead and calculate those things. It just sometimes feel like guessing is quicker. It certainly requires less thinking.
[QUOTE=Zelpa;50146440]I love how 99% of programming is just guessing. Do I need to ceil this value? Floor it? Maybe I should take away 1? Or maybe floor and then add 1? Gotta try every possibility.[/QUOTE]
I judge my progress and aptitude as a programmer by how much I can avoid guesswork like this lol. A few years ago when I was getting introduced to vector maths and the concept of different "spaces" (world/local/projection, etc), it was almost all guesswork and just sticking with whatever worked the best. Now I can actually plan out my maths while I'm in class, come home and implement something, and kick my feet up feeling like a living god..
..Until I have to deal with quaternions :huh:
[QUOTE=Radical_ed;50108457][img]http://i.imgur.com/roAHYsJ.gif[/img]
[vid]http://i.imgur.com/Rzf55tY.webm[/vid]
quality is shite but I'm working on a flappy bird-like game where you play as trump and jump through his wall (as you mistakenly built it on the wrong side of yourself). Hillary is gonna be an unlockable head (because now you too can buy hillary), and of course hats and microtransactions[/QUOTE]
If anyone wants to try out the latest unfinished version of the trump game, here it is
[url]https://my.mixtape.moe/qfgtta.apk[/url]
complete with unfinished everything
[editline]17th April 2016[/editline]
feedback would be greatly appreciated
also the logo at the start is a joke dw
[QUOTE=srobins;50146509]I judge my progress and aptitude as a programmer by how much I can avoid guesswork like this lol. A few years ago when I was getting introduced to vector maths and the concept of different "spaces" (world/local/projection, etc), it was almost all guesswork and just sticking with whatever worked the best. Now I can actually plan out my maths while I'm in class, come home and implement something, and kick my feet up feeling like a living god..
..Until I have to deal with quaternions :huh:[/QUOTE]
I understood quaternions once
but somebody tipped them off and they sent a squad to erase my memory.
I'm perplexed.
things in my game; (Pixel art, dialogue boxes, bold color scheme enhanced by lots of b&w)
[video=youtube_share;MzKLaiLcsE8]http://youtu.be/MzKLaiLcsE8[/video]
moral dilemma: It's pretty damn spot on to Undertale's dialogue boxes.
[thumb]https://bearvsman.files.wordpress.com/2015/09/undertale-2014.png?w=788[/thumb]
I feel like this is the grey area of all grey areas. This is no doubt a significant unique portion of the way Undertale looks the way it does. But it's so simple. It's too simple. It's literally just a strictly b/w color scheme. How can one thing hold a claim to something so... general? I feel like a non-apple company trying to produce a rectangular white phone.
Like here's another example. Here's a project of mine from last year. Admittedly, for my current project I did play Undertale at some point during development for it. However, I think this bit is interesting for this one:
(volume warning)
[video=youtube_share;48r-jhtl0PM]http://youtu.be/48r-jhtl0PM[/video]
For this project I did not hear or see anything about Undertale at all beforehand. I did not know what it was. Not even a single screenshot. Heck it was uploaded months before Utale even released.
There are only a few things I liked about this project, but one of them was the color scheme for the background level. Like a deep, kinda purple, but also kinda ugly pink. Idk it just felt right and I kept going into that for that project shortly before I abandoned it.
By absolute [I]chance[/I], the first-level colors for this project were nearly the exact same to Undertale's. You know why this isn't a crazy coincidence? It's easier for this to happen when the main palette only consists of [I]2 colors[/I].
Kinda get what I'm getting at? Where is the line drawn? What's right and what's wrong in the world of very bare, simple aesthetics?
the answer is chromatic abberation
[QUOTE=Zelpa;50146440]I love how 99% of programming is just guessing. Do I need to ceil this value? Floor it? Maybe I should take away 1? Or maybe floor and then add 1? Gotta try every possibility.[/QUOTE]
This is how nice families die.
last small cheeky post about assembly. Really getting the hang of it, no longer sitting infront of the screen for several minutes on end figuring out why something isn't working, thus production flow is increasing
[code]
rotatepoint proc near
push bp
mov bp,sp
sub sp,4
push ax
push bx
push dx
;angle +8
;y +6
;x +4
push word ptr [bp + 8]
pop fpu_temp_3
fclex
fild fpu_temp_3
fild oneeighty
fdiv
fldpi
fmul
fcos ; we need to multiply by x here
;cos in ST(0), sqrt in ST(1) and ST(2)
push word ptr [bp + 4]
pop fpu_temp_3
fild fpu_temp_3
fmul
push word ptr [bp + 8]
pop fpu_temp_3
fclex
fild fpu_temp_3
fild oneeighty
fdiv
fldpi
fmul
fsin ; we need to multiply by y here
;sin in ST(0), cos in 1, sqrt in 2 and 3
push word ptr [bp + 6]
pop fpu_temp_3
fild fpu_temp_3
fmul
fsub
fwait
fist x
push word ptr [bp + 8]
pop fpu_temp_3
fclex
fild fpu_temp_3
fild oneeighty
fdiv
fldpi
fmul
fsin ; we need to multiply by x here
;cos in ST(0), sqrt in ST(1) and ST(2)
push word ptr [bp + 4]
pop fpu_temp_3
fild fpu_temp_3
fmul
push word ptr [bp + 8]
pop fpu_temp_3
fclex
fild fpu_temp_3
fild oneeighty
fdiv
fldpi
fmul
fcos ; we need to multiply by y here
;sin in ST(0), cos in 1, sqrt in 2 and 3
push word ptr [bp + 6]
pop fpu_temp_3
fild fpu_temp_3
fmul
fadd
fwait
fist y
pop dx
pop bx
pop ax
mov sp,bp
pop bp
ret
endp
[/code]
rotate a point x,y by an angle around the origin (though another level of abstraction, rotating one point around the other is as easy as subtracting and adding two numbers. Really getting the hang of things.
Although one thing I can't seem to get the hang of is how to quickly reset the screen buffer (put it to black) without it flickering. Not my biggest worry, just for my own personal satisfaction.
[QUOTE=Fourier;50144689]In simple terms:
1. You shine laser into plate. You know the lasers phase.
2. You record the information of laser on other side. You also see the phase
3. You reconstruct the image around the laser, from phase information?
Wait nevermind, I need to re-read this PDF, it looks like I have no idea[/QUOTE]
You basically have three pieces of information. The reference beam, the object beam and the the plane where you know their phases are equal. You want to reconstruct the information (wave front) of the object. The hologram sort of provides instructions on how to reconstruct it if you also have knowledge of the reference beam.
It's similar to e.g. 'reconstructing' the earth (object beam) if you are given the knowledge that it is spherical (the reference beam) and you also have a map (the hologram) that indicates at each point how far the surface (phase) deviates from a perfect sphere.
..very roughly... from an information theory perspective.. or something..
Also make sure to look at his figures in the PDF, they help a lot (although they are a bit cryptic at first)
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