[QUOTE=chaz13;50308734]The island generator now makes wool AND islands woo.[/QUOTE]
Is that a diamond-square algorithm or some kind of noise or fractal?
This inspired me to touch up an old project of mine that generates island/continent outlines. Originally it used some really simple tkinter-based graphics library and it ran painfully slowly. I just now converted it to pySFML and it's running a couple orders of magnitude faster. It generates a lot of terrible maps simply because my method of generation is terrible.
[QUOTE][VID]http://s1.webmshare.com/3r81X.webm[/VID][/QUOTE]
I think I've got this intro sequence right where I want it :) Even leaves me off with a Monokai color scheme in the console. Again, this is a C# console application. ;)
[vid]https://zippy.gfycat.com/BeautifulUntriedIchthyosaurs.webm[/vid]
[vid]https://u.pomf.is/sdgyvb.mp4[/vid]
Ported GTA: VR to the Vive recently. Gonna be putting some more work into it to get it lookin' clean on the Vive.
[QUOTE=Downsider;50310011][vid]https://u.pomf.is/sdgyvb.mp4[/vid]
Ported GTA: VR to the Vive recently. Gonna be putting some more work into it to get it lookin' clean on the Vive.[/QUOTE]
That looks amazing, if only I could afford a Vive [B]and[/B] a graphics card to run GTAV at 90 FPS.
[QUOTE=Downsider;50310011][vid]https://u.pomf.is/sdgyvb.mp4[/vid]
Ported GTA: VR to the Vive recently. Gonna be putting some more work into it to get it lookin' clean on the Vive.[/QUOTE]
What API did you use to change the camera pos and angle?
I didn't find anything in scripthook.
[QUOTE=Downsider;50310011][vid]https://u.pomf.is/sdgyvb.mp4[/vid]
Ported GTA: VR to the Vive recently. Gonna be putting some more work into it to get it lookin' clean on the Vive.[/QUOTE]
How to walk?
I'm having some weird issues with Unity's shadows.
The image below is using a directional light with hard shadows on the very high setting. Bias is 0.05.
[t]http://i.imgur.com/wfD1V80.png[/t]
Now, this other image here is the same scene, but with a point light instead. Notice how bad the shadow looks. My character's feet are gone in the shadow projection and the overall shadow quality is far worse. I am using a value of 0 for the point light's bias.
[t]http://i.imgur.com/lDqta55.png[/t]
My question is, how can I fix my point light shadows? Why do they look so horrid?
I don't suppose anyone has used Skia/SkiaSharp (Xamarin's binding for .NET). I'm looking at it now and it looks like I'm going to have to wrap everything myself to be able to translate/zoom, it has no built in transformations?
[code]
{[nstr] = "f(x,y):=x+y*cos(2*x+5)"}
id : f
params: {"x", "y"}
s-expr: {"+", "x", {"*", "y", {"call", "cos", {{"+", {"*", 2, "x"}, 5}}}}}
[/code]
Lua math parser ahoy!
So I've never been a programmer by trade, just liked it for fun. I did some lua and such, but never really got into it.
Well at work, whenever someone needs to keep track of something, they use excel. When I got here, I created an access database with entry forms to keep track of our inspections. My boss loved it so much that any time we need a new way to log or track something, I'm the one that has to create the system.
They had a "Rev Tracker" made by someone, in which we enter drawing information into, take the information and create (read: copy paste) into a premade form which gets exported to PDF for submitting to the contractor, then when the transmittal is returned, they update the information. My boss wanted some changes made to this excel system that the other guy had created, and basically told me that it was my job to "streamline" the system and implement all of the changes he wanted. So, even though my official job title is "QA Inspector", and my official job is to inspect the concrete formwork before concrete gets poured, he's added "Make suggested improvements Rev Tracker system." to my "2016 Performance Expectations".
So yesterday, I had to make a couple "upgrades" to the current RevTracker that they use and I don't know who made it, but holy shit. He's got so many different subroutines, in 12 different modules, none of the modules named, subs that work together to do one function all in different modules, and other general chaos. I decided to just start from scratch with a new one.
I also loaded up visual studio when I got home and started playing around with creating an actual program for all of this written in VB. I was able to get the different menu forms (or windows) working with the appropriate buttons, but then I realized that I needed to find a way to store the data from these logs. I didn't want to use a data table in the program because I want the program to be able to be used concurrently by multiple users, but I couldn't find any of the "free SQL server hosting!" sites like there used to be back when I was messing around with LUA and gmod, so I decided just to shelve trying to create an actual program until I can figure out what to do about data storage.
[QUOTE=hakimhakim;50306437]Anybody knows how Dark Souls multiplayer works?
Is it peer-to-peer, or everything is hosted?
Is it using uPnP? Or TCP/UDP?[/QUOTE]
Dark Souls 1 uses a Peer 2 Peer model
It connects each client (to whom we'll refer as "Node", as that is the terminology most used in the community) via Steam's Matchmaking Servers (used to be GFWL).
The game has 16? networking channels built in, each effectively separate from the other (Clients on channel 1 can't see clients on channel 5), but only channel 7 is used by default - a recently released mod allows the user to pick a channel of their liking
[QUOTE=Silence I Kill You;50312482][...]
I also loaded up visual studio when I got home and started playing around with creating an actual program for all of this written in VB. I was able to get the different menu forms (or windows) working with the appropriate buttons, but then I realized that I needed to find a way to store the data from these logs. I didn't want to use a data table in the program because I want the program to be able to be used concurrently by multiple users, but [B]I couldn't find any of the "free SQL server hosting!" sites[/B] like there used to be back when I was messing around with LUA and gmod, so I decided just to shelve trying to create an actual program until I can figure out what to do about data storage.[/QUOTE][emphasis mine]
You can install an SQL database software locally for free, and making it available on an internal network is also possible (but giving everyone in your network permission to directly access the database is [I]not really[/I] a good idea, unless you configure views, permissions and validation in the database itself). I would recommend a software package, but since I barely know my way around databases I'll leave this to someone else. (There [I]are[/I] good ones that are quick to set up though.)
[code]$ lua testbed.lua
f(x):=cos(x/180*pi)
str : f(x):=cos(x/180*pi)
id : f
params: {"x"}
s-expr: {"call", "cos", {{"*", {"/", "x", 180}, "pi"}}}
>f(0)
{"call", "f", {0}}
Error: Symbol 'pi' is undefined.
1.000
>f(90)
{"call", "f", {90}}
Error: Symbol 'pi' is undefined.
1.000
pi=3.14157
str : pi=3.14157
id : pi
s-expr: {3.14157}
eval : 3.14157
>f(90)
{"call", "f", {90}}
0.000[/code]
Added built-in functions, user defined functions and constants. [url=https://gist.github.com/JohnnyonFlame/a0e0485586a4d7f0e7f9e886dd30ea63]And as always, code![/url]
Working on app (inside Unity).
[t]http://i.imgur.com/otvcURA.png[/t]
Normal view
[t]http://i.imgur.com/hQ3q802.png[/t]
Topology view
[t]http://i.imgur.com/1L08q6s.png[/t]
Collision view (red for not walkable, green for walkable)
I've been toying around with procedural dungeon generation with Unity. It's been quite nice so far, the dungeon generator I managed to piece together creates, in my opinion, very nice dungeons. I've also got an AI moving around, patrolling an area.
[t]http://i.imgur.com/6To0bx6.png[/t]
Here's the AI in action:
[vid]https://my.mixtape.moe/xphtpc.mp4[/vid]
The patrol route generator is kinda wonky; the smoothing is a bit off and it ignores corners between separate paths.
Yes the entire thing is just Unity primitives, I'm a programmer not a 3D artist. They're some damn efficient primitives, though.
[QUOTE=Fourier;50313673]Working on app (inside Unity).[/QUOTE]
Also working on app (inside PyQt5)
Reddit told me that what I was doing "wasn't possible" and that I was using a "console-like game framework such as [URL="https://github.com/Thraka/SadConsole"]SadConsole[/URL]"... So in case there are any disbelievers here:
[url]https://github.com/Sidneys1/BlokeAndDagger[/url]
[QUOTE=DrDevil;50315327]Also working on app (inside PyQt5)[/QUOTE]
PyQt5 is awesome. Is it crossplatform or windows only?
Snip due to misreading post.
[QUOTE=Fourier;50316120]PyQt5 is awesome. Is it crossplatform or windows only?[/QUOTE]
Qt is crossplatform so I don't see why PyQt wouldn't be.
So the mapmaker I've been working on is for a game I've wanted to do for a while, which is basically battle royale. The theme will be from thailand
[QUOTE=Silence I Kill You;50312482]So I've never been a programmer by trade, just liked it for fun. I did some lua and such, but never really got into it.
Well at work, whenever someone needs to keep track of something, they use excel. When I got here, I created an access database with entry forms to keep track of our inspections. My boss loved it so much that any time we need a new way to log or track something, I'm the one that has to create the system.
They had a "Rev Tracker" made by someone, in which we enter drawing information into, take the information and create (read: copy paste) into a premade form which gets exported to PDF for submitting to the contractor, then when the transmittal is returned, they update the information. My boss wanted some changes made to this excel system that the other guy had created, and basically told me that it was my job to "streamline" the system and implement all of the changes he wanted. So, even though my official job title is "QA Inspector", and my official job is to inspect the concrete formwork before concrete gets poured, he's added "Make suggested improvements Rev Tracker system." to my "2016 Performance Expectations".
So yesterday, I had to make a couple "upgrades" to the current RevTracker that they use and I don't know who made it, but holy shit. He's got so many different subroutines, in 12 different modules, none of the modules named, subs that work together to do one function all in different modules, and other general chaos. I decided to just start from scratch with a new one.
I also loaded up visual studio when I got home and started playing around with creating an actual program for all of this written in VB. I was able to get the different menu forms (or windows) working with the appropriate buttons, but then I realized that I needed to find a way to store the data from these logs. I didn't want to use a data table in the program because I want the program to be able to be used concurrently by multiple users, but I couldn't find any of the "free SQL server hosting!" sites like there used to be back when I was messing around with LUA and gmod, so I decided just to shelve trying to create an actual program until I can figure out what to do about data storage.[/QUOTE]
A change in job expectations should be a negotiation, ask for a raise and a title change.
I'd suggest C# over VB. These days both utilize the same framework (.NET). However C# has garnered more popularity.
For sql, there is still free sql hosting out there, but most of its shit. You're better off paying for hosting at a cheap rate. Or hosting the server internally (which is what I'd recommend). I'd also recommend you stay away from MySQL. Choose PostgreSql (can host free by yourself), or Microsoft SQL Server.
[QUOTE=Sidneys1;50315840]Reddit told me that what I was doing "wasn't possible" and that I was using a "console-like game framework such as [URL="https://github.com/Thraka/SadConsole"]SadConsole[/URL]"... So in case there are any disbelievers here:
[url]https://github.com/Sidneys1/BlokeAndDagger[/url][/QUOTE]
What did they say wasn't possible?
[QUOTE=Sidneys1;50315840]Reddit told me that what I was doing "wasn't possible" and that I was using a "console-like game framework such as [URL="https://github.com/Thraka/SadConsole"]SadConsole[/URL]"... So in case there are any disbelievers here:
[url]https://github.com/Sidneys1/BlokeAndDagger[/url][/QUOTE]
A small suggestion to improve your Rant integration: Try compiling all your patterns into a package so that you don't need to hardcode them. Doing this has better overall performance (all patterns are only compiled once, no matter how many times you run them) and it makes reusing them in other classes or projects pain-free.
[QUOTE=geel9;50316975]What did they say wasn't possible?[/QUOTE]
I think he's referring to [URL="https://www.reddit.com/r/csharp/comments/4j3ven/and_people_say_the_console_is_too_limited/"]this post[/URL], and yeah some of the comments are pretty stupid.
aaaa i want to quit my job and make shitty video games all day aaaa
Adding annotation support to region capture of ShareX:
[vid]https://a.pomf.cat/porqov.mp4[/vid]
Also OCR support:
[vid]https://a.pomf.cat/nyqkkn.mp4[/vid]
Posting a little late at night today:
I've been unhappy with how how bad my asset handling was, there was hardcoded paths everywhere. So instead of my shitty setup I decided to replace it with another, a dedicated asset system!
[t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/Editor_2016-05-13_23-49-10.png[/t]
Currently only models are supported, but that's what is mostly used in my engine at the moment anyway. Asset ids and their actual file names are recorded and all that components need to do is hold a id to that asset. Eventually I want to move over to something more robust but it fills my needs for the moment and gives me peace of mind.
I also had a change of heart while developing my engine, I wasn't sure what I was going to use my engine for and been designing my general structure around that. I only realized recently that it was a shitty ideal, and I was digging myself a hole that general use engines that Unity fell in. Now that I have a game I want to create in mind, I started to narrow down my goals and trying to simplify what my engine needs to do because of that. For example, now I assume the game doesn't even need to create components (which cuts down a bunch of component stuff that isn't needed), and revived my map format again in the process:
[code]
<world>
<entity name="Entity (5)" id="1761472">
<Transform position="0.000000,0.000000,0.000000" scale="1.000000,1.000000,1.000000" rotation="0.923880,0.000000,0.382683,0.000000"/>
<MeshRenderer assetid="1550"/>
</entity>
</world>[/code]
Following my restructure to a more scene-based approach, most components are now stripped of most of their own code (except for constructors) and moved into systems, basically coming down to a point where components should be what they should've been in the first place in my engine, just data. Game states are now also completely stripped from my engine, they were hacky from the start and didn't really fit into the entity-system approach and i'm glad that they are gone now and just a relic of the past versions of my engine. Now for editor improvements, you can hide specific windows again:
[img]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/Editor_2016-05-14_01-58-05.png[/img]
And you can now edit entities tags, view their id, and delete them or their components:
[t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/Editor_2016-05-14_01-59-01.png[/t]
Cameras as you probably noticed now have a depth value and camera objects are now sorted, so I can actually run the game executable and it will show the scene!
[t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/05/2016-05-14_02-00-54.png[/t]
Sorry for the long post, it's hard not to do these :v:
[QUOTE=Jaex;50317589][vid]https://a.pomf.cat/nyqkkn.mp4[/vid][/QUOTE]
holy fuck i feel bad that sharex is free
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