• What are you working on?
    5,004 replies, posted
This is.. c++ or js? I am confused. [editline]28th April 2016[/editline] Ah it's javascript, wow it has classes now, nice.
Making a simple crosshair took me way longer than I thought it would :v:. Still need to add recoil. [quote][video]https://youtu.be/BnpEjgjlfhs[/video][/quote]
[QUOTE=derpyllama;50204687]I tried making a little notes app for myself, inspired by the one [URL="https://facepunch.com/showthread.php?t=1499629&p=50156037&viewfull=1#post50156037"]posted by Kevin[/URL] [vid]http://i.imgur.com/O13bMNo.webm[/vid][/QUOTE] And I liked your design so I messed around for like 10 minutes and made my own version. [vid]https://my.mixtape.moe/trdicd.webm[/vid] I need to make the options button less shit but I like what I could do having never touched WPF before.
Just set up a basic design document and cost estimate for a potential project pitch. The possibility of real funding is so strange to me. Hopefuly this works out :godzing:
So, lots of improvements on the planetary simulator thing The latest feature is planet names, which is fun (there's not nearly as many asteroids as there's meant to be here, primarily because it takes a while for the initial simulation to process with 10k) [IMG]https://dl.dropboxusercontent.com/u/9317774/naming.PNG[/IMG] I've also added the ability for multiple player controlled satellites. On top of that, satellites can enter an asteroid hunter-killer mode, where they automatically intercept hostile asteroids and dump them into a predetermined body, before returning to their parent So, now I can stick a bunch of satellites into orbit of jupiter, attack the solar system with lots of bad asteroids, and the satellites will dynamically intercept and dump them into saturn (or whatever you want). None of the simulation is at all predetermined or fixed - the intercepts are all calculated asynchronously in the future, and then simulated out in realtime with very little fudging The main fudge is how close I consider close enough to capture due to simulation inaccuracy - its still accurate enough to literally hit a planet (and those things are tiny), but the asteroids are very small
Part 3: [url]https://medium.com/@voodooattack/concurrent-javascript-part-iii-events-7cba62f385b8#.7a5aosjou[/url]
[QUOTE=Anven11;50213251]Async console input/output in WinAPI for an upcoming text adventure game. There is another thread in the background just printing [B]dicks[/B] at intervals. [vid]http://puu.sh/oxQlm/89d5bf0fc7.webm[/vid][/QUOTE] Poor main thread. Tries to focus on user input while the other one's just shouting dicks. Anyway, I may be doing software development as a summer job. Woo!
[QUOTE=MuffinZerg;50214321]Do you use multithreading or is it implemented with some fancy async stuff like promises?[/QUOTE] There's an input listener thread that listens for keypresses with [B]ReadConsoleInput[/B] which is blocking. My console output function is mutex locked because it runs [B]SetConsoleCursorPosition[/B] and [B]SetConsoleTextAttribute[/B] etc before writing. If a thread wants to read console input it calls my custom non-blocking function.
[QUOTE=FlakTheMighty;50216810]And I liked your design so I messed around for like 10 minutes and made my own version. [vid]https://my.mixtape.moe/trdicd.webm[/vid] I need to make the options button less shit but I like what I could do having never touched WPF before.[/QUOTE] [t]http://i.imgur.com/19K523J.png[/t] Does the titlebar look okay? Disregarding unfinished Minimize and Close buttons.
Some friends and I are working on something called RLC, which is a greasemonkey/tampermoneky script for Reddit Live. [URL="https://github.com/BNolet/RLC"]Github page is here[/URL] and the chat we're doing our dev in [URL="https://www.reddit.com/live/wpytzw1guzg2/"]is here.[/URL] Basically turns the shitty Reddit Live interface into a pretty decent webchat. "Why", you ask? "Why not" is our answer. It takes this: [QUOTE][IMG]http://puu.sh/ozpJR/7bbbbe457d.png[/IMG][/QUOTE] to this: [QUOTE][IMG]http://puu.sh/ozpE7/bc53bc3294.png[/IMG][/QUOTE]
[QUOTE=FlakTheMighty;50219879][t]http://i.imgur.com/19K523J.png[/t] Does the titlebar look okay? Disregarding unfinished Minimize and Close buttons.[/QUOTE] It looks retro, which probably isn't what you're going for.
So I made a little website that allows you to take a N64 RAM dump of Ocarina of Time and convert it into a save file for an emulator. Only useful if you have a gameshark with a parallel port and a computer old enough to even use it. Was fun figuring out the structure of the save data and all that. [IMG]http://i.imgur.com/85OJYqf.png[/IMG] [url]http://bkacjios.github.io/OOT-Save-Converter/[/url]
[QUOTE=Tamschi;50221464]It looks retro, which probably isn't what you're going for.[/QUOTE] I really wasn't going for anything, just trying to make it look not like ass.
[QUOTE=Sam Za Nemesis;50222221]Nothing out of the ordinary [vid]https://my.mixtape.moe/wfgtnu.mp4[/vid][/QUOTE] Still better than capoeira legends.
I did another school project, this time a Physics assignment. I present to you: Cosmonaut. A 2D sandbox game with dynamic gravity. [video]https://youtu.be/dH77iOHuMJA[/video] And with that, I am done coursework for the year and can get back to work on my own projects.
Fixed some of the effect issues (a lot of it was coming from the network density) and the network density itself with redundant connections etc [IMG]https://dl.dropboxusercontent.com/u/12024286/SparserNetwork.PNG[/IMG]
[img]http://i.imgur.com/IK5vgvm.png[/img] So I added 'reactor' rooms, 'command' rooms, and some place holders for 'engine' rooms. Once everything is placed, I'm going to use the locations of the 'furniture' to generate possible 'work' positions. ie, beds have a work position directly on top of them, for sleeping, and reactors will have a work position for every adjacent tile. Then I'm gonna try to path to the center of the root room from that work position, and it will be a valid work position if the pathing is successful. Might also get the reactors to stop spawning on top of each other and to stop blocking off the doors. The AI crewmen will just be a list of crewmen that aren't busy (for now they'll be entirely interchangeable, but eventually I'd like them to gain skills with certain things, ie reactors or weapons or whatever) and each piece of furniture will try to find a crewman for it's work positions and set them. Then the crew member paths to the work position and works there until his shift ends. I'm putting off working on the UI, but eventually I'll have to.
[QUOTE=phygon;50222712]World map with network and shaders[/QUOTE] Maybe its just me but I think your (presumably) chromatic aberration shader is a little over done at the moment. Maybe on its own it'd be fine, but with everything else it ends up making everything look blurry and is not easy on the eyes (particularly the dots in North America, and the box in the bottom left). It's like my eyes try to focus it but obviously can't, or like I'm looking at it at an extreme angle through me glasses.
Been dicking around with variadic templated function pointers in C++, apparently though MSVC can't handle all that functionally templated power :v: [IMG]http://i.imgur.com/ajt4JBV.png[/IMG] [QUOTE=Socram;50223048]Maybe its just me but I think your (presumably) chromatic aberration shader is a little over done at the moment. Maybe on its own it'd be fine, but with everything else it ends up making everything look blurry and is not easy on the eyes (particularly the dots in North America, and the box in the bottom left). It's like my eyes try to focus it but obviously can't, or like I'm looking at it at an extreme angle through me glasses.[/QUOTE] I would agree, the amount of blur is a little much, looks cool af though.
[QUOTE=Socram;50223048]Maybe its just me but I think your (presumably) chromatic aberration shader is a little over done at the moment. Maybe on its own it'd be fine, but with everything else it ends up making everything look blurry and is not easy on the eyes (particularly the dots in North America, and the box in the bottom left). It's like my eyes try to focus it but obviously can't, or like I'm looking at it at an extreme angle through me glasses.[/QUOTE] You're absolutely right, but that's because I'm not culling small objects from being rendered yet. Those small dots won't be rendered at all when the map is zoomed out, the effect will be primarily like you can see on the menu button. It's not as extreme when objects are larger, and the stuff you can see on the main screen will definitely be larger than those 1px dots. [editline]s[/editline] Also it's a phone game and on a phone screen it's much less pronounced
a really stupid maze solver for data structures class [t]http://i.imgur.com/TkAwjaZ.png[/t]
It's been over a month since my last development video, so I made another one. Mainly worked on networking but also added and tweaked some stuff. [video=youtube;RHnttsJZD90]http://www.youtube.com/watch?v=RHnttsJZD90[/video] Almost ready for early access. I just want to do some more network testing, especially with more 3-4 players. I haven't play tested with more than 2 players for ages, not sure if It even works still.
[QUOTE=DarkCarnage;50223148]Been dicking around with variadic templated function pointers in C++, apparently though MSVC can't handle all that functionally templated power :v:[/QUOTE] Have you tried the VS15 beta? Supposedly they increased c++11 support and added preliminary c++14 features
I've added thread icons and sub thread icons [thumb]http://i.imgur.com/IaM3wKp.png[/thumb][thumb]http://i.imgur.com/UE1ps7a.png[/thumb] Yay or nay?
[QUOTE=Rufia;50222559]I did another school project, this time a Physics assignment. I present to you: Cosmonaut. A 2D sandbox game with dynamic gravity. [video]https://youtu.be/dH77iOHuMJA[/video] And with that, I am done coursework for the year and can get back to work on my own projects.[/QUOTE] this makes me think of those little beads you iron together [t]http://www.thescrapshoppeblog.com/wp-content/uploads/2015/07/retro-camper-perler-bead-pattern.jpg[/t] that'd be a pretty cool style actually
[QUOTE=tisseman890;50224550]I've added thread icons and sub thread icons [thumb]http://i.imgur.com/IaM3wKp.png[/thumb][thumb]http://i.imgur.com/UE1ps7a.png[/thumb] Yay or nay?[/QUOTE] I believe the thread icons should stay, but the sub thread icons take up soo much vertical space compared to their width that it might not be worth it.
[QUOTE=tisseman890;50224550]I've added thread icons and sub thread icons [thumb]http://i.imgur.com/IaM3wKp.png[/thumb][thumb]http://i.imgur.com/UE1ps7a.png[/thumb] Yay or nay?[/QUOTE] Not related to question but maybe you should always put the number of people watching the subforum on a new line? Looks inconsistent with some being on the same row and others being on the row below.
No butt jokes this time round sadly. I've been implementing the naming system for provisionally discovered asteroids (as well as a visibiltiy + information system) - now you can discover a bunch of asteroids and they'll be given the name they really would (provisionally) be given in real life (except for asteroids orbiting bodies)! I'm also going to allow for asteroids to be named after the particular player-controlled satellite similar to real life surveys, whenever I get around to the satellite component system [video]https://youtu.be/d8FWW5Pn2Zc[/video] Correctly naming asteroids permanently orbiting a body is quite difficult - figuring out if something is eg permanently orbiting jupiter, or just temporarily gravitationally bound by it, or perhaps its orbit gets perturbed and its flung into space (this is n-body after all), or if its simply co-orbital (eg something near earth orbiting in a near-earth but not around earth orbit). Doing all this per-asteroid per-planet would be pretty slow, so I'm not willing to get quite that obsessed yet
[QUOTE=Skipcast;50224642]Not related to question but maybe you should always put the number of people watching the subforum on a new line? Looks inconsistent with some being on the same row and others being on the row below.[/QUOTE] Done! [QUOTE=xThaWolfx;50224611]I believe the thread icons should stay, but the sub thread icons take up soo much vertical space compared to their width that it might not be worth it.[/QUOTE] Someone in the Facepunch Droid suggested rotating them, I kinda like it! [thumb]http://i.imgur.com/UJwIbqm.png[/thumb]
Just if possible have all the information in the same column and adjust the font size. Rotating takes up too much space too. Additionally, you can always shrink the icons to only convey whats needed.
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