[QUOTE=tisseman890;49850044]It's beginning to look like something now.
New things:
- Navigation drawer for the common links like: Home, Read, Events, etc..
- Refresh button
- App uses more facepunch like colors
- Image viewer looks way nicer now (Isn't shown in the video)
- Progressbar that actually shows how much the WebView has loaded
- Crossfading between progress bar and webview
:toot:
[vid]https://my.mixtape.moe/jzndvs.webm[/vid]
I would love to hear some feedback on the overall design!
Edit: Shit, 25$ for a Google Dev account? Then i have to wait some time before I can get the app on google play.[/QUOTE]
Just looking at my account, you can add people with access to specific applications. My account is under my real name so probably not great, if someone has a less specific name then perhaps they can help you?
[QUOTE=ben1066;49850367]Just looking at my account, you can add people with access to specific applications. My account is under my real name so probably not great, if someone has a less specific name then perhaps they can help you?[/QUOTE]
That's actually pretty neat, but I rather have my own account, so I have full control on what happens with the app on Google Play.
Edit: I just remembered, that there is the Amazaon Appstore, I will probably start putting it on there when it is ready.
Or, just distribute the APK on the forums :v:
[vid]http://tatr.cf/uploads/2016-03-02_03-23-13.mp4[/vid]
caiques.
[QUOTE=Map in a box;49850524]Or, just distribute the APK on the forums :v:[/QUOTE]
Was already going to do that :v:
Also, if all goes well, I'm going to upload a alpha version of my app this week, as I need some testing on other phones. :toot:
[QUOTE=tisseman890;49850612]Was already going to do that :v:
Also, if all goes well, I'm going to upload a alpha version of my app this week, as I need some testing on other phones. :toot:[/QUOTE]
Hey. You should try [url=http://hockeyapp.net/]HockeyApp[/url].
We used that to distribute our game to testers and get back reports. It's easier in the long run :)
[QUOTE=tisseman890;49850044]Edit: Shit, 25$ for a Google Dev account? Then i have to wait some time before I can get the app on google play.[/QUOTE]
To be fair, isn't it like $99 A YEAR to sell apps on Apple's store/for IOS?
[QUOTE=NiandraLades;49850782]To be fair, isn't it like $99 A YEAR to sell apps on Apple's store/for IOS?[/QUOTE]
Pretty sure that's to develop Apple applications at all.
[QUOTE=NiandraLades;49850782]To be fair, isn't it like $99 A YEAR to sell apps on Apple's store/for IOS?[/QUOTE]
I am completely okay with the 25$, I'm just broke as fuck for a while. :v:
[QUOTE=Asgard;49835835]I love the Visual Studio task list by the way
[img]http://puu.sh/npAdy/881053bbaa.png[/img][/QUOTE]Wow, they finally fixed it for C++. It only took them a few years....
[QUOTE=Map in a box;49848650]i still need to move from the basic rendering to opengl, although i love how otherwise sdl runs on everything[/QUOTE]
I wish it were possible to "phase in" to OpenGL, so that I could still use features like, say, SDL_ttf. Oh well :(
Been working on refactoring the bitmap loading/saving code in my hobby project [URL=https://github.com/MathiasPius/modil]modil[/URL]
I've implemented (in a way that I am satisfied with) the proper loading and saving of 1, 4, 8, 16 and 24bpp images.
There's still a bunch of organisational issues I'm not entirely sure how I'll solve, like the pixel header also containing channel_translator, color_mask, and some other handy structures that I don't quite know where to put yet.
Right now I'm looking into implementing the bitmapv4 header, which is proving to be quite a challenge, since it involves color space conversions (something I haven't done before), and lots and lots of matrix math, which I'll have to write before I can continue, but it's super exciting.
It's kinda funny how you can set out to do something super simple like loading and saving bitmap images, and end up getting exposed to crazy funky concepts like color space conversion and color quantization (something else I'll need to read up on for generating color palettes).
[QUOTE=Duskling;49851286]I wish it were possible to "phase in" to OpenGL, so that I could still use features like, say, SDL_ttf. Oh well :([/QUOTE]
You can actually use SDL2 for loading textures for use with OpenGL (I used SDL2 for texture loading for a while).
I mean, as long as you tell OpenGL the format they're in when loading them and such, it's no problem at all, you just never turn them into a SDL_Texture and use the SDL_Surface as what you upload to the GPU with OpenGL (given the right texture format).
[QUOTE=ben1066;49822450]Nanogui uses CMake you should be able to generate a x64 project by setting your generator to something like "Visual Studio 14 Win64"[/QUOTE]
Yeah I gave up on nanogui, I have no idea how to include it in my fucking VS project. I thought it would be a matter of including headers and libraries and be done with it but no matter what I try I keep getting tons of errors. And I have no idea what the issue is or where to start. The example .sln files are also completely non-default, all sorts of preprocessor stuff and different includes that you don't get when you open a default project in VS. If you feel like helping out you can PM me :P
I mailed the dev but he seems too busy doing other stuff.
[QUOTE=Profanwolf;49851498]You can actually use SDL2 for loading textures for use with OpenGL (I used SDL2 for texture loading for a while).
I mean, as long as you tell OpenGL the format they're in when loading them and such, it's no problem at all, you just never turn them into a SDL_Texture and use the SDL_Surface as what you upload to the GPU with OpenGL (given the right texture format).[/QUOTE]
Wait, so I can use SDL_ttf to render a font to a surface, and then upload that surface to OpenGL? that would be nifty.
[QUOTE=Duskling;49852935]Wait, so I can use SDL_ttf to render a font to a surface, and then upload that surface to OpenGL? that would be nifty.[/QUOTE]
Indeed, you have access to the raw data with .pixels, width and height with .w and .h, and the pixel format through the [url]https://wiki.libsdl.org/SDL_PixelFormat[/url] member, so you have everything you need.
So, after a long history of nobody recognising my swordfighting game, I've decided to retire it. Never one to waste good code, I've decided to repurpose it as a noire crime investigation game. Most noire crime investigation games rely on hyperrealistic facial animations for you to discern subtle clues in the expressions of people's faces. I've decided to replicate this in perfection
I've been working on this for a few days, and below is the final result. I think everyone can agree that this is perfect. Rendered in full colour, but it just so happens that all the colours are grey. A perfect noire scene.
[IMG]https://dl.dropboxusercontent.com/u/9317774/noire.PNG[/IMG]
(this is a joke. I accidentally made all the characters silver, and this was the result. I am still going to keep posting updates to my game 3 times a day whether you like it or not)
[URL="https://dev.windows.com/en-US/holographic/documentation"]The HoloLens documentation and SDK were released[/URL] (which includes a device emulator). I'd be surprised if anyone here was getting one though, so that link may not be that useful :v:
[QUOTE=Tamschi;49853964][URL="https://dev.windows.com/en-US/holographic/documentation"]The HoloLens documentation and SDK were released[/URL] (which includes a device emulator). I'd be surprised if anyone here was getting one though, so that link may not be that useful :v:[/QUOTE]
A company I work for is debating ordering one for "R&D", but it's kind of hard to justify the price since none of us that would use it have any VR experience.
Hey guys. I wrote a roguelike in C++. It's not much right now, but it has input and collision detection and some other things.
It's not much, and it's ugly to look at because the screen flicker is very noticeable because I am rewriting the console window as fast as I can, I wanted this so I could add small details to the game world but it's pretty dang bad. I think I might drop the console window completely and try to understand OpenGL for a few months or use SDL2 now.
Also, I have learned to hate hate hate forward declarations.
[QUOTE=Tamschi;49853964][URL="https://dev.windows.com/en-US/holographic/documentation"]The HoloLens documentation and SDK were released[/URL] (which includes a device emulator). I'd be surprised if anyone here was getting one though, so that link may not be that useful :v:[/QUOTE]
I'm definitely getting one once I have the cash on hand. Should be sometime in the next six-eight months.
[QUOTE=Sidneys1;49854045]I'm definitely getting one once I have the cash on hand. Should be sometime in the next six-eight months.[/QUOTE]
I'd totally wait.
Same goes for the htc vive, I want one so badly. But the price... I hope it drops soon
[QUOTE=false prophet;49854037]Also, I have learned to hate hate hate forward declarations.[/QUOTE]
Why? I've never had problems with them
[QUOTE=Profanwolf;49852993]Indeed, you have access to the raw data with .pixels, width and height with .w and .h, and the pixel format through the [url]https://wiki.libsdl.org/SDL_PixelFormat[/url] member, so you have everything you need.[/QUOTE]
Thanks a ton!
Y'all messing with advanced programming shit like video games and development
Meanwhile, I'm learning how to use GitHub. I figured that in order to pique my interest in learning again (because school distracts me too much), I would have to start a project that I could do already (mostly without having to learn new things, GitHub being the exception in this case) but isn't exactly easy (no print x when y programs). I've used this tactic before, and it's worked until I had to discontinue it because the code became such spaghetti I couldn't understand it anymore.
I have no idea if I'm ready to do something like this, but I've [url=https://github.com/TeamEnternode/cmdcalc]started a GitHub repository[/url] of a program that's a command-line (because I haven't learned any GUIs yet) calculator. It's nothing exiting, but it shouldn't be easy, and if turns out to be that way, I'll just add more shit to make it harder. It's perfect.
I'll start out by writing functions that take containers (I'm thinking of using just the standard vector) and do certain mathematical operations, like adding, subtracting, multiplying, dividing, ext. all of the objects in the container in order. Then I'll worry about the actual implementation, which I'll have to think about how to do. It's not like it's early enough for me to actually get to that anyways; I will most likely go to bed before then and let how I'm going to do it keep me up at night.
Anyways, you guys can carry on making things that are actually cool, useful, or decent, and I will carry on doing things nobody cares about.
Update 1: I totally did not have to look up how to define a function due to be being seriously rusty
[QUOTE=TeamEnternode;49855387]Y'all messing with advanced programming shit like video games and development
Meanwhile, I'm learning how to use GitHub. I figured that in order to pique my interest in learning again (because school distracts me too much), I would have to start a project that I could do already (mostly without having to learn new things, GitHub being the exception in this case) but isn't exactly easy (no print x when y programs). I've used this tactic before, and it's worked until I had to discontinue it because the code became such spaghetti I couldn't understand it anymore.
I have no idea if I'm ready to do something like this, but I've [url=https://github.com/TeamEnternode/cmdcalc]started a GitHub repository[/url] of a program that's a command-line (because I haven't learned any GUIs yet) calculator. It's nothing exiting, but it shouldn't be easy, and if turns out to be that way, I'll just add more shit to make it harder. It's perfect.
I'll start out by writing functions that take containers (I'm thinking of using just the standard vector) and do certain mathematical operations, like adding, subtracting, multiplying, dividing, ext. all of the objects in the container in order. Then I'll worry about the actual implementation, which I'll have to think about how to do. It's not like it's early enough for me to actually get to that anyways; I will most likely go to bed before then and let how I'm going to do it keep me up at night.
Anyways, you guys can carry on making things that are actually cool, useful, or decent, and I will carry on doing things nobody cares about.
Update 1: I totally did not have to look up how to define a function due to be being seriously rusty[/QUOTE]
Make a program that will evaluate pre fixed expressions. If you are creating programs and not learning anything, then you're not doing it right.
As for what I'm working on, I'm cleaning up my HTTP Server. It works pretty well and you can create your own applications on it.
also, [url]https://www.youtube.com/watch?v=d4rNbCTG3BU[/url]
I made a large optimization in my animation system, essentially frustum animation culling.
Models that aren't rendering but have animations left in their queue will only update their "position" in their animation, but not go through all the hoops of updating transforms that won't even get used.
So right now I'm rendering a scene with 100 models all animating tightly in sync at around 50 fps.
However I'm not using any rendering instancing; the only thing the models share so far is common VAO's and textures. So these could all be 100 different models (of comparable vertex size) without any difference in performance really.
[t]http://i.imgur.com/Mz4aHKi.png[/t]
Going from 1 animated model to 100 actively animating models only really dropped my frame rate by roughly 25. That being said there are still optimizations I need to do, but I don't think a scene would ever really have 100 animated skeletal models in the viewport at one time.
[quote][vid]https://giant.gfycat.com/PessimisticTerrificBobcat.webm[/vid][/quote]
[vid]http://files.catbox.moe/6ofi52.mp4[/vid]
progressing.. slowly.
[editline]3rd March 2016[/editline]
I hate how the colors are all fucked.
Ready for some hot alpha android apps? :excited:
Changes since last update:
- Fixed a bunch of CSS styling.
- Cleaned up the navigation drawer, and it even shows your username! :toot:
- Added logout button
Go nuts, and feel free to throw some feedback at me! Either in here or through a PM.
[URL="https://www.dropbox.com/s/93yf6l2k3o0mkun/FacepunchDroidFIx.apk?dl=0"]Link to APK[/URL]
[vid]https://my.mixtape.moe/hipnem.webm[/vid]
:snip:
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