like i wish i had more time, i'd put in silly sound effects and voices. its so fucking funny playing this game, the way the ai works how they sometimes run past a power up then turn around to pick it up. and they look so serious
[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]
Tell us more about how to avoid being a "good little boy" programmer.
[QUOTE=geel9;50390816]Tell us more about how to avoid being a "good little boy" programmer.[/QUOTE]
Oh my god get a room already.
[B]edit:
[/B]As for what I'm working on, I'm implementing an entity component system based heavily on (read: copied almost verbatim from) the one written and presented by our very own SupahVee.
I've tried writing some games before, but the backend stuff is what really motivates me so usually I'd never get past writing the OpenGL wrapping parts. As it turns out, it's backends all the way down, so I'm happy to be working on something difficult AND new.
I'm so excited. My language now successfully compiles this:
[code]
:import Carbon::{Integer, List, String}.
:diagnostic push.
:diagnostic mode "Module/Definition/MismatchedName" ignore.
module Program.
struct do
test: String;
end
:extern "Program_test".
def test(): Integer
def main(args: List<String>): Integer
do
let a: Carbon::Pointer<Integer>;
let b: String;
let c: String;
let d: String;
a + 1;
d = b.append(c);
Program.test();
return 0;
end
[/code]
into this:
[code]; ModuleID = '__carbon_main'
%struct.carbon_string = type { i64, i8* }
%"Carbon::List<Carbon::String>" = type { i64, %struct.carbon_string** }
declare %struct.carbon_string* @carbon_string_append(%struct.carbon_string*, %struct.carbon_string*)
define i32* @"Carbon::Pointer<Carbon::Integer>.+(Carbon::Pointer<Carbon::Integer>, Carbon::Integer)"(i32*, i32) {
entry:
%2 = ptrtoint i32* %0 to i32
%3 = add i32 %2, %1
%4 = inttoptr i32 %3 to i32*
ret i32* %4
}
declare i32 @Program_test()
define i32 @"Program.main(Carbon::List<Carbon::String>)"(%"Carbon::List<Carbon::String>"* %args) {
entry:
; No predecessors!
%a = alloca i32*
store i32* undef, i32** %a
%b = alloca %struct.carbon_string*
store %struct.carbon_string* undef, %struct.carbon_string** %b
%c = alloca %struct.carbon_string*
store %struct.carbon_string* undef, %struct.carbon_string** %c
%d = alloca %struct.carbon_string*
store %struct.carbon_string* undef, %struct.carbon_string** %d
%1 = load i32** %a
%2 = call i32* @"Carbon::Pointer<Carbon::Integer>.+(Carbon::Pointer<Carbon::Integer>, Carbon::Integer)"(i32* %1, i32 1)
%3 = load %struct.carbon_string** %b
%4 = load %struct.carbon_string** %c
%5 = call %struct.carbon_string* @carbon_string_append(%struct.carbon_string* %3, %struct.carbon_string* %4)
store %struct.carbon_string* %5, %struct.carbon_string** %d
%6 = call i32 @Program_test()
ret i32 0
}[/code]
using LLVM.
[editline]25th May 2016[/editline]
It's still missing a lot of things, like operations on default or extended types, for/while loops, switch statements, library linking, a CLI, and a standard library, but it's getting there.
I managed to put all the AI logic on a separate thread so everything doesn't horrifically stutter when pathfinds become longer. Everything runs much smoother, but the pathfinding itself can still take a long time.
[video=youtube;pvYFNQM4rcc]https://www.youtube.com/watch?v=pvYFNQM4rcc[/video]
I'm thinking of a sort of meta-knowledge structure where certain routes are saved and reused (instead of finding new paths every time) would reduce path finding times significantly. Well used routes could be kept, while routes that are never used could be slowly forgotten by the AI.
[QUOTE=war_man333;50390254]You mean Matt, right?[/QUOTE]
nothing, what's a matta with you
So, I'm back. And I'm doing some cool shit.
After searching the Unity Asset Store for a runtime decal system that I could get without having to sell my kidneys, I found an ancient, very simple, but FREE decal system that some Russian guy made. I downloaded it in an instant. The code was bug-riddled, commented in Russian, and couldn't spawn decals during runtime. But I was determined to transform it into the full-on fluid-splattering machine I required.
Fast-forward a few hours, lots of caffeine, and a ton of vigorous swearing, and I have achieved my goal.
[vid]https://fat.gfycat.com/WindingScholarlyFlatfish.webm[/vid]
[QUOTE=Berkin;50394391]So, I'm back. And I'm doing some cool shit.
After searching the Unity Asset Store for a runtime decal system that I could get without having to sell my kidneys, I found an ancient, very simple, but FREE decal system that some Russian guy made. I downloaded it in an instant. The code was bug-riddled, commented in Russian, and couldn't spawn decals during runtime. But I was determined to transform it into the full-on fluid-splattering machine I required.
Fast-forward a few hours, lots of caffeine, and a ton of vigorous swearing, and I have achieved my goal.
[vid]https://fat.gfycat.com/WindingScholarlyFlatfish.webm[/vid][/QUOTE]
Nice! Are you going to upload it when you're done?
[QUOTE=Nigey Nige;50394641]Nice! Are you going to upload it when you're done?[/QUOTE]
He should definitely sell it on the unity asset store for the low price of two kidneys.
[QUOTE=Nigey Nige;50394641]Nice! Are you going to upload it when you're done?[/QUOTE]
Since it's based on the work of someone else, I don't think it would be right to upload it to the Asset Store.
-snip-
[QUOTE=0V3RR1D3;50395018]I finaly decided to make something in VR so for the past ~hour I have been working on this music visualizer with fireworks because fireworks are cool. The video quality sucks so sorry about that, And also if anyone here has a Vive they know that this looks 100 times better in the headset.
[video=youtube;pQZBZ5l7gzY]http://www.youtube.com/watch?v=pQZBZ5l7gzY[/video][/QUOTE]
[IMG]http://i.imgur.com/0zhftAn.png[/IMG]
[QUOTE=HappyHead;50395040][IMG]http://i.imgur.com/0zhftAn.png[/IMG][/QUOTE]
Rip Audio. Just seek through the video, You'll get the idea.
[QUOTE=0V3RR1D3;50395055]Rip Audio. Just seek through the video, You'll get the idea.[/QUOTE]
I cant even watch the video
[QUOTE=HappyHead;50395065]I cant even watch the video[/QUOTE]
Thats weird, Youtube normally just mutes audio of copyrighted content
[QUOTE=0V3RR1D3;50395018]I finaly decided to make something in VR so for the past ~hour I have been working on this music visualizer with fireworks because fireworks are cool. The video quality sucks so sorry about that, And also if anyone here has a Vive they know that this looks 100 times better in the headset.
[video=youtube;pQZBZ5l7gzY]http://www.youtube.com/watch?v=pQZBZ5l7gzY[/video][/QUOTE]
[IMG]http://i.imgur.com/NDayh3E.png[/IMG]
Woops, late to the party
Where are you all from :v:
It doesn't work for me and I'm in the UK!
[QUOTE=0V3RR1D3;50395072]Thats weird, Youtube normally just mutes audio of copyrighted content[/QUOTE]
Twitch does that for recordings IIRC but not Youtube.
[editline]26th May 2016[/editline]
[QUOTE=0V3RR1D3;50395085]Where are you all from :v:[/QUOTE]
just upload the mp4 on [URL="my.mixtape.moe"]my.mixtape.moe[/URL] or something
[QUOTE=nutcake;50395099]Twitch does that for recordings IIRC but not Youtube.
[editline]26th May 2016[/editline]
just upload the mp4 on [URL="my.mixtape.moe"]my.mixtape.moe[/URL] or something[/QUOTE]
Alright doing it now
[editline]26th May 2016[/editline]
[QUOTE=0V3RR1D3;50395116]Alright doing it now[/QUOTE]
Here is a little thing I started working on a few hours ago, My first project with the vive. (sorry for quality)
[video]http://my.mixtape.moe/oqqreb.m4v[/video]
[QUOTE=Berkin;50394820]Since it's based on the work of someone else, I don't think it would be right to upload it to the Asset Store.[/QUOTE]
I think he just meant upload it, not necessarily sell it on the asset store.
put it on github or somethin eh
[QUOTE=roastchicken;50395703]I think he just meant upload it, not necessarily sell it on the asset store.
put it on github or somethin eh[/QUOTE]
That is a possibility. I have some improvements to make on it still.
[img]http://files.facepunch.com/garry/f24c0/c5033962.png[/img]
Making my own forum
Implemented a super simple collision system using my entity component system in no time at all, and it ties in so easily with everything else. Add to that the animation/model system that supports multiple layers and a render system that handles all the depth sorting, things are really starting to come together:
[IMG]http://i.imgur.com/mBEWv6B.gif[/IMG]
This is C++ and SFML in case anyone was wondering, by the way.
[QUOTE=garry;50396819][img]http://files.facepunch.com/garry/f24c0/c5033962.png[/img]
Making my own forum[/QUOTE]
Ah yes, the new forum system for Larry's Mod!
[QUOTE=Dr Magnusson;50396825]Implemented a super simple collision system using my entity component system in no time at all, and it ties in so easily with everything else. Add to that the animation/model system that supports multiple layers and a render system that handles all the depth sorting, things are really starting to come together:
[IMG]http://i.imgur.com/mBEWv6B.gif[/IMG]
This is C++ and SFML in case anyone was wondering, by the way.[/QUOTE]
that is some adorabu sprite work
[QUOTE=garry;50396819][img]http://files.facepunch.com/garry/f24c0/c5033962.png[/img]
Making my own forum[/QUOTE]
Please don't remove 60% of features and 90% of subforums this time kthx
[editline]---[/editline]
Custom Forums 2006 - 2009 NEVER FORGET
[QUOTE=Torrunt;50390169]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]
That doesn't excuse it whatsoever. At least display the screenshot in the crash report window so users notice with a reasonable probability.
Or actually check what you make screenshot of. It shouldn't be that hard to grab a specific window only, especially with compositing window managers and I [I]think[/I] a system API that lets you target window screen buffers.
[QUOTE=Tamschi;50397026]That doesn't excuse it whatsoever. At least display the screenshot in the crash report window so users notice.[/QUOTE]
It is in the crash reporter, just on a separate tab. I didn't design the crash reporter and I can't be bothered trying to modify it. I've already changed it to not include a screenshot by default anyway so it doesn't really matter anymore.
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