• What are you working on?
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[QUOTE=DrDevil;49499812]You can now store data in shaders apparently: [url]https://www.shadertoy.com/view/MddGzf[/url][/QUOTE] That digit printing is insane! Apparently this is the first implementation: [url]https://www.shadertoy.com/view/4sf3RN[/url]
[QUOTE=Bambo.;49499861]That digit printing is insane! Apparently this is the first implementation: [url]https://www.shadertoy.com/view/4sf3RN[/url][/QUOTE] That code is ridiculously inefficient for real use though, as the shader unit will run through every branch of every if statement regardless of the values, and just discard the unnecessary values. (This is to insure that a cluster of shader cores can execute the exact same instructions for performance reasons)
[QUOTE=DrDevil;49499812]You can now store data in shaders apparently: [url]https://www.shadertoy.com/view/MddGzf[/url][/QUOTE] Inigo Quilez is constantly my favorite programmer of all time btw
I just made an attempt at making a fragment shader for a pixel emulator. I'm not home to shaders at all though, but it is pretty cool. [url]https://www.shadertoy.com/view/ls3GDX[/url] Having a virtual screen size past your actual display size, or not a multiple of 2 of your screen resolution fucks it up though because I couldn't figure out how to merge the 3 colors together if they all occupy the same fragment.
I'm writing an NES emulator... [img]http://i.imgur.com/4dokjmf.png[/img] Needless to say, everything is rather [b]fucked[/b]. [b]Edit[/b] Hey, at least Dig Dug looks kinda fine... [img]http://i.imgur.com/tl4iib5.png[/img] ...for around 5 frames until it completely shits itself and jams the CPU...
Alright guys, I'm actually going with openFrameworks but I keep getting this error when trying to setup. "Cannot open file 'Ws2_32.lib'" someone please help lol
Shadertoy is pretty fun! [url]https://www.shadertoy.com/view/MscGDX[/url] How do you go about curves in glsl?
it is done [img]http://i.imgur.com/pjB1R3r.jpg[/img]
[QUOTE=seandewar5;49500094]I'm writing an NES emulator... [img]http://i.imgur.com/4dokjmf.png[/img] Needless to say, everything is rather [b]fucked[/b]. [b]Edit[/b] Hey, at least Dig Dug looks kinda fine... [img]http://i.imgur.com/tl4iib5.png[/img] ...for around 5 frames until it completely shits itself and jams the CPU...[/QUOTE] What language are you writing it in? [QUOTE=Verideth;49500155]Alright guys, I'm actually going with openFrameworks but I keep getting this error when trying to setup. "Cannot open file 'Ws2_32.lib'" someone please help lol[/QUOTE] Try not adding it via pragma, but using Linker->Input->Additional Dependencies instead.
[QUOTE=Nigey Nige;49500474]it is done [img]http://i.imgur.com/pjB1R3r.jpg[/img][/QUOTE] No joke, thats awesome [editline]10th January 2016[/editline] [QUOTE=Leystryku;49500499]What language are you writing it in? Try not adding it via pragma, but using Linker->Input->Additional Dependencies instead.[/QUOTE] Alright, thanks will do
[QUOTE=Leystryku;49500499]What language are you writing it in?[/QUOTE] In C++
Well @Leystryku. Thanks a lot! It did do something! But now its generating 622 errors and 23 warnings. I think I may have a corrupted SDK or something? Maybe do a clean reinstall? C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10586.0\um\x64 Thats the SDK I'm linking it to. But yeah dude! We're getting somewhere!
[QUOTE=Verideth;49500583]Well @Leystryku. Thanks a lot! It did do something! But now its generating 622 errors and 23 warnings. I think I may have a corrupted SDK or something? Maybe do a clean reinstall? C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10586.0\um\x64 Thats the SDK I'm linking it to. But yeah dude! We're getting somewhere![/QUOTE] Welcome to C++ :v: Are those linking or compiling errors? [quote]"Cannot open file 'Ws2_32.lib'"[/quote] If you're using the 32 bits library, make sure you're compiling your project in 32 bits.
[QUOTE=MatheusMCardoso;49500631]Welcome to C++ :v: Are those linking or compiling errors? If you're using the 32 bits library, make sure you're compiling your project in 32 bits.[/QUOTE] Linking Thanks for the advice
Mario is kind of fixed! [img]http://i.imgur.com/mplnBlt.png[/img] Seems that my PPU timing was slightly off, but it still freezes after the 3rd frame so...
[QUOTE=DrDevil;49499812]You can now store data in shaders apparently: [url]https://www.shadertoy.com/view/MddGzf[/url][/QUOTE] I've been messing around with this lately. Having multiple float buffers is nice since you don't need to do any hacky bit packing to store precise numbers between frames. 2D Dicrete Fourier Transform ([url]https://www.shadertoy.com/view/MscGWS[/url]) [thumb]http://i.imgur.com/UHdIBeN.png[/thumb] N-Body Gravity Simulation ([url]https://www.shadertoy.com/view/4ddGDB[/url]) [thumb]http://i.imgur.com/FQNAHND.png[/thumb] Lorenz Attractor ([url]https://www.shadertoy.com/view/XddGWj[/url]) [thumb]http://i.imgur.com/fTox3as.png[/thumb]
[QUOTE=Nigey Nige;49499410]I need to rename my game because I'm not sure Road Crossing Simulator 2016 is going to market well. Vote for your favourite: Pedestrian Quest (Programming King) Extreme Pedestrianism (Agree) Look Both Ways (Disagree) Streets Behind (Funny) Hit the Road, Smack (Winner) Motorwhy (Zing) Cross Purposes (Informative)[/QUOTE] "The Other Side"
[QUOTE=chimitos;49501164]"The Other Side"[/QUOTE] That was suggested in early days. Great title, but not really googleable.
I like Motorwhy
hey guys look its another voxel game (warning: no music) [vid]https://my.mixtape.moe/fxycuz.mp4[/vid]
[QUOTE=DrDevil;49499812]You can now store data in shaders apparently: [url]https://www.shadertoy.com/view/MddGzf[/url][/QUOTE] You could always do that. Store the data in a texture - how do you think GPGPU physics engines work?
[QUOTE=Tommyx50;49502051]You could always do that. Store the data in a texture - how do you think GPGPU physics engines work?[/QUOTE] Yeah but I don't think anyone has tried to create a game from just a shader before (or hasn't been successful)
[QUOTE=MatheusMCardoso;49500631]Welcome to C++ :v: Are those linking or compiling errors? If you're using the 32 bits library, make sure you're compiling your project in 32 bits.[/QUOTE] Sorry for the late response, was with family. Anyways, yeah I am using 32 bits.
[QUOTE=Tommyx50;49502051]You could always do that. Store the data in a texture - how do you think GPGPU physics engines work?[/QUOTE] It never was possible in shadertoy though.
[QUOTE=Verideth;49502197]Sorry for the late response, was with family. Anyways, yeah I am using 32 bits.[/QUOTE] Make sure the library was compiled using the same compiler you're using. If i'm not mistaken, different versions of MSVC aren't binary compatible with each other. Also, use this thread instead: [url]https://facepunch.com/showthread.php?t=1446371[/url]
[QUOTE=MatheusMCardoso;49500631]Welcome to C++ :v: Are those linking or compiling errors? If you're using the 32 bits library, make sure you're compiling your project in 32 bits.[/QUOTE] the library usually doesn't care whether or not its 32or 64bit, unless its statically linked. This is the case with winsock.
Got them texture coords working. [vid]http://dslengine.se/polyslice/images/vertcoords.webm[/vid]
[vid]https://my.mixtape.moe/yotapk.mp4[/vid] Not exactly the best but I did it. Made an android game. And finally released some video! Its a platformer that will have over 20 levels. Anyone here know why the ball can go through the walls if you tilt the phone enough? I tried putting a speed limit on it. Yes it also has a collider aswell. Still didn't work. Maybe I didn't setup speed right? TODO : Have ball rotate as you move. Fix the walls Add more levels Add portals Add monsters More to come when I can think of ideas Feedback is needed :^)
[QUOTE=Verideth;49502739][vid]https://my.mixtape.moe/yotapk.mp4[/vid] Not exactly the best but I did it. Made an android game. And finally released some video! Its a platformer that will have over 20 levels. Anyone here know why the ball can go through the walls if you tilt the phone enough? I tried putting a speed limit on it. Yes it also has a collider aswell. Still didn't work. Maybe I didn't setup speed right?[/QUOTE] Presumably the bullet-through-paper problem. Try making your walls thicker and/or your max speed smaller. If you are using a pre-built physics engine, try activating continous collision detection.
Working on a new... programming language. Looks good so far: [t]http://i.imgur.com/L7Z3k6j.png[/t] (It's partially inspired by [URL="https://esolangs.org/wiki/INTERCAL"]https://esolangs.org/wiki/INTERCAL[/URL])
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