[QUOTE=helifreak;49563782]Why does the interface turn red though?[/QUOTE]
So I can know when its in play mode
These threads are one of the few things that actually motivate me to program when i don't feel like it.
Here's me misusing my school's 2D C++ engine to draw a perlin noise heightmap.
[t]http://puu.sh/mBIIm/a3c31b5f95.png[/t]
Both generating and rendering it takes way too long, and the engine could do with some lower level calls to the Direct3D API it uses. The final project i'll be using this for doesn't require me to do much with the map however, so i could just write it to a bitmap and load that in after generation. Currently i've set the map generation aside and am working on a procedural character/NPC generator that will provide pre-calculated vectors to draw all their animations.
I participated in a 48-hour game jam a few days ago in a team of four.
The end result was a game where you slaughter an endless amount of marauding Moomins. We even took the liberty of "borrowing" some voice clips and music from the TV show. I was a bit rusty with Phaser (JavaScript HTML5 library we used to make the game) and on a really unfortunate note everyone except me was unable to come to the jam on the last day, but it still came out pretty well.
[IMG]http://i.imgur.com/8UlKjAq.png[/IMG]
You can play it here right now:
[URL="http://matoking.com/killmuumi"]http://matoking.com/killmuumi[/URL]
Should be simple enough although it's in Finnish: arrow keys to move and X to shoot.
[QUOTE=Nigey Nige;49559842]Extreme Pedestrianism is now basically feature-complete. Tackle your enemies into traffic, jump gracefully over terrifying piles of crates and leap fearlessly into the windscreen of a speeding bus with the help of our THREE (3) (III) SEPARATE KINDS OF JUMP
Bonus: you'll never guess where we're going next
low gravity makes this game very weird[/QUOTE]
How did you go from not having used unity to this is what, a month? :cry:
[QUOTE=AtomiCal;49564272]So I did something yesterday that totally fucked up my work day and made me waste 5 hours debugging an "impossible to debug" issue on Xbox One. My game crashes and doesn't give me a stack trace. Only after searching and debugging for hours did I find one forum post that didn't actually have anything to do with the issue, but triggered some insane flashback in my mind that made me go [I]"Oh you fucking moron. Why did you remove that build setting and forget to put it back"
[/I](For those who are curious, it was related to the number of trampolines in the AOT Compilation Options)
I propose a "Trail of thought" app, for developers. Especially for programmers. Where actions have to be "logged". If something goes bad like, for example, you forget what you've been doing the next day. You can revisit your thoughts.
It's like micrologging, for your brain. Useful for people who like to talk to themselves and people who have to pick up the work of programmers who jumped out of the window.[/QUOTE]
version control dude
How do you guys render your fonts in (py)opengl?
[QUOTE=Asgard;49564755]Even funner when you let the generator set 20 points and 28 connections
[editline]19th January 2016[/editline]
Woot solved it
[editline]19th January 2016[/editline]
I'll add an exit transition and let you guys play soon. Let me know if you're interested so I'm not actually wasting my time :>[/QUOTE]
So how do you generate only planar graphs?
[QUOTE=Handsome Matt;49565369][img]http://i.imgur.com/ao3giBC.png[/img]
annd that's done, fincs on #3dsdev wrote an implementation into libctru and wrote up [URL="https://github.com/devkitPro/3ds-examples/tree/master/graphics/printing/system-font"]this example[/URL] too - 3ds homebrew developers now have access to the native system font and can draw it super easily. :) now I can continue with my gui library using this.[/QUOTE]
Quick question: Does the current evironment (theoretically) give access to the data that's exchanged via StreetPass? If the file format itself is unknown (but not super encrypted) that's fine, I'm just no good at disassembling anything.
Essentially I'm trying to decide whether I should learn (native) programming for the device or not bother with it for now. The wiki wasn't really that helpful yet in this regard.
[editline]20th January 2016[/editline]
[QUOTE=Handsome Matt;49566372]a common way of doing it in GUI systems is to obviously have your bitmap font, draw the glyphs however you want with quads etc.. but draw it to a texture that you can then draw without redrawing all the glyphs.[/QUOTE]
On that note:
The newer Ace Attorney games do the latter, though there's a bug in the one that has a text log where it tries to render [I]n[/I] phrases starting from the oldest and can run out of memory if the text's too long in non-Japanese versions. It doesn't crash, but the newest text log entries stay empty which is very annoying.
At least on PC, rendering whole phrases is also better in that you can properly use vector fonts with subpixel spacing.
[editline]20th January 2016[/editline]
[QUOTE=proboardslol;49562417]What's the difference between being a C# dev and being a .net dev, and can I just get really good at C# and call myself a .net developer?
What if I'm actually doing this on linux/mono
edit: why rate dumb[/QUOTE]
I think normally when people specifically say .NET they mean the standard library/framework, which takes a lot more time to get familiar with than any of the languages targeting it.
Then again, learning .NET without C# may not be the best idea in the first place, since it's so commonly used on the platform.
Mono may not count (yet) since the standard library is much smaller and it actually fails differently in some edge cases (that you normally won't run into, but they exist).
[editline]20th January 2016[/editline]
[QUOTE=Darwin226;49566110]So how do you generate only planar graphs?[/QUOTE]
I'm fairly sure the least computationally intensive reliable way of doing that is creating it in a solved state and then scrambling the point, but I could be mistaken.
[QUOTE=Darwin226;49566110]So how do you generate only planar graphs?[/QUOTE]
He obviously uses the players to find planar graphs.
Poisson solution in high detail (1000 x 1000 grid):
[IMG]http://i.imgur.com/mvdFiF2.png[/IMG]
You can see that the non-uniform sampling of normals has an influence, for sharp turns you will have a more normals per "unit arc length" and it will result in darker areas (i.e. the indicator function is closer to 0). So in a sense if you could sample an infinite amount of normals, the solution would be black-and white and sharply delineated, that would be the ideal solution, of course.
I'm amazed though that this is already sufficient to extract the curve almost perfectly if you just apply [url=http://i.imgur.com/rbII2jK.png] a decent threshold[/url]. If sampling is strongly non-uniform it would be a mess though.
I couldn't get my natural parametrization to work D: but it's not really a priority anyway.
So there's still some weirdness and artefacting going on with the build, but I promised you guys something to play.
[B]Entanglement[/B] [I]the prototype[/I]
I recommend playing the build in full-screen. ( If you'd like to exit, it's alt F4 for now :v: )
[URL="https://mega.nz/#!eEllWSDK!JZQtl548JY6421xKBmWEbeDeFQa7VFkEpx1CgG9IFmI"]Windows build[/URL] | [URL="https://mega.nz/#!eIFlRTKI!Cln0gh2PLTv8c7XoLgTaNPZVZl2LjhXXzYvAsWprgsM"]Linux build[/URL] | [URL="https://mega.nz/#!nMF0wAbZ!iD1hbHiXOTdAi1EH79h4sooocCo4srFKdUro6TWkrnc"]Mac build[/URL]
[IMG]http://i.imgur.com/Z0ceHar.png[/IMG]
[IMG]http://i.imgur.com/v7L3npO.png[/IMG]
[B]Let me know what you think![/B]
I just forgot I didn't add functionality to the pause menu. If you have the old build, just quit the game with alt F4 :v: RERO has its downsides
[QUOTE=Asgard;49566564]So there's still some weirdness and artefacting going on with the build, but I promised you guys something to play. Ignore the lines being bright red at the start, this only happens in the WebGL build.
[B]Entanglement[/B] [I]the prototype[/I]
I recommend either playing the Windows or Linux build in full-screen. If you'd rather not, play the web build. It doesn't look as good unfortunately.[/QUOTE]
This could be a really good mobile game, just needs a better score system
[QUOTE=galimatias;49566712]This could be a really good mobile game, just needs a better score system[/QUOTE]
Thanks, that's the plan! What would you suggest?
[QUOTE=Number-41;49566523]Poisson solution in high detail (1000 x 1000 grid):
[IMG]http://i.imgur.com/mvdFiF2.png[/IMG]
You can see that the non-uniform sampling of normals has an influence, for sharp turns you will have a more normals per "unit arc length" and it will result in darker areas (i.e. the indicator function is closer to 0). So in a sense if you could sample an infinite amount of normals, the solution would be black-and white and sharply delineated, that would be the ideal solution, of course.
I'm amazed though that this is already sufficient to extract the curve almost perfectly if you just apply [url=http://i.imgur.com/rbII2jK.png] a decent threshold[/url]. If sampling is strongly non-uniform it would be a mess though.
I couldn't get my natural parametrization to work D: but it's not really a priority anyway.[/QUOTE]
It's beautiful. I wish I could do stuff like that.
[QUOTE=Asgard;49566714]Thanks, that's the plan! What would you suggest?[/QUOTE]
Maybe a timer or something, a score based on how long you take that is coupled with the amount of moves you perform.
I think it looks really cool btw.
[QUOTE=Handsome Matt;49566576]The protocol is entirely encrypted using the 3DS' AES hardware implementation as far as I can tell - it's more than possible to implement it in software, but I don't think anyone has done so yet. You'd have to write your own implementation of communicating with the [URL="https://www.3dbrew.org/wiki/NWM_Services"]NWM Services[/URL], most of it can be figured out from disassembles of commercial games and running them through emulators.[/QUOTE]
I don't think that's it (except the encryption, probably). Don't the standard applications store their StreetPass data somewhere and then let the system handle the sending/receiving of those data packets in stand-by mode?
The thing I'd like to do is grab the current Swapnote/Nintendo Letter Box letter from that program's StreetPass "outbox" and put it into another system's "inbox".
(I used to exchange letters with my sister quite often, before they shut down the SpotPass service. I'd like to try to send them via email even if that's far from enough to restore the ability to reply directly.)
[editline]20th January 2016[/editline]
I found the right API I think ([URL="https://www.3dbrew.org/wiki/CECD_Services"]CECD[/URL]), but it's definitely not documented enough for me at this point. It would also depend on both ReadSendingData and Set/AddSavedData existing at all, unless user mode apps can read/write that otherwise.
[QUOTE=Nigey Nige;49559842]Extreme Pedestrianism is now basically feature-complete. Tackle your enemies into traffic, jump gracefully over terrifying piles of crates and leap fearlessly into the windscreen of a speeding bus with the help of our THREE (3) (III) SEPARATE KINDS OF JUMP
[media]http://www.youtube.com/watch?v=3MJjj4uomZw[/media]
Bonus: you'll never guess where we're going next
[img]http://i.imgur.com/7uTHW2E.jpg[/img]
low gravity makes this game very weird[/QUOTE]
suggestion: rename to "Russia Simulator 2016"
Seeing migi0027's engine enspired me to start working on some more rendering stuff again. Ever since I rebuilt my engine using glfw instead of Qt's opengl wrapper, I hadn't managed to get SSAO working in it, until today (mostly).
Now that I have this handy console (which will still get even handier in the future), debugging various post processing effects is easier:
[quote][vid]https://my.mixtape.moe/qdtieu.mp4[/vid][/quote]
Its just a shame that applying ssao drops my framerate to 30.
I'm making a 3d gpu volume cellular thing. This is conway with 5766 rules
[IMG]http://i.imgur.com/1X40iZP.gif[/IMG]
[editline].[/editline]
The ugly love 2d code -> [url]https://github.com/Polkm/shader-brain[/url]
Hey! I finally have some info related to what I'm working on! For the past 6 months or so I've put aside pretty much all side (read: fun) projects to work on an app marketed towards businesses that helps transition a largely untapped pen-and-paper industry to online databases. I've got a working website which allows for multiple companies to operate on the same host website (i.e. all customers will interact with the data online at mywebsite.com) by specifying a company code, they can manage their users and customers data with a simple but effective permissions system, view business statistics and even do some rudimentary GPS-based loss-prevention stuff as well! I'm just about done with the Android app once I finish adding an "offline" mode that allows users to access all of their relevant and important data without an internet connection, and then I just need to finish the iOS app and I'll get to ship my first big boy product! Obviously I'm being a bit vague about what the app is itself because, well, I don't want to blow it by giving away my business idea, but we already know there is widespread demand, no competition and proven savings for customers, so I think it'll be at least moderately successful! In the next month or two we'll be getting our legal stuff in order and reaching out to clients to begin a soft launch while we take suggestions and bug reports and it's all really exciting! Once we're actually at market I'll have more visual stuff to show off but for now I just wanted to post something that actually pertains to WAYWO lol.
[QUOTE=Asgard;49566564]So there's still some weirdness and artefacting going on with the build, but I promised you guys something to play. Ignore the lines being bright red at the start, this only happens in the WebGL build.
[B]Entanglement[/B] [I]the prototype[/I]
I recommend either playing the Windows or Linux build in full-screen. If you'd rather not, play the web build. It doesn't look as good unfortunately.
[URL="https://mega.nz/#!3M0wRIoB!zmVdJQJ5-iUGAzUkp_rvGTzsoLvZkZj6tPEXjG4PrAY"]Windows build[/URL] | [URL="https://mega.nz/#!XQdmHILL!m2zk40tCUTrUeXHR9Ly-WsLMZSsB1vYDX_fA2IpNhx8"]Linux build[/URL] | [URL="https://cptasgard.github.io/EntanglementGame/"]Web[/URL]
[B]Let me know what you think![/B][/QUOTE]
Set a minimum distance that nodes can spawn near other nodes
[editline]20th January 2016[/editline]
Make nodes collide
[QUOTE=proboardslol;49567502]suggestion: rename to "Russia Simulator 2016"[/QUOTE]
dunno if i want potential customers dwelling on human rights abuses when they should be buying my wacky game about roads
[editline]20th January 2016[/editline]
Also I'm trying to come up with a super simple way to protect the camera from clipping into objects and the ground but it's confusing me a bit. I was thinking about casting a ray towards the player and lerping closer if there's something in the way. Does that sound dumb?
[QUOTE=Tamschi;49566374]Mono may not count (yet) since the standard library is much smaller and it actually fails differently in some edge cases (that you normally won't run into, but they exist).[/QUOTE]
Oh [B]of course[/B] you will run into them, 10 minutes into my first actual mono project and i ran into such a case with sockets. Mono is a bitch to work with.
[editline]20th January 2016[/editline]
And with compression.
I just got ProBuilder, and I'm in love. It is going to save me a lot of time with most of the level design.
[img]http://i.imgur.com/7PqoQfl.png[/img]
My only complaint is that it doesn't have a way to customize where created objects first go, like how the 3D cursor in Blender works. They always go to the origin. There's a preview centering option, but it's not precise enough.
Sand games again!
[img]http://vgy.me/iL4Ljk.png[/img]
No videos yet, but if you've seen sand games before then you know what it looks like in motion.
This one is modelled heavily on Owen Piette's wxSand. So far it has element properties (gravity, slip, density, conductivity, etc), interactions ('neighbor' in wxSand), decays ('self' in wxSand), and energy buildup/transfer. This means the game is currently only missing the features added in the newer versions of wxSand, which include two explosion types (pexplosion and explosion) and items. I'm going to add pexplosions soon as they are quite simple, and the others will come shortly afterwards.
I've designed the physics to be as close as possible to wxSand, and mine is fully compatible with the mod format used in wxSand (meaning all wxSand mods can be run through my game, and produce more or less the same results.)
Written in C++ with OpenGL and imgui, runs on both Windows and Linux. The code is in a private git repository at the moment, but I will make it public before long.
[editline]:o[/editline]
I've just noticed the separator between the pen size buttons and element list is in the wrong place.
I've though about making a falling sand game with CUDA just to see how ridiculous it looks with billions of particles, can't be arsed though.
An off-by-one error crept into my bank switching code for my NES emu last night.
Only some games were affected (which was [I]really[/I] fun to debug).
It really screwed with Zelda 2 - here's what it looked like:
(no sound yet - I'm working on it!)
[video=youtube;0p2WUdZZ0wY]https://www.youtube.com/watch?v=0p2WUdZZ0wY[/video]
For any Scandinavians (or anyone really), Bjarne Stroustup is doing an AMA on /r/denmark today: [url]https://www.reddit.com/r/Denmark/comments/41ud0w/jeg_er_bjarne_stroustrup_datalog_designer_af_c/[/url]
[QUOTE=Dr Magnusson;49570550]For any Scandinavians (or anyone really), Bjarne Stroustup is doing an AMA on /r/denmark today: [url]https://www.reddit.com/r/Denmark/comments/41ud0w/jeg_er_bjarne_stroustrup_datalog_designer_af_c/[/url][/QUOTE]
Nice! If I could understand anything.
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