• What are you working on?
    5,004 replies, posted
Working on my game, but having my crappy programmer graphics is very discouraging. Where do you find an artist to make characters? Here's my awesome player-character named ying ("girl" in thai) and her epic walking animations: [img]http://i.imgur.com/yVlb67L.gif[/img] [img]http://i.imgur.com/20opPrS.gif[/img]
[QUOTE=polkm;50327171]Hey guys, I made a super simple neural network library in pure Lua for my game and I thought I'd make it a nice little separate project too. I put it up on [URL="https://github.com/Polkm/learn"]github here[/URL]. It's not meant to be fast, just simple and portable. It's good for games that aren't push enormous data sets through it. I'd appreciate your feedback or whatever if you want.[/QUOTE] Handy. Torch is awesome, but sometimes I'd like to use something independent in my engine, this totally fits the bill.
[QUOTE=proboardslol;50328218]Working on my game, but having my crappy programmer graphics is very discouraging. Where do you find an artist to make characters? Here's my awesome player-character named ying ("girl" in thai) and her epic walking animations: [img]http://i.imgur.com/yVlb67L.gif[/img] [img]http://i.imgur.com/20opPrS.gif[/img][/QUOTE] dude holy shit i wish i had pixel art like that in my game not even gonna show it cuz fuck its bad lmao
[QUOTE=proboardslol;50328218]Working on my game, but having my crappy programmer graphics is very discouraging. Where do you find an artist to make characters? Here's my awesome player-character named ying ("girl" in thai) and her epic walking animations: [IMG]http://i.imgur.com/yVlb67L.gif[/IMG] [IMG]http://i.imgur.com/20opPrS.gif[/IMG][/QUOTE] In my opinion, they aren't that bad. You can always polish the graphics as the development progresses. I have some difficulties doing graphics too, but there are programs that makes it a lot easier. I can recommend this program: [URL]http://pyxeledit.com/[/URL] I bought it some time ago and it's features are great. It helps a lot with color palettes (one of my weak sides), creating tilesets and animations. You can also find many tutorials on how to use pyxel edit which is nice. A little preview of graphics i have done in pyxel edit: [IMG]http://i.imgur.com/O7NWjN2.png[/IMG] [IMG]http://i.imgur.com/M7N4QMQ.png[/IMG]
Long time ago there was a thread in photoshop contests about Facepunch trading cards. Since then I thought it would be really cool to make an actual game from this (since no one did that yet) and it can grow into great collaborative project. I'm thinking of trying to implement basic web-based platform for this [I][B]someday [/B][/I](because ease of access and still can do multiplayer, I have no idea how I'd do hosting though), but I want to know if you would be interested in this. [URL="https://facepunch.com/showthread.php?t=1379916"]Here's the thread I was inspired by[/URL]
Hi, I posted here allot a couple of years ago. Since then I haven't made any games but I want to get back into it. Does anyone know of a good article on how to platformer without tiles. I have done plenty of games with tiles but I want a map / area with polygon meshes. Anyone have any idea's ? I thought of using a physics engine but so many people say don't use it and some are saying use it. So what does facepunch think ?
So here's an idea I've had. Conway hashing. You take a string, convert it into bits, fit them in a 128xN array, run a 100 generations of Conway's Game of Life, XOR all the rows and convert them back to a hex string. It's disgustingly slow (for my naive implementation of CGoL) but it does work. [code]ghci: hash "hello world" "1fb04367011800822e852030f0001020" ghci: hash "hello world" "249c01dfbb9f8e7723170e8000810c49" ghci: hash "hello worlb" "219b0420e00fdfb808080f1e4a400380" ghci: hash "hello worlc" "80020424f004400a5c0443fe723273b"[/code] There are some pretty obvious patterns forming, which isn't ideal, but I'm thinking these could be eliminated with more generations and maybe a smarter default field instead of just an empty one. I've also found some strings for which the result is 0.
I'm still messing around with Venice Unleashed mods. [t]http://i.imgur.com/Y1yWT38.jpg[/t]
[QUOTE=victi;50331243]In my opinion, they aren't that bad. You can always polish the graphics as the development progresses. I have some difficulties doing graphics too, but there are programs that makes it a lot easier. I can recommend this program: [URL]http://pyxeledit.com/[/URL] I bought it some time ago and it's features are great. It helps a lot with color palettes (one of my weak sides), creating tilesets and animations. You can also find many tutorials on how to use pyxel edit which is nice. A little preview of graphics i have done in pyxel edit: [IMG]http://i.imgur.com/O7NWjN2.png[/IMG] [IMG]http://i.imgur.com/M7N4QMQ.png[/IMG][/QUOTE] I can attest to Pyxel Edit being great. I got it from a humble bundle and it's overtaken Paint.NET as my pixel art tool.
First time posting here, I made this 2.5D first person shooter thingy with my free time, its in gamemaker because I dont really know how to code. [video=youtube;3vg7JzMheYE]https://www.youtube.com/watch?v=3vg7JzMheYE[/video] I think this could become somewhat of a game if I add not placeholder art and more stuff
Both in terms of art and technology, that is much better than 90% of "I use Game Maker because I have no idea what I'm doing" projects I've seen.
[QUOTE=Darwin226;50331845]So here's an idea I've had. Conway hashing. You take a string, convert it into bits, fit them in a 128xN array, run a 100 generations of Conway's Game of Life, XOR all the rows and convert them back to a hex string. It's disgustingly slow (for my naive implementation of CGoL) but it does work. [code]ghci: hash "hello world" "1fb04367011800822e852030f0001020" ghci: hash "hello world" "249c01dfbb9f8e7723170e8000810c49" ghci: hash "hello worlb" "219b0420e00fdfb808080f1e4a400380" ghci: hash "hello worlc" "80020424f004400a5c0443fe723273b"[/code] There are some pretty obvious patterns forming, which isn't ideal, but I'm thinking these could be eliminated with more generations and maybe a smarter default field instead of just an empty one. I've also found some strings for which the result is 0.[/QUOTE] Could be used as an secure hashing algorithm, because this does sound painfully slow. But obvious patterns? not good. Btw Conway is still alive, you can ask him :).
[QUOTE=Fourier;50333258]Could be used as an secure hashing algorithm, because this does sound painfully slow. But obvious patterns? not good. Btw Conway is still alive, you can ask him :).[/QUOTE] There are implementations that can run billions of iterations practically momentarily.
Probably the longer it runs, the worse it gets (more predictable)
[QUOTE=Fourier;50333258]Btw Conway is still alive, you can ask him :).[/QUOTE] IIRC, he doesn't really like being asked about his Game of Life, because he doesn't believe it's his greatest accomplishment or something. As far as I know, though, he will answer any emails you send his way. [editline]16th May 2016 at 1:31PM[/editline] Actually, I was wrong. He's a lot softer now. It'd be really cool to ask him. If you'd like to, his email is [email]conway@princeton.edu[/email]
Trying to learn how to use blender so I made an airlock model. Still need to add a collision mesh and add some depth to shade the doors. [video=youtube;K_wlkBb6CKc]https://www.youtube.com/watch?v=K_wlkBb6CKc[/video]
Working on something clonk hazard alike at the moment, also added Box2D physics which looks pretty neat but not sure about the performance yet because this is just a test map/room. For now it's running really good though [vid]http://webm.land/media/tmp/6bffe66f-567c-4db2-8d69-6630fb9585b3.webm[/vid] [B]Little update:[/B] Added power supply lines and buttons for them, which both work but don't activate anything yet, will later be used for special doors and objects. Improved the liquid, added drains and also some background tiles for the interior. [t]http://s32.postimg.org/4ixhwxst1/upd1.png[/t] [t]http://s32.postimg.org/leh89onx1/upd2.png[/t]
[QUOTE=HappyHead;50332855]First time posting here, I made this 2.5D first person shooter thingy with my free time, its in gamemaker because I dont really know how to code. [video=youtube;3vg7JzMheYE]https://www.youtube.com/watch?v=3vg7JzMheYE[/video] I think this could become a somewhat of a game if I add not placeholder art and more stuff[/QUOTE] Reminds me of [URL="http://store.steampowered.com/app/446120/"]Bunker Punks[/URL] Really awesome!
Alright, I'm finally back to working on some of my stuff for the most part. I had to stop for a while because of finals, and then my actual job, and then I got caught up in WoW for another 2 months as well. The last things I've done where implementing Bullet Physics, so I think now I'm going to try to network it together.
I've sent a few steam keys for [URL="http://store.steampowered.com/app/448320"]my game[/URL] out to some youtubers that have asked for them. A couple of them were using OBS to record which can cause the game to crash. Turns out it was because of SFML's RenderTexture which I use for decals (ie: blood on the ground). It crashed whenever an old RenderTexture was garbage collected. I fixed this by simply only having two RenderTextures and then clearing and reusing them for each level. Now (only if you're recording with OBS), if you go to a new level the decals don't show. It's really annoying :I
So the latest version of Grid, 5.2, adds wasd Pokémon Red-like movement. Prior to this, we only used RuneScape-esque point and click with pathfinding. Now you can use either one. I had a project called `red` sitting around, where I started porting Pokémon Red assets to Grid. The cool part would be playing it with a bunch of friends, since the engine supports up to 1000 people, and multiple regions (think Pallet Town and the Viridian Forest) can be loaded simultaneously, and stitched together, using built-in Grid entities like trigger_transition. [img]http://i.imgur.com/UtzSbjy.png[/img] Since we use community tech like Tiled for things as big as region support, I wonder how many people would be interested in an effort to do something like this on the side. It's a fun way to dog food Grid, I think, aside from what I'm trying to get done with Vertex Adventure.
Working on physics because I have to and also it's hella fun [vid]https://zippy.gfycat.com/PleasantAdorableBlackbird.webm[/vid]
I'm working on parsing [I].blend[/I] files ([URL="http://atmind.nl/blender/mystery_ot_blend.html"]a very nice format[/URL]) and improved my parser generator library [I]ScanT[/I] a bit along the way. Here's the pattern for loading [I]Structure DNA[/I] (.blend's self-description), followed by the read information so far (otherwise: Blender version, pointer size, endianness, and a whole bunch of block identifiers where I've only parsed the headers so far): [code]// C# using ScanT; using System.Linq; using Unmix.FileStructures; using static Unmix.StaticPatterns; namespace Unmix.ContentStructures { public struct StructureDna { internal static Pattern<ITracker<long, byte>, StructureDna> Pattern(Endianness endianness) => from identifier in FixedByteArray("SDNA") from _nameIdentifier in FixedByteArray("NAME") from nameCount in Int(endianness) from names in nameCount * ZeroDelimitedString from _0 in Align(4) from _typeIdentifier in FixedByteArray("TYPE") from typeCount in Int(endianness) from types in typeCount * ZeroDelimitedString from _1 in Align(4) from _lengthIdentifier in FixedByteArray("TLEN") from lengths in typeCount * Short(endianness) from _2 in Align(4) from _structureIdentifier in FixedByteArray("STRC") from structureCount in Int(endianness) from structures in structureCount * from structureType in from st in Short(endianness) select types[st] from fieldCount in Short(endianness) from fields in fieldCount * from fieldType in from ft in Short(endianness) select types[ft] from fieldName in from fn in Short(endianness) select names[fn] select new Structure.Field() { Name = fieldName, Type = fieldType } select new Structure() { Name = structureType, Fields = fields } select new StructureDna() { Structures = structures }; public class Structure { public class Field { public string Name { get; internal set; } public string Type { get; internal set; } } public string Name { get; internal set; } public Field[] Fields { get; internal set; } } public Structure[] Structures { get; private set; } } }[/code] [code]// Text 277 _8Bytes LittleEndian > REND TEST GLOB WM DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SN DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA SC DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA CA LA DATA DATA DATA WO DATA OB DATA OB DATA DATA DATA OB DATA MA DATA DATA DATA TE DATA DATA ME DATA DATA DATA DATA DATA DATA DATA DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA BR DATA DATA LS DATA DNA1 StructureDNA { Link { Link *next; Link *prev; } LinkData { LinkData *next; LinkData *prev; void *data; } ListBase { void *first; void *last; } vec2s { short x; short y; } vec2f { float x; float y; } vec3f { float x; float y; float z; } [...] SpaceLink { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; } SpaceInfo { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; char rpt_mask; char pad[7]; } SpaceButs { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; View2D v2d; short mainb; short mainbo; short mainbuser; short re_align; short align; short preview; short texture_context; short texture_context_prev; char flag; char pad[7]; void *path; int pathflag; int dataicon; ID *pinid; void *texuser; } SpaceOops { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; View2D v2d; ListBase tree; BLI_mempool *treestore; char search_string[32]; TreeStoreElem search_tse; short flag; short outlinevis; short storeflag; short search_flags; void *treehash; } SpaceIpo { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; View2D v2d; bDopeSheet *ads; ListBase ghostCurves; short mode; short autosnap; int flag; float cursorTime; float cursorVal; int around; int pad; } SpaceNla { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; short autosnap; short flag; int pad; bDopeSheet *ads; View2D v2d; } SpaceTimeCache { SpaceTimeCache *next; SpaceTimeCache *prev; float *array; } SpaceTime { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; View2D v2d; ListBase caches; int cache_display; int flag; } SpaceSeq { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; View2D v2d; float xof; float yof; short mainb; short render_size; short chanshown; short zebra; int flag; float zoom; int view; int overlay_type; int draw_flag; int pad; bGPdata *gpd; SequencerScopes scopes; char multiview_eye; char pad2[7]; } MaskSpaceInfo { Mask *mask; char draw_flag; char draw_type; char overlay_mode; char pad3[5]; } FileSelectParams { char title[96]; char dir[1090]; char pad_c1[2]; char file[256]; char renamefile[256]; char renameedit[256]; char filter_glob[256]; char filter_search[64]; int filter_id; int active_file; int highlight_file; int sel_first; int sel_last; short thumbnail_size; short pad; short type; short flag; short sort; short display; int filter; short recursion_level; short f_fp; char fp_str[8]; } SpaceFile { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; int scroll_offset; FileSelectParams *params; FileList *files; ListBase *folders_prev; ListBase *folders_next; wmOperator *op; wmTimer *smoothscroll_timer; wmTimer *previews_timer; FileLayout *layout; short recentnr; short bookmarknr; short systemnr; short system_bookmarknr; } FSMenuEntry { FSMenuEntry *next; char *path; char name[256]; short save; short valid; short pad[2]; } AssetUUID { int uuid_asset[4]; int uuid_variant[4]; int uuid_revision[4]; } AssetUUIDList { AssetUUID *uuids; int nbr_uuids; int pad; } FileDirEntryRevision { FileDirEntryRevision *next; FileDirEntryRevision *prev; char *comment; void *pad; int uuid[4]; uint64_t size; int64_t time; char size_str[16]; char time_str[8]; char date_str[16]; } FileDirEntryVariant { FileDirEntryVariant *next; FileDirEntryVariant *prev; int uuid[4]; char *name; char *description; ListBase revisions; int nbr_revisions; int act_revision; } FileDirEntry { FileDirEntry *next; FileDirEntry *prev; int uuid[4]; char *name; char *description; FileDirEntryRevision *entry; int typeflag; int blentype; char *relpath; void *poin; ImBuf *image; char **tags; int nbr_tags; short status; short flags; ListBase variants; int nbr_variants; int act_variant; } FileDirEntryArr { ListBase entries; int nbr_entries; int nbr_entries_filtered; int entry_idx_start; int entry_idx_end; char root[1024]; } SpaceImage { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; int flag; Image *image; ImageUser iuser; CurveMapping *cumap; Scopes scopes; Histogram sample_line_hist; bGPdata *gpd; float cursor[2]; float xof; float yof; float zoom; float centx; float centy; char mode; char pin; short pad; short curtile; short lock; char dt_uv; char sticky; char dt_uvstretch; char around; MaskSpaceInfo mask_info; } SpaceText { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; Text *text; int top; int viewlines; short flags; short menunr; short lheight; char cwidth; char linenrs_tot; int left; int showlinenrs; int tabnumber; short showsyntax; short line_hlight; short overwrite; short live_edit; float pix_per_line; rcti txtscroll; rcti txtbar; int wordwrap; int doplugins; char findstr[256]; char replacestr[256]; short margin_column; short lheight_dpi; char pad[4]; void *drawcache; float scroll_accum[2]; } Script { ID id; void *py_draw; void *py_event; void *py_button; void *py_browsercallback; void *py_globaldict; int flags; int lastspace; char scriptname[1024]; char scriptarg[256]; } SpaceScript { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; Script *script; short flags; short menunr; int pad1; void *but_refs; } bNodeTreePath { bNodeTreePath *next; bNodeTreePath *prev; bNodeTree *nodetree; bNodeInstanceKey parent_key; int pad; float view_center[2]; char node_name[64]; } SpaceNode { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; View2D v2d; ID *id; ID *from; short flag; short pad1; float aspect; float pad2; float xof; float yof; float zoom; float cursor[2]; ListBase treepath; bNodeTree *nodetree; bNodeTree *edittree; char tree_idname[64]; int treetype; int pad3; short texfrom; short shaderfrom; short recalc; char insert_ofs_dir; char pad4; ListBase linkdrag; NodeInsertOfsData *iofsd; bGPdata *gpd; } SpaceLogic { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; short flag; short scaflag; int pad; bGPdata *gpd; } ConsoleLine { ConsoleLine *next; ConsoleLine *prev; int len_alloc; int len; char *line; int cursor; int type; } SpaceConsole { SpaceLink *next; SpaceLink *prev; ListBase regionbase; int spacetype; float blockscale; short blockhandler[8]; int lheight; int pad; ListBase scrollback; ListBase history; char prompt[256]; char language[32]; int sel_start; int sel_end; } [...] FreestyleLineStyle { ID id; AnimData *adt; float r; float g; float b; float alpha; float thickness; int thickness_position; float thickness_ratio; int flag; int caps; int chaining; int rounds; float split_length; float min_angle; float max_angle; float min_length; float max_length; int chain_count; short split_dash1; short split_gap1; short split_dash2; short split_gap2; short split_dash3; short split_gap3; int sort_key; int integration_type; float texstep; short texact; short pr_texture; short use_nodes; short pad[3]; short dash1; short gap1; short dash2; short gap2; short dash3; short gap3; int panel; MTex *mtex[18]; bNodeTree *nodetree; ListBase color_modifiers; ListBase alpha_modifiers; ListBase thickness_modifiers; ListBase geometry_modifiers; } } > ENDB Drücken Sie eine beliebige Taste . . .[/code][[editline]edit[/editline] The output is now shortened out of consideration for Chrome's text layout engine. The full version is available [URL="https://gist.github.com/Tamschi/9907cab5e04734d18222d0f6bf8d2a6a"]here[/URL].] Blender's format tends to have very high compatibility between versions (as far as I know only breaking bidirectional compatibility once so far), so I think it's a pretty good starting point for an asset loader that works with source files directly.
Before & after. [t]https://i.gyazo.com/f4c12a30878511006f006f95394b5470.png[/t]
[QUOTE=Tamschi;50339047]I'm working on parsing [I].blend[/I] files ([URL="http://atmind.nl/blender/mystery_ot_blend.html"]a very nice format[/URL]) and improved my parser generator library ScanT a bit along the way. Here's the pattern for loading Structure DNA (.blend's self-description), followed by the read information so far (otherwise: Blender version, pointer size, endianness, and a whole bunch of block identifiers where I've only parsed the headers so far): -snip [/QUOTE] My browser lags when loading those 9000 lines of text..You might want to cut that down
[QUOTE=boomer678;50339274]My browser lags when loading those 9000 lines of text..You might want to cut that down[/QUOTE] just tried on chrome lol indeed it laggs, firefox masterrace
[QUOTE=phpz;50339351]just tried on chrome lol indeed it laggs, firefox masterrace[/QUOTE] I cut out most of it now, but it's indeed unnoticeable in Firefox. Something similar happened when I tested MicroPaste and posted [I]I think[/I] around two megabytes of combining unicode characters.
Have you guys ever been told you have to join a political party for a chance to get a paid internship(300€ per month here) in a government agency ? I said no, btw.
[QUOTE=AntonioR;50340175]Have you guys ever been told you have to join a political party for a chance to get a paid internship(300€ per month here) in a government agency ? I said no, btw.[/QUOTE] That sounds like something that would be totally illegal here... let me check. Yes, looks like party (non-)membership is a protected criterion at least for normal state-funded jobs, and probably most jobs in general. [editline]17th May 2016[/editline] Was it a specific party or just "any party"? Either way it's seriously shady in my eyes.
It'd be cool if there was a keyword in OOP languages which automatically made a get method for private variables. something like: [code] private readonly int x; [/code] Is there anything like this?
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