[QUOTE=JohnnyOnFlame;50385193][URL="https://github.com/CRYTEK-CRYENGINE/CRYENGINE/blob/release/Code/CryEngine/CryPhysics/livingentity.cpp#L1300"]There are things in this world that aren't meant for mortal man to witness. Voids so black they eat away at your insanity.
Things that even stallman himself would question if open-source was a good idea [B]at all.[/B][/URL][/QUOTE]
This code isn't entirely bad. Just needs more 1 line comments like this [url]http://i.imgur.com/ZfMXJDZ.png[/url] before each block so you can more easily tell what it does.
I don't know if you remember. A while back I wrote a simple ray tracer in Haskell. Recently I've been playing around with the accelerate library which (more or less) let's you run Haskell on the GPU. It basically replaces the usual Haskell constructs with functions that generate an expression tree and then it compiles that tree to CUDA.
It's not THAT plug and play since it did take me a day to adapt my code simply due to the fact that I never used the library and because some things you just can't do on the GPU, but a surprising amount of code didn't need a single character changed.
Anyways, the speedup is pretty huge (keep in mind that if the original was unoptimized CPU tracing, this is unoptimized AND naive CUDA tracing). Around 10 times faster or more.
[vid]https://dl.dropboxusercontent.com/u/35032740/ShareX/2016/05/2016-05-24_23-24-04.webm[/vid]
[QUOTE=proboardslol;50379394]If anyone wants to use my map maker for their own project:
[url]http://alissa.ninja/MapMaker/MapMaker.html[/url]
not really done. But you can add tiles via the tiles.js file, and you can write your own save function to determine how the map file is written (which bits = which attributes). The code quality isn't great (understatement), but I wasn't really sure of what I wanted to do before I started doing it.[/QUOTE]
I think you used the wrong window size data, since as I approach the bottom the position is off.
[editline]24th May 2016[/editline]
[QUOTE=Darwin226;50379534]Make sure you also provide some context to the translated strings. For example the Croatian translation on Rotten Tomatoes is hilarious because it says "Blizu" on the buttons that are meant to say "Close" in English. Guess someone interpreted the "close" as "near" instead of the "opposite of open".[/QUOTE]
There are also games on Steam where that was the case (or they outright used Google Translate, not sure).
It often says 'retten' ('to save') instead of 'speichern' ('to save') in those. The former means 'to rescue'.
[editline]25th May 2016[/editline]
[QUOTE=JohnnyOnFlame;50385193][url=https://github.com/CRYTEK-CRYENGINE/CRYENGINE/blob/release/Code/CryEngine/CryPhysics/livingentity.cpp#L1300]There are things in this world that aren't meant for mortal man to witness. Voids so black they eat away at your insanity.
Things that even stallman himself would question if open-source was a good idea [B]at all.[/B][/url][/QUOTE]
It looks fine to me, variable names and scoping aside.
(Seriously though, why would you ever put all variables at the start except in old C?)
[editline]25th May 2016[/editline]
Too bad the managed interface is extremely C++-y :why:
You might as well just use that language instead of C# at that point.
[QUOTE=Tamschi;50385376]It looks fine to me, variable names and scoping aside.
(Seriously though, why would you ever put all variables at the start except in old C?)[/QUOTE]
How should I put this? This is like writing a post. You group ideas together in paragraphs, you separate things by blocks of ideas, you put commas and you paste URLs to document ideas and prove points, you rework and reorder sentences to avoid rambling/repeating yourself.
It might even be an amazingly in-depth post about the human psychology. But you didn't use commas, no paragraphs, zero bibliographical references, no footnotes, zero flow, and for some reason you kept getting side-tracked. That and you used 'xD', and you just don't do that anymore.
[editline]24th May 2016[/editline]
[QUOTE=adnzzzzZ;50385242]This code isn't entirely bad. Just needs more 1 line comments like this [url]http://i.imgur.com/ZfMXJDZ.png[/url] before each block so you can more easily tell what it does.[/QUOTE]
Dense unreadable variable declaration, sparse documentation, GOTOs, tabs as alignment (for fuck sake, people use different tab sizes, use tabs for identation, not alignment), 'squashed lines', etc.
[QUOTE=voodooattack;50384868]Just got [URL="https://twitter.com/nordicjs/status/735044932835119104/photo/1"]announced[/URL] as a [URL="http://nordicjs.com/speakers"]speaker[/URL] at [URL="http://nordicjs.com/"]Nordic.js 2016[/URL]!
I will be speaking about Nexus.js and my vision of multi-threaded JavaScript. I'll be going to Sweden this September. :)[/QUOTE]
If you're a Javascript expert how to you left shift bits off of an integer in Javascript, huh???
[QUOTE=proboardslol;50386857]If you're a Javascript expert how to you left shift bits off of an integer in Javascript, huh???[/QUOTE]
[code]
Value = ((Number << NumberOfBits) & MaxValue) >> NumberOfBits
[/code]
Left shifting extends the number, bitwise AND ignores the bits that extend the number above the MaxValue (should be a power of two) and right shift returns the bits to original position
[img]http://carp.tk/$/1464144592.png[/img]
[editline]25th May 2016[/editline]
Which is obvious when you think about it, because you can't specify the variable type in JS, so it just extends it to the type that can fit all the bits. In C it just drops the extra bits because of overflow unless you're assigning to a variable of bigger size.
You guys are dorks.
Any of you guys worked with MSVC + Clang? What are the differences between the Clang version provided and the nightlies (apart from the obvious 3.7 < 3.9)? It seems to have compiled my code just fine for now, but I am about to start using Hana + Callable Traits and I assume those are gonna push the C++14 support really hard.
Also, this is probably better:
[code]((250<<1) & (0xFF>>>0)) >> 1[/code]
The >>> operator forces the value to unsigned int.
Haha, I just got a crash report from someone who clearly pirated my game. I can tell since unless the user says not to, the crash reporter includes a screenshot:
[t]http://i.imgur.com/VMC7gmO.png[/t]
He even included his email as if I'm going to follow up with him and try to fix it (it's a crash that wouldn't affect anyone else).
[QUOTE=Torrunt;50387788]Haha, I just got a crash report from someone who clearly pirated my game. I can tell since unless the user says not to, the crash reporter includes a screenshot:
[t]http://i.imgur.com/VMC7gmO.png[/t]
He even included his email as if I'm going to follow up with him and try to fix it (it's a crash that wouldn't affect anyone else).[/QUOTE]
Send him an email saying you reported him to the fbi
[QUOTE=proboardslol;50387793]Send him an email saying you reported him to the fbi[/QUOTE]
Inb4 he turns out to be on facepunch (thinkpad in his network)
[QUOTE=tW4r;50387926]Inb4 he turns out to be on facepunch (thinkpad in his network)[/QUOTE]
I swear like 90% of programmers I've come across are called Zach or Lucas
Snip
I revamped how the map in my game works, it's magnitudes faster now and lets me have massive maps:
[t]http://puu.sh/p4wFO/67a3667b47.png[/t][t]http://puu.sh/p4wyE/b888af4ef0.png[/t]
Left is old (256x256), Right is new (2048x2048)
The only performance bottle neck now is pathfinding, which I need to multithread at some point. It's still fun to watch the AI build stuff in the bigger maps:
[t]http://puu.sh/p4whT/0f1f659cad.png[/t]
They're still a bit weird though
[t]http://puu.sh/p4wmR/1b3a69ea4b.png[/t]
I have no idea how or why they made that ball-joint looking path.
[QUOTE=Torrunt;50387788]Haha, I just got a crash report from someone who clearly pirated my game. I can tell since [B]unless the user says not to, the crash reporter includes a screenshot[/B]:
*pic*
He even included his email as if I'm going to follow up with him and try to fix it (it's a crash that wouldn't affect anyone else).[/QUOTE]
This seems pretty invasive and should be the other way around IMO. As in, it will only send a screenshot when you explicitly tell it to.
Or is it like a dialog box that pops up after a crash and asks if you want to send a bug report and says, "yo click here if you don't want to send a screenshot"?
[t]http://i.imgur.com/1dpgVCg.png[/t]
meh..
[QUOTE=ZestyLemons;50388611]- Epic -[/QUOTE]
Amazing job, I love to watch at this AI kind of behavior please make some more video's :)
[QUOTE=nutcake;50388614]This seems pretty invasive and should be the other way around IMO. As in, it will only send a screenshot when you explicitly tell it to.
Or is it like a dialog box that pops up after a crash and asks if you want to send a bug report and says, "yo click here if you don't want to send a screenshot"?[/QUOTE]
It normally only takes a screenshot of the game, it only took one of file explorer because it crashed at startup. The problem with changing it to be off by default is that most people won't notice or bother to tick the box to include one since it's on a separate tab in the crash reporter. The crash reporter doesn't give me that much information to go on, so screenshots can really help me out sometimes.
[QUOTE=ZestyLemons;50388611]I revamped how the map in my game works, it's magnitudes faster now and lets me have massive maps:
I have no idea how or why they made that ball-joint looking path.[/QUOTE]
This is totally not the same kind of pathfinding, but maybe intuitions gained from this will help you:
[url]http://the-witness.net/news/2012/12/mapping-the-islands-walkable-surfaces/[/url]
Really great read, anyways.
[QUOTE=quincy18;50388687]Amazing job, I love to watch at this AI kind of behavior please make some more video's :)[/QUOTE]
Will do when I get the AI running more smoothly.
[QUOTE=DOG-GY;50389208]This is totally not the same kind of pathfinding, but maybe intuitions gained from this will help you:
[URL]http://the-witness.net/news/2012/12/mapping-the-islands-walkable-surfaces/[/URL]
Really great read, anyways.[/QUOTE]
I'll definitely take some time to read this, thanks.
So my tile engine originally just iterated through a 2d array of tiles and drew each one independently. It was slow, because apparently SFML's draw function is kinda slow, idk why something about OpenGL.
Anyways, someone online said to draw each tile to a buffer once at startup (or whenever the map changes) and to draw that buffer once per loop, so I did that and it worked fine.
However, I wanted to see if I could optimize it in some way so I temporarily switched it back to the original way and now it works perfectly no framerate lag.
Computers are weird :mystery:
Thought I'd skip the lurking I usually do in these kinds of threads as somebody told me I should post this here so, here we go:
[video=youtube;FbK6GTk_s64]https://www.youtube.com/watch?v=FbK6GTk_s64[/video]
A very rough 2D game runtime thingie with something you could call an embedded editor, really just a prototype. Uses SAT with AABBs atm for collision, I should probably switch that to something Minkowski based as SAT doesn't really fly too well with fast moving objects as soon as the collision volumes get thin, but as implementing manifold generation with the SAT approach cost me most of my night due to some silly mistakes I made I just left that in for now.
Coded in C++ using dear imgui for the interface (and as a matter of fact even for the "sprites") with SDL2 for window and input handling and DX11 for the rendering. Probably should switch that out for Vulkan soon to make it run on Linux as well, as I don't really want to touch OpenGL anymore.
Apologies for the awkward cough at the end. I didn't realize my mic was on until I'd uploaded the video.
So partially because I think it'd be neat and partially because I think it would annoy people, I want to use a fake assembly language from scripting in my game. a handful of instructions to execute, for stuff like dialogue and other events
[QUOTE=Torrunt;50389200]It normally only takes a screenshot of the game, it only took one of file explorer because it crashed at startup. The problem with changing it to be off by default is that most people won't notice or bother to tick the box to include one since it's on a separate tab in the crash reporter. The crash reporter doesn't give me that much information to go on, so screenshots can really help me out sometimes.[/QUOTE]
User privacy > ease of debugging.
I don't know about other people, but there is no way I would trust a developer if I found out one of their games took screenshots without my permission. "normally only takes a screenshot of the game" isn't good enough.
[QUOTE=roastchicken;50389936]User privacy > ease of debugging.
I don't know about other people, but there is no way I would trust a developer if I found out one of their games took screenshots without my permission. "normally only takes a screenshot of the game" isn't good enough.[/QUOTE]
Well it is with your permission. If you don't read the dialogue box, it's your fault
[QUOTE=Torrunt;50389200]It normally only takes a screenshot of the game, it only took one of file explorer because it crashed at startup. The problem with changing it to be off by default is that most people won't notice or bother to tick the box to include one since it's on a separate tab in the crash reporter. The crash reporter doesn't give me that much information to go on, so screenshots can really help me out sometimes.[/QUOTE]
You should put the info that it took a screenshot front and center on the crash reporter and give the user a button that shows the screenshot, so they can decide if there is information there that they don't want to send.
[QUOTE=roastchicken;50389936]User privacy > ease of debugging.
I don't know about other people, but there is no way I would trust a developer if I found out one of their games took screenshots without my permission. "normally only takes a screenshot of the game" isn't good enough.[/QUOTE]
The only time it ever crashes at startup is if it fails to initialise steam (ie: not an official copy of the game). That was the first screenshot of file explorer I've gotten with a crash report for the game.
[QUOTE=nutcake;50389987]You should put the info that it took a screenshot front and center on the crash reporter and give the user a button that shows the screenshot, so they can decide if there is information there that they don't want to send.[/QUOTE]
I would if I made the crash reporter but I'm just using CrashReporter.NET. If someone has a suggestion for a better one, maybe I'll change it. I was thinking about trying to use the steamworks crash reporter but there's no implementation of it in Steamworks.Net at the moment, so I'll have to figure that out.
my 3d games development project is "done". only one of the 5 powerups work and its a bit janky all round but when you have 2 other group members and youre the only one who knows how to program you do your best.
i made so much progress today on it (because this is the last day i can work on it, going away on holiday) if i had done this on any other day i could have polished it for the rest of the time i had left. i changed the character from the default unity "Ethan" to a man in a suit i got off the assets store, made the game really funny to play.
[t]http://i.imgur.com/UGAyyIx.jpg[/t]
[t]http://i.imgur.com/h79spY3.jpg[/t]
[QUOTE=Nigey Nige;50388263]I swear like 90% of programmers I've come across are called Zach or Lucas[/QUOTE]
You mean Matt, right?
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