So at work been working on a web system that links many different systems together. So basically any page for a "Request" is configured using an XML that generates the page and basically generates anything that needs to be inputted. Over all I have enjoyed it because the code behind is generic enough to be able to use the XML in a way to submit form data and deal with that data nicely all using the XML template.
Has conditions in the code referencing other xml elements.
Edit: [url]http://pastebin.com/bF68xp9q[/url] giving pastebin instead since the xml is longer then I thought.
Heres what that xml ends up looking like, it also has responsiveness built in so shrinking the page makes it nice. It also allows for a variation of up to 12 items per row. The groupings have a lot more inputs in them but not worth it to show since they are just more inputs.
[img]http://puu.sh/opxgt/7a4983acd5.png[/img]
Over all it was fun writing this. This is one of my first projects where I am actually working with 2 other people and so far I feel they have been quite impressed with it and over all like the work I have done. Helps me feel more confidant in my code, also one of those projects which will help get my name out in the company more.
[b]oh also![/b] I am getting lasik done on Friday. I have worn glasses since first grade so I am extremely excited to not have to wear glasses anymore. If anyone's interested I can post with some updates about it.
Added color LUT table support to my post shader:
[img]http://puu.sh/opKkC.jpg[/img]
Love it, but the barrels still stick out like a sore thumb. They seem to be too flat compared to the candlestick and skeleton
[QUOTE=Asgard;50169215]Love it, but the barrels still stick out like a sore thumb. They seem to be too flat compared to the candlestick and skeleton[/QUOTE]
The base of the candelabra has the same problem, you can tell they're 2D in a 3D world.
All they really need is to have their assets be adjusted to fit the general angle which the camera is going to be rendering them from.
Like, if I'm explaining this poorly, it feels off because we should be seeing the top of the barrel.
You have to consider that objects can rotate though, which is why the assets are rendered from a very general perspective, albeit with a slight shift to make it a bit less flat. This "2D in 3D" effect is pretty much unavoidable unless the objects are actually rendered in 3D though.
The realistic, complex lighting and shading adds to it too, imo, due to it additionally implying 3D surface geometry which isn't represented in the projection.
You could try a less perspective prone projection (for the close world, at least), or as Karmah mentioned, pick a camera orientation and perspective and ensure you stick to it for the assets, would only partially help with the "2D in 3D" though.
Do the objects in the world (candlestick vs barrel at back vs barrel slightly closer) obey the expected parallax due to the perspective as well?
[url=https://github.com/JohnnyonFlame/DInputWrapper]Sources & Binary Release for a simple dll that wraps DirectInput and fixes Metro 2033 and Metro Last Light mouse issues.[/url]
[QUOTE=fewes;50170640]You have to consider that objects can rotate though, which is why the assets are rendered from a very general perspective, albeit with a slight shift to make it a bit less flat. This "2D in 3D" effect is pretty much unavoidable unless the objects are actually rendered in 3D though.[/QUOTE]
What about some automatic normal-map equalization/contrasting, so whole scene matches on some defined depth?
If you know what I mean.
I implemented a new IO API based on the principles set by boost::iostreams.
This is how you read a UTF-16 file into a string using Nexus.js. The API might change slightly in the future.
[IMG]https://dl.dropboxusercontent.com/u/27714141/Screenshot%20from%202016-04-21%2018-36-10.png[/IMG]
So I'm working on a C++/SDL2 game for a project in university, seems to be going well so far.
We only have 5 weeks for the project so they've stressed that we shouldn't be creating our own assets (they're not for publishing anyway) and it's only really a one/two level demo we're making.
So far I have a sprite from GTA 1 moving around a city image I found online which will be swapped out at a later date. It looks shitty so far but I'm pleased with my progress on input handling and movement. I had an epiphany on how I can make it look like it's accelerating and decelerating as opposed to moving full speed and stopping dead instantly when you press or let go of a key. It adds a feeling of momentum to the game and I think it's already some decent progress since I've only been working off and on since Tuesday.
[vid]https://my.mixtape.moe/nclzmm.mp4[/vid]
I hope it's not too embarrassing, it is my first ever game project though so it's bound to be extremely basic. Hopefully you guys can see from that little clip that the input is smoothened and deceleration/fake velocity is present.
EDIT: The car sprite also has animated exhaust smoke but it's a bit hard to make out against the road image. I'll brighten it at some point anyway.
[QUOTE=TheAdmiester;50175688]I hope it's not too embarrassing, it is my first ever game project though so it's bound to be extremely basic. Hopefully you guys can see from that little clip that the input is smoothened and deceleration/fake velocity is present.
EDIT: The car sprite also has animated exhaust smoke but it's a bit hard to make out against the road image. I'll brighten it at some point anyway.[/QUOTE]
Hey man we all start somewhere. That looks pretty nice!
Got steam works integrated into my game! Here is the first screenshot I took with the screenshot function.
[QUOTE]
[IMG]https://i.gyazo.com/147f3446120986f4967f38b3b66c4c52.jpg[/IMG]
[/QUOTE]
Nothing super amazing but im really happy to get a game on steam all by myself. 2nd game on steam the first one I worked on with 2 other people.
[img]http://i.imgur.com/Qi2VKQc.gif[/img]
I decided I wanted to learn me some OllyDbg, so I took as a challenge to code an external minesweeper wallhack. :v:
One of my first Java projects was a minesweeper bot. Now I see people are just hooking into it
!!
[editline]21st April 2016[/editline]
(good job)
This week I finally had time to start playing around with Vulkan. This took me about 2 days to implement:
[IMG]http://i.imgur.com/x0LcWd1.png[/IMG]
[URL=https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1]This[/URL] is the best tutorial I've found so far (until [url]vulkan-tutorial.com[/url] launches, of course). [url=https://gist.github.com/Overv/7a9200b0ab666004efcbde451433b039]Here[/url]'s the source code. As is tradition, doing this required me to work around an AMD driver bug.
I've had a random background script running on my laptop for a while, but I always had to make sure the backgrounds it chose from fit my window manager's color scheme so that the other nerds don't make fun of me.
Now it generates themes for my window manager based on the main color of the background.
[thumb]http://i.imgur.com/KySCJME.png[/thumb]
I would like it to work with arbitrary images, but so far it just does images that have an obvious background color.
[QUOTE=Handsome Matt;50177342]i swear if posting cornflower blue windows becomes a thing again[/QUOTE]
Say that to my face, not online.
[QUOTE=Larikang;50177413]I've had a random background script running on my laptop for a while, but I always had to make sure the backgrounds it chose from fit my window manager's color scheme so that the other nerds don't make fun of me.
Now it generates themes for my window manager based on the main color of the background.
I would like it to work with arbitrary images, but so far it just does images that have an obvious background color.[/QUOTE]
Try looking at the source code of this:
[url]https://github.com/lokesh/color-thief/[/url]
I just posted an article about what's in the making to Medium, you can read it if you like: [url]https://medium.com/@voodooattack/multi-threaded-javascript-introduction-faba95d3bd06#.hqleoqupj[/url]
[img]http://51.254.129.74/~anon/files/1461289848.png[/img]
[img]http://51.254.129.74/~anon/files/1461289999.png[/img]
Writing a virtual machine, by default it executes in privileged mode where you're supposed to set up the interrupt handlers and stuff, they execute in privileged mode.
[editline]22nd April 2016[/editline]
You also step trough the VM like this
[code]
while (!VM.Halted)
VM.Step();
[/code]
so you don't have to worry about infinite loops when embedding into a game as you can execute a fixed number of instructions each update.
[editline]22nd April 2016[/editline]
It's also possible to register an OnInterrupted event from the C# side and just directly drop the VM into protected mode if native function calls are too complex. I'm also working on directly registering .NET functions to the VM so they can be called using the CALL instruction.
I'm making a game about hacking the planet
I'd like to think it's coming out well
[IMG]https://dl.dropboxusercontent.com/u/12024286/redline3.PNG[/IMG]
[editline]s[/editline]
The reason that Subsaharan Africa is better connected than North America is because I haven't implemented network heatmaps yet
[QUOTE=phygon;50179430]I'm making a game about hacking the planet
I'd like to think it's coming out well
[editline]s[/editline]
The reason that Subsaharan Africa is better connected than North America is because I haven't implemented network heatmaps yet[/QUOTE]
Every time I scroll by this it flickers.. what witchcraft is this?
[QUOTE=voodooattack;50179648]Every time I scroll by this it flickers.. what witchcraft is this?[/QUOTE]
The CRT shader is per-pixel so if you have chunky scrolling it'll have each pixel suddenly get switched with a different channel so it'll appear to flicker :science101:
shit quality video, sorry. also most of this stuff is about to be re-written, probably including the background because imo it looks like shit.
[vid]https://files.catbox.moe/56lqia.webm[/vid]
also it's not even close to being done
[QUOTE=phygon;50179430]I'm making a game about hacking the planet
I'd like to think it's coming out well
[editline]s[/editline]
The reason that Subsaharan Africa is better connected than North America is because I haven't implemented network heatmaps yet[/QUOTE]
Hey! I made something like that! It's not a game though, more like a worm farm.
Each node is randomly placed and connects to X nearby nodes. Each of the nodes has a random key assigned.
A virus is placed on a random node, where it will brute force the connected node keys. Once the key is found, the virus is transmitted, and that node will start doing the same.
So multiple infected nodes can work together to brute force one node, making the virus spread faster.
Nodes are also reformatting now and then, so the node will become clean and unavailable before going back online.
Inspired by [URL="https://xkcd.com/350/"]XKCD[/URL] of course.
[t]http://puu.sh/orqWO/f4479fea5e.png[/t]
[t]http://puu.sh/orr7v/4bf60f6de1.png[/t]
[QUOTE=voodooattack;50178324]I just posted an article about what's in the making to Medium, you can read it if you like: [url]https://medium.com/@voodooattack/multi-threaded-javascript-introduction-faba95d3bd06#.hqleoqupj[/url][/QUOTE]
It still looks really cumbersome without coroutines. At this point I'd probably write a meta-programming API that dumps code from C# to JS when run, but that's just me and my dislike for dynamic programming languages :v:
[editline]22nd April 2016[/editline]
[QUOTE=voodooattack;50179648]Every time I scroll by this it flickers.. what witchcraft is this?[/QUOTE]
Monitors usually have different switch times to darken and lighten a pixel, so this messes with the brightness.
Finally got the smiley selector working.
It was a bitch to figure out.
[vid]https://my.mixtape.moe/xobewu.webm[/vid]
[QUOTE=Tamschi;50180196]It still looks really cumbersome without coroutines. At this point I'd probably write a meta-programming API that dumps code from C# to JS when run, but that's just me and my dislike for dynamic programming languages :v:[/QUOTE]
Cumbersome how?
I did have coroutines in place by the way, but JavaScriptCore nuked that plan. It complains about the stack pointers and the asserts kill the program.
[QUOTE=voodooattack;50180345]Cumbersome how?
I did have coroutines in place by the way, but JavaScriptCore nuked that plan. It complains about the stack pointers and the asserts kill the program.[/QUOTE]
I saw that, yes.
The issue with not having coroutines is that, at least from what I've seen from Node programs, you usually end up with extremely verbose code if you do anything at least a little complex.
[QUOTE=phygon;50179430]I'm making a game about hacking the planet
[t]https://dl.dropboxusercontent.com/u/12024286/redline3.PNG[/t][/QUOTE]
Cool, and well rendered. Reminds me of a project I started a while back. Was going to be a Contagion clone, but based on real-life geography and population statistics:
[t]http://i.imgur.com/KV4K2ng.png[/t]
Unfortunately, the API I used to get geo data only let me get X cities for every country, making smaller countries look denser (e.g., countries in Europe and Africa). My ultimate goal was to heatmap it, but I ended up spending too long figuring out vertex buffers in OpenTK and lost interest :/ I have a bad habit of jumping around between XNA, OpenTK, and MonoGame and having to relearn the paradigms of each every time.
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