• What are you working on?
    5,004 replies, posted
[t]http://i.imgur.com/IFJ6BEI.png[/t] [vid]https://zippy.gfycat.com/OfficialThoseEgret.webm[/vid] [url]https://www.shadertoy.com/view/XsK3Rd[/url] Its a 3D version of [url=https://www.shadertoy.com/view/Msy3R3]this shader[/url] I posted the other day using volumetric ray casting and hacky simulated 3D textures.
[QUOTE=Map in a box;49779607]Whats the consensus on whether or not WoW server emulation is considered warez? Agree if it is, disagree if its not.[/QUOTE] Emulating anything usually isn't warez, but distributing the games themselves usually is warez.
So apparently in iOS, if you have a UIScrollView and a UITextField near the bottom, you have to manually adjust the bounds and scrolling offset of the UIScrollView when the keyboard is shown/hidden in order to prevent your content from being hidden by the system's keyboard.. Who comes up with this shit? Yet another case where Android does this automatically and without issue, yet I'm stuck reading StackOverflow solutions to a trivial issue that apparently has like 9 different ways of accomplishing the same thing on iOS, all because they deemed it unnecessary to.. you know, not block content with the keyboard?? I'm convinced Apple engineers are just trolling developers at this point.
[img]http://i.imgur.com/RCjwAyi.gif[/img] parallax layers! the scrolling isn't 100% correct yet though edit: now it is
Implemented a self-organizing map that attempts to solve a TSP problem! [vid]https://dl.dropboxusercontent.com/u/3843429/ShareX/2016/02/2016-02-21_01-02-28.mp4[/vid]
[img]http://i.imgur.com/xVWd1Gn.gif[/img]
god that would make a lovely background
Today I completely rewrote my csgo highligts generator to make it actually useful. You can now specify some settings and it now outputs all the highlights from your demos to a json file for easier consumption. You can also feed that output json to a bind generator I wrote, which makes it really easy for you to step through all your highlights in game. left: output.json right: the generated csgo binds [t]http://i.imgur.com/sctzSNV.png[/t] It also has a github [URL="https://github.com/LennyPenny/highlighter-go"]repo[/URL] now
!! Names are now transferred across the network to all the other clients. Philip is an offline client (and has a static name), whereas 20k-dev + scrublord are multiplayer clients (names loaded from a settings file). It turns out sfml doesn't enjoy rendering a 0 length string, which broke everything before [IMG]https://dl.dropboxusercontent.com/u/9317774/names.PNG[/IMG]
[QUOTE=Map in a box;49779607]Whats the consensus on whether or not WoW server emulation is considered warez? Agree if it is, disagree if its not.[/QUOTE] Compatibility is explicitly exempt from intellectual property law in the EU and you may even decompile proprietary software for this specific purpose. (Patents are a slightly different matter, though you can't patent file formats here either.) It's probably a bit less permissive in the US, but a custom server doesn't break any laws as long as you don't also infringe on trademarks. [editline]21st February 2016[/editline] [QUOTE=Flyguy13;49779799][...] hacky simulated 3D textures.[/QUOTE] That might be why it just flickers wildly for me at first and then creates some kind of fine moving pattern. (Firefox, GTX 580)
Had 544 MP4s I ripped from YouTube a while ago I wanted as MP3 because they were just static images with music. FFmpeg would have handled that fine but I wanted a thumbnail embedded as the cover art. Thumbnail detection is annoying when half of them fade in, half don't and one of them is [URL="http://i.imgur.com/nQKBwft.jpg"]90% black[/URL] so it gets detected as black the whole video. [t]http://i.imgur.com/lFSwvjl.png[/t] Disk was only at 50%, clearly I need a newer i7.
I'm still spamming water- [img]http://i.imgur.com/vVsoUYy.gif[/img]
[QUOTE=helifreak;49783377]Had 544 MP4s I ripped from YouTube a while ago I wanted as MP3 because they were just static images with music. FFmpeg would have handled that fine but I wanted a thumbnail embedded as the cover art. Thumbnail detection is annoying when half of them fade in, half don't and one of them is [URL="http://i.imgur.com/nQKBwft.jpg"]90% black[/URL] so it gets detected as black the whole video. [t]http://i.imgur.com/lFSwvjl.png[/t] Disk was only at 50%, clearly I need a newer i7.[/QUOTE] Grab a single frame from the middle of the video
.NET Tasks are so disappointing. I have no idea how some of these decisions make sense. For example, why WHY does an async method that's not called with await ever execute immediately? Wouldn't it be much better/clearer/simpler to have a guarantee that invoking a method and getting a Task<T> result is always a pure action? So you don't have unintuitive behavior such as [code]var tasks = new []{1, 2, 3}.Select(functionTurningIntsToTasks);[/code] not doing anything but then [code]tasks.Count()[/code] suddenly doing stuff? Also, why doesn't ContinueWith have an overload that takes an asynchronous continuation? How is this not the most common use case ever?
[QUOTE=JohnnyOnFlame;49783511]I'm still spamming water- [img]http://i.imgur.com/vVsoUYy.gif[/img][/QUOTE] niice
[QUOTE=Tamschi;49782997]Compatibility is explicitly exempt from intellectual property law in the EU and you may even decompile proprietary software for this specific purpose. (Patents are a slightly different matter, though you can't patent file formats here either.) It's probably a bit less permissive in the US, but a custom server doesn't break any laws as long as you don't also infringe on trademarks. [editline]21st February 2016[/editline] That might be why it just flickers wildly for me at first and then creates some kind of fine moving pattern. (Firefox, GTX 580)[/QUOTE] That just exempts you from laws against reverse engineering, DRM circumvention is still explicitly illegal by Copyright Law
[QUOTE=Darwin226;49783533].NET Tasks are so disappointing. I have no idea how some of these decisions make sense. For example, why WHY does an async method that's not called with await ever execute immediately? Wouldn't it be much better/clearer/simpler to have a guarantee that invoking a method and getting a Task<T> result is always a pure action? So you don't have unintuitive behavior such as [code]var tasks = new []{1, 2, 3}.Select(functionTurningIntsToTasks);[/code] not doing anything but then [code]tasks.Count()[/code] suddenly doing stuff? Also, why doesn't ContinueWith have an overload that takes an asynchronous continuation? How is this not the most common use case ever?[/QUOTE] I do believe .Select isn't going to execute because it's just storing the query you've created. When you call .Count it is actually going to enumerate over the query, hence doing things. Tamschi is probably going to write you well-educated response soon though. I think it's called deferred execution. Edit: This was a good refresher I just read through, [url]http://blogs.msdn.com/b/charlie/archive/2007/12/09/deferred-execution.aspx[/url]
[QUOTE=Naarkie;49783523]Grab a single frame from the middle of the video[/QUOTE] That would be too easy. I just grab a frame every 3 seconds in until it's not dark any more and go with 10 seconds in if it goes past the end.
[QUOTE=Proclivitas;49783726]I do believe .Select isn't going to execute because it's just storing the query you've created. When you call .Count it is actually going to enumerate over the query, hence doing things. Tamschi is probably going to write you well-educated response soon though. I think it's called deferred execution. Edit: This was a good refresher I just read through, [url]http://blogs.msdn.com/b/charlie/archive/2007/12/09/deferred-execution.aspx[/url][/QUOTE] Yes, this is how it works and that's fine. You have to make sure the function you're using in Select doesn't have side effects since it's a bit hard to manage when those actually get run. The problem is that the Task API doesn't let you manage them. A function returning a Task might be pure, or might start execution immediately making it impure. Concretely, my usecase was taking an array of pictures, converting each one into a task that sends it to a remote host, then chunking up the list of tasks and executing them in batches. The problem is that the chunking evaluated the list and the tasks began executing immediately which is exactly what I want to avoid. This should never happen.
[QUOTE=helifreak;49783377] Disk was only at 50%, clearly I need a newer i7.[/QUOTE] Use your GPU?
[video=youtube;-6oLEGEM3fs]https://www.youtube.com/watch?v=-6oLEGEM3fs[/video] you can pick up and use weapons. there is a subtle screen shake and gunsmoke, whoo! Overall, I'm really happy with how this is going. I have decided that each weapon will have a unique mechanic. Revolvers, for instance, can be "~fanned~". By right-clicking two times before the refire time expires, you can "fan" the revolver and nullify the refire time. There is no limitation to this, so if you've got quick fingers, you can shoot it like its a machine gun. The bad side? Right clicking once or more than two times and pulling the trigger will jam the gun, resulting in a far longer refire time. Also i have an idea for an inventory system, so i'll swap that shitty inventory for something coolio.
[QUOTE=Elec;49783956]Use your GPU?[/QUOTE] MP3 encoding doesn't multi thread well (unless you turn off the bitpool but the quality suffers), most multi threaded MP3 encoders actually encode multiple files at once as I have rather than have multiple threads per file.
[QUOTE=helifreak;49784236]MP3 encoding doesn't multi thread well (unless you turn off the bitpool but the quality suffers), most multi threaded MP3 encoders actually encode multiple files at once as I have rather than have multiple threads per file.[/QUOTE] No, use a single core per MP3, with these 700 cores you have on the GPU it's going to be most likely faster than sequentially doing it on the CPU as you can, basically, encode all the MP3s at once.
[QUOTE=JohnnyOnFlame;49783511]I'm still spamming water- [img]http://i.imgur.com/vVsoUYy.gif[/img][/QUOTE] What system is that? I don't recall Windows having window borders like that, and it actually looks really comfy.
[QUOTE=mastersrp;49784791]What system is that? I don't recall Windows having window borders like that, and it actually looks really comfy.[/QUOTE] Probably a linux desktop enviorment
[QUOTE=mastersrp;49784791]What system is that? I don't recall Windows having window borders like that, and it actually looks really comfy.[/QUOTE] Not the author, but AFAIK it's the inner windows of EVALDRAW
I'm going fucking insane trying to figure out what the hell is going on here. It seems that, sometimes, when fetching an inventory from the Steam WebAPI, we're getting the wrong user's inventory. I can't reproduce it at-will, so my debugging is basically waiting for the bots to message me on Steam that something fucked up. I've narrowed it down to the fuckup happening sometime after receiving the json response from the WebAPI, but before the Inventory is returned. My top theories right now are that Steam itself is fucking up BAD (unlikely) or there's some really, really, really weird memory corruption shit going on with mono; something to do with fucked up multithreading perhaps.
[QUOTE=cam64DD;49784013]-video- you can pick up and use weapons. there is a subtle screen shake and gunsmoke, whoo! Overall, I'm really happy with how this is going. I have decided that each weapon will have a unique mechanic. Revolvers, for instance, can be "~fanned~". By right-clicking two times before the refire time expires, you can "fan" the revolver and nullify the refire time. There is no limitation to this, so if you've got quick fingers, you can shoot it like its a machine gun. The bad side? Right clicking once or more than two times and pulling the trigger will jam the gun, resulting in a far longer refire time. Also i have an idea for an inventory system, so i'll swap that shitty inventory for something coolio.[/QUOTE] When can I buy this?
is there any resource for making images nearly identical to Steam message notifications? I want fake steam messages to pop up in the game I'm working on. [editline]21st February 2016[/editline] at the very least I know I can change my name and ava to what I want it to be and manually send myself the messages and screencap but it'd be cool if there was a more convenient way to do that.
[QUOTE=Tamschi;49782997]Compatibility is explicitly exempt from intellectual property law in the EU and you may even decompile proprietary software for this specific purpose. (Patents are a slightly different matter, though you can't patent file formats here either.) It's probably a bit less permissive in the US, but a custom server doesn't break any laws as long as you don't also infringe on trademarks. [/QUOTE] Blizzard is rather permissive about it for some reason, [url]https://github.com/TrinityCore/TrinityCore[/url] and whatnot are all fully documented and everything with no takedown notices from what I can see. I'm also a paying customer, so yeah. I'm just going to be binding Lua to trinity.. after I can stop playing WoW for long enough, of course. [editline]21st February 2016[/editline] [QUOTE=Cold;49783634]That just exempts you from laws against reverse engineering, DRM circumvention is still explicitly illegal by Copyright Law[/QUOTE] The only thing against the blizzard ToS is emulating the Battle.NET protocol for (from what I can see) purposes of doing something you aren't paying for
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