[QUOTE=Torrunt;49815750]What the hell, [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=614174203"]my game[/URL] just got greenlit. It's been stuck around 1,000 total votes (and 50% to the top 100) for 24 days and just got greenlit randomly, several hours after I posted an update. Even though there was no increase at all in the amount of visits or votes to the greenlight page. Not that I'm complaining... It just seems a bit weird.
I was planning on making it so you unlock hats. Once you unlock on either by picking it up (common hats) or doing an achievement (special hats); you can buy it at the Hat Dealer. Steam Market wouldn't really work with that system.[/QUOTE]
Maybe they were waiting to see that the game wasn't abandoned. Pretty interesting.
[QUOTE=Torrunt;49815750]What the hell, [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=614174203"]my game[/URL] just got greenlit. It's been stuck around 1,000 total votes (and 50% to the top 100) for 24 days and just got greenlit randomly, several hours after I posted an update. Even though there was no increase at all in the amount of visits or votes to the greenlight page. Not that I'm complaining... It just seems a bit weird.
I was planning on making it so you unlock hats. Once you unlock on either by picking it up (common hats) or doing an achievement (special hats); you can buy it at the Hat Dealer. Steam Market wouldn't really work with that system.[/QUOTE]
Grats on the greenlight!
And yeah, the steam community market part was just a joke :v:
[QUOTE=Asgard;49817447]Are there any OS projects yet that use [URL="https://blogs.msdn.microsoft.com/vcblog/2015/12/03/c-modules-in-vs-2015-update-1/"]C++ Modules[/URL]?[/QUOTE]
Considering MSVC got modules like a month ago (and it has huge issues that might have been fixed in update 2) and Clang's implementation hasn't been updated in basically over a year (apart from some small bugfixes), and their unstable and non standard nature basically makes it a no go for any sort of serious or long lasting project.
[QUOTE=Torrunt;49815750]What the hell, [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=614174203"]my game[/URL] just got greenlit. It's been stuck around 1,000 total votes (and 50% to the top 100) for 24 days and just got greenlit randomly, several hours after I posted an update. Even though there was no increase at all in the amount of visits or votes to the greenlight page. Not that I'm complaining... It just seems a bit weird.
I was planning on making it so you unlock hats. Once you unlock on either by picking it up (common hats) or doing an achievement (special hats); you can buy it at the Hat Dealer. Steam Market wouldn't really work with that system.[/QUOTE]
It isn't fully automated, somebody at valve just goes through the top ~hundred once a month.
First real correct result after 6 months of programming
[IMG]http://i.imgur.com/ZGE1uRW.png[/IMG]
The center thing is the DC term of the (reconstructed) hologram, basically if you shine the reference laser beam through a hologram, part of it will go right through. That's the square you can see. There's a dice in the lower left corner somewhere, the contrast is so fucking bad :v:
So next up is creating a slider that allows you to select an intensity range, or preferably it does that automatically but that's an entire thing on its own. Any suggestions for a simple GUI library that allows sliders? Currently using GLFW for window-management. Tried nanogui but it has little documentation on including it in my VS project and it seems to be 32-bit only and my project is an x64 build.
[QUOTE=Number-41;49817955]Any suggestions for a GUI library that does this?[/QUOTE]
GTK2?
[t]http://i.imgur.com/3bwlyKO.jpg[/t]
[QUOTE=tisseman890;49809872]That's not a bad idea actually, It just depends on cloudflare not fucking with me, when calling with a page with AJAX.
Gave it a look, and actually looks pretty doable, and I can actually access the V8 engine directly from the java code, so it should be possible to port it.
EDIT: Looked a bit more into it, and I can see my Java skills aren't sufficient to port it sadly. So I'll continue to do it the way I'm doing it now.[/QUOTE]
Here is how I do this (on a pc): When the app starts I start phantomjs to load website, retrieve cloudflare protection cookie and then I supply this cookie with all requests to website. You can do the same if there is a way to get a cookie out of a browser control on an android.
Started using boost's metaprogramming library, and it's good when it compiles but its a horrible nightmare that I don't know how to fix when it doesn't. Anyone have any solid experience with it?
I decided to play around with a physics library.
It's almost sort of not quite flawless.
[vid]https://dl.dropboxusercontent.com/u/99717/OpenGL/PhysicsTowers.webm[/vid]
snip
Not only is that unhelpful, but it's entirely opinionated and worthless.
[QUOTE=mojangsta;49819424][/QUOTE]
C++ is made with lots of appliances in mind.
If you're making something really low level like a kernel, you won't need a lot of features, so it may indeed be called "too cluttered" for a kernel. However, basing your whole opinion of C++ on experiences while writing a kernel using it is simply not objective - aka the qoute doesn't fit.
[QUOTE=mojangsta;49819424]quote from 2007[/QUOTE]
is this waywo's equivalent of shitposting?
[QUOTE=No_0ne;49819703]is this waywo's equivalent of shitposting?[/QUOTE]
I don't believe the age of a qoute makes it invalid as long as the context fits & it was at least a right qoute for its time. I felt the need to explain it to him though, considering he might just not know better.
Edit: Welp pageking. I'm taking a look at possible code execution affecting all source engine versions including source 2 ( It shares a lot of code with normal source )
[IMG]http://i.imgur.com/DAsDrDQ.png[/IMG]
You can bitch about the instability and poor design choices of pretty much any language. C++ is not a special case of shitty. Part of your skillset as a developer is being able to work around the limitations of your tools.
[QUOTE=Protocol7;49819802]You can bitch about the instability and poor design choices of pretty much any language. C++ is not a special case of shitty.[/QUOTE]
Might wanna add - lots of instability and issues with portability actually originate from the compiler, not the language itself.
snip
thanks
[QUOTE=Leystryku;49819786]I don't believe the age of a qoute makes it invalid as long as the context fits & it was at least a right qoute for its time. I felt the need to explain it to him though, considering he might just not know better.
Edit: Welp pageking. I'm taking a look at possible code execution affecting all source engine versions including source 2 ( It shares a lot of code with normal source )
[IMG]http://i.imgur.com/DAsDrDQ.png[/IMG][/QUOTE]
a lot of Source2 stuff is shared yeah but a most of the interfaces are different iirc. Was playing around awhile back to make my own source2 mod but it fell short.
[url]https://copy.com/r6W3SMGUReDD[/url]
My source engine client can now listen to voicechat ( even though a bit buggy :v: )
warning: fuzzing noise
[QUOTE=Number-41;49817955]First real correct result after 6 months of programming
[IMG]http://i.imgur.com/ZGE1uRW.png[/IMG]
The center thing is the DC term of the (reconstructed) hologram, basically if you shine the reference laser beam through a hologram, part of it will go right through. That's the square you can see. There's a dice in the lower left corner somewhere, the contrast is so fucking bad :v:
So next up is creating a slider that allows you to select an intensity range, or preferably it does that automatically but that's an entire thing on its own. Any suggestions for a simple GUI library that allows sliders? Currently using GLFW for window-management. Tried nanogui but it has little documentation on including it in my VS project and it seems to be 32-bit only and my project is an x64 build.[/QUOTE]
Nanogui uses CMake you should be able to generate a x64 project by setting your generator to something like "Visual Studio 14 Win64"
[t]http://i.imgur.com/LP2W5Ya.png[/t]
Began working on the 'text adventure' component of my 2d/3d/text adventure mashup game. Trying to get it right. This is just a few hours of prototyping, but I already have tab completion, environments you can move around in, and commands that do things. Tomorrow is variable commands and inventory, whoo :D
Edit:
The setup is pretty simple too:
[t]http://i.imgur.com/Wu0xK9X.png[/t]
[QUOTE=Sidneys1;49822910][t]http://i.imgur.com/LP2W5Ya.png[/t]
Began working on the 'text adventure' component of my 2d/3d/text adventure mashup game. Trying to get it right. This is just a few hours of prototyping, but I already have tab completion, environments you can move around in, and commands that do things. Tomorrow is variable commands and inventory, whoo :D
Edit:
The setup is pretty simple too:
[t]http://i.imgur.com/Wu0xK9X.png[/t][/QUOTE]
Wouldn't mind seeing the full code for this. I have always been interested in text adventure coding. Do you have it up on github or anything? Its fine if not.
Took a brief break from the swordfighting game
I wrote a vertlet integrated n-body simulation of the solar system. Its not terribly complicated to do, but after watching everything andy weir has ever said on youtube, I thought it would be fun to have a crack at it
Then I wrote a simple function to test a voyager-sized (well, mass) probe being ballistically fired in the direction of earth's travel, and calculate the correct velocity to fire the probe at to intercept with the destination planet. When I say calculate, I mean subdivide the problem space into n parts, then recurse the best match c times, ie optimising for minimum distance between the probe and the target. This happens in time slices of 2 hours
Anyway, its reasonably fast, takes 15 seconds to test an interception of the probe from earth to saturn. Shown in the video is also jupiter in white (with earth in blue, saturn in red, and the probe). Bear in mind, this isn't just close, this is a physical collision between the probe and the planet in question, that's a pretty difficult shot in space
[media]https://youtu.be/prpjOXAm2tY?t=20s[/media]
Everything is completely to scale and, as far as I'm aware, physically accurate, it even should be numerically stable!
I'm planning to adjust the initial impulse to instead be constant acceleration at an angle, although this greatly magnifies the problem space ;_; next up is an adaptive timescale. Because of how stable the vertlet integration is (3rd order or something like that), I can chuck fairly large timesteps at this thing, and still have it be accurate. Then all I need to do is reduce the timestep whenever something is close to something else vaguely interesting, and it should run thousands of times faster. Handy, huh?
Edit:
Sending a probe to the 7th planet from the sun (there's no humour to be had here). Fixed my timesteps so that the probe path-finding timestep runs independently to the initial solar system state generation timestep
[media]https://youtu.be/zE-UdrnrZwE[/media]
Edit 2:
Oh my goodness this is by far the coolest program I've ever written. Going from earth -> neptune, it implicitly finds the gravity assist from jupiter to kick it up to neptune. I've given it absolutely 0 assistance doing this, it found it on its own, completely
[media]https://www.youtube.com/watch?v=6Ane3sBp7Uc[/media]
[URL="https://my.mixtape.moe/wmcwfl.webm"]Added an actual inventory system!
[/URL]Items that are overlapping other items/outside the inventory area are discarded.
cant wait to relive the horrors of resident evil 4's inventory management!
[QUOTE=TH3_L33T;49822928]Wouldn't mind seeing the full code for this. I have always been interested in text adventure coding. Do you have it up on github or anything? Its fine if not.[/QUOTE]
Eventually it will be, once it's not held together with scotch tape and prayers :)
[QUOTE=cam64DD;49823841][URL="https://my.mixtape.moe/wmcwfl.webm"]Added an actual inventory system!
[/URL]Items that are overlapping other items/outside the inventory area are discarded.
cant wait to relive the horrors of resident evil 4's inventory management![/QUOTE]
This looks super cool, keep up the good work!
Ah man, I want to start on a new mobile project. I need a rest api, but not sure what I want to use for the stack..
I really want to go with clojure, but it might be easier to go with ruby / sinatra. Decisions, decisions
Added the ability manage yo budgets with my web app using text messages, but I'm gonna have to rewrite it, what langauges have good image recognition other than c++
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