Reworked the post CSS.
[thumb]https://my.mixtape.moe/zpbmkf.png[/thumb]
Yay or nay?
[QUOTE=GGG KILLER;49927223]I ended up using the first solution as Reflexil doesn't has support for adding destructors (at least that I could see) and it does look faster.
I didn't knew about static constructors, looks like you learn something new every day :smile:[/QUOTE]
It's not faster :v:
Well, it definitely is faster to implement but the code has quite a bit more overhead since it tries to access the file system with every single write.
Anyway, here's how finalizers look like in CIL, so you should be able to make them programmatically when you need them at some point: [code].method family hidebysig virtual
instance void Finalize () cil managed
{
.override method instance void [mscorlib]System.Object::Finalize()
// Method begins at RVA 0x26fc
// Code size 10 (0xa)
.maxstack 1
.try
{
IL_0000: leave.s IL_0009
} // end .try
finally
{
IL_0002: ldarg.0
IL_0003: call instance void [mscorlib]System.Object::Finalize()
IL_0008: endfinally
} // end handler
IL_0009: ret
} // end of method ClassWithFinalizer::Finalize[/code]
As you can see they override [I]System.Object::Finalize()[/I], which I [I]think[/I] is how they're called by the GC.
An alternative to injecting all your code via IL weaving would be to create only the hooks that way and to load everything else from a plain compiled .dll, which [I]should[/I] be relatively straightforward once you add the assembly reference.
[editline]14th March 2016[/editline]
[QUOTE=tisseman890;49928887]Reworked the post CSS.
[thumb]https://my.mixtape.moe/zpbmkf.png[/thumb]
Yay or nay?[/QUOTE]
Mostly, just the spacing looks off and personally I'd prefer to see the plain full avatars just shrunken down to fit the space there.
Quite a few people on FP have partially transparent avatars and those look pretty bad with borders normally (though the shadow may be fine).
Man is there any java "game" library that is still supported and maintained. I keep trying to draw text in LWJGL using "sbt" what ever the fuck that is and it just doesn't work. The obscure documentation with examples in C doesn't really help.
[QUOTE=jmazouri;49926821]It uses an old version of Mono with library compatibility up to .NET 2.0, but language capabilities up to C# 3 (or higher if you use your own compiler). They haven't really shown any initiative to update their libraries, which is unfortunate because there's a number of bugs that can be very detrimental to performance.[/QUOTE]
I thought this had to do with licensing issues with Xamarin, which hopefully might get resolved now that Microsoft bought Xamarin?
[QUOTE=mojangsta;49928068]Sexifying things. NPCs now have deep feelings about life. AI and interaction incoming.
[t]http://i.imgur.com/b8lMG0H.png[/t][/QUOTE]
Wait what do you mean 'a deep feeling about life' ?
[QUOTE=Tamschi;49928920]Mostly, just the spacing looks off and personally I'd prefer to see the plain full avatars just shrunken down to fit the space there.
Quite a few people on FP have partially transparent avatars and those look pretty bad with borders normally (though the shadow may be fine).[/QUOTE]
Not sure what you mean with spacing.
I've tried several ways to position the avatar inside the circle, and I simply can't find one that fits all.
[QUOTE=alexaz;49929133]Man is there any java "game" library that is still supported and maintained. I keep trying to draw text in LWJGL using "sbt" what ever the fuck that is and it just doesn't work. The obscure documentation with examples in C doesn't really help.[/QUOTE]
Jsfml
[code]
/m/s/e/d/p/lib8081py  python runner.py -m ".rot13" examples/vterm.pezo
!! INFO: lib8081 CPU Emulator loading...
!! INFO: Version 1.0.0, following spec P8081-1
!! INFO: Starting in 8-bit mode.
!! INFO: Beginning operation with file `examples/vterm.pezo`
!! INFO: Entering program main.
Enter string: hello fp
Rot13: uryym-sm
[/code]
what
edit:
For context, I've been working on my own virtual cpu/programming language. It's an absolute bitch to program in as everything is based off the stack. You want to add 1 to something? Put a 1 on the stack, then add the stack.
Here's what that rot13 program looks like:
[code]
// Rot13 text.
rot13:
strput "Enter string: " 0x0 gp1
call std.term.printf
flag term 2
collapse gp1
// Get string
flag term 4
// Move it all to gp2.
movall gp2
// Set the counter to memory 0x01
put 0
push mem 0x01
// printf the rot13 text
strput "Rot13: " 0x0 gp1
call std.term.printf
flag term 2
collapse gp1
// Run the work function.
while .rot13_work
// output it
call std.term.printf
rot13_down:
// Pop away the check.
pop
// Subtract away 13
put 13
sub
// Move into gp1
pull mem 0x01
// Copy counter back into memory
copy mem 0x01
// Push to gp1
push gp1
// Increment the counter in memory.
pull mem 0x01
put 1
add
// Push it to memory
push mem 0x01
rot13_up:
// Pop away the check
pop
// Add 13
put 13
add
// Done
// Move onto GP1.
pull mem 0x01
// Copy counter back into memory
copy mem 0x01
// Push to gp1
push gp1
// Increment the counter in memory.
pull mem 0x01
put 1
add
// Push it to memory
push mem 0x01
rot13_work:
// Collapse gp2 to the left
collapse gp2 left
// Pop off of gp2
pull gp2 0x0
// Put a zero on to check
put 0
// Check if equal to zero.
ife break
// otherwise pop the zero
pop
// Check if it's in the upper half or lower half.
put 109
// If it's above `m`, rotate it down (or up???).
ifmt .rot13_up
// If it's below `n`, rotate it up (or down???).
// Add 13 to it, to check
put 13
add
// Put the 110 ascii on
put 110
iflt .rot13_down
// Pop or something???
pop
[/code]
[QUOTE=alexaz;49929133]Man is there any java "game" library that is still supported and maintained. I keep trying to draw text in LWJGL using "sbt" what ever the fuck that is and it just doesn't work. The obscure documentation with examples in C doesn't really help.[/QUOTE]
this is silly. but if you want an actual java game engine LibGDX is probably what you want.
[QUOTE=Goz3rr;49929418]I thought this had to do with licensing issues with Xamarin, which hopefully might get resolved now that Microsoft bought Xamarin?[/QUOTE]
Hopefully, but I think Unity's had enough money to do it for a long time now. There was just never a big push for it. That, combined with their new IL2CPP efforts, probably means it'll still be a while before any progress gets made (they don't even have it on their roadmap, just upgrading the editor).
Curiously, Unity does appear to use at least .Net Core runtimes if the platform has them available (such as in a Windows 10 UWP build), which causes some funkiness in areas like reflection - but the libraries are the same regardless.
[QUOTE=No_0ne;49925619][vid]https://files.catbox.moe/44dk16.webm[/vid]
i learned how to webm, now you too can experience my generic royalty free chiptune music and sound effects ripped from castlevania[/QUOTE]
gameplay looks very megaman-esq, but I'd make the ladder climbing [I]much[/I] faster if I were you. right now it looks like it's super hard to dodge anything. also might wanna make that corridor a lot more interesting.
Who here needs 16GB of high-quality royalty free sound effects?
[url]http://www.sonniss.com/gameaudiogdc2016/[/url]
Finally got the registration screen to somewhere i'm happy with it. "Borrowed" all the corporations from Shadowrun and added Weyland-Yutani as well. Because evil corporations amirite
Decided to pixelate all the images. I think it fits in better since the rest of the interface is "blocky". Implemented a basic theme system as well. Basically just get a predefined theme out of a repository. Might export them to external file instead of hardcoding it.
[img]http://i.imgur.com/3eXWnp4.png[/img]
[QUOTE=alexaz;49929133]Man is there any java "game" library that is still supported and maintained. I keep trying to draw text in LWJGL using "sbt" what ever the fuck that is and it just doesn't work. The obscure documentation with examples in C doesn't really help.[/QUOTE]
AFAIK LWJGL is just supposed to be bindings to OpenGL/OpenAL etc.
Have a look at Slick-2D, its a bit outdated but there's nothing wrong with it.
[QUOTE=tisseman890;49928887]Reworked the post CSS.
[thumb]https://my.mixtape.moe/zpbmkf.png[/thumb]
Yay or nay?[/QUOTE]
Have you considered removing the rating titles and displaying only the icons? That could help save some room.
[QUOTE=Clavus;49931190]Who here needs 16GB of high-quality royalty free sound effects?
[url]http://www.sonniss.com/gameaudiogdc2016/[/url][/QUOTE]
Awesome, does anyone still have access to the old bundle?
[QUOTE=Richy19;49931693]Awesome, does anyone still have access to the old bundle?[/QUOTE]
I have all that they put up back last time it was posted (something like a pack a month for 6 months).
Although idk if anyone is seeding it and it is > 6 gigs, and I have like 100kb/s upload speed.
I have the magnet links they gave out for their torrents. The packs were and are still completely free, and just like the new one are royalty free and can be used without attribution (for more details check out their website):
[URL="http://magnet:?xt=urn:btih:NFERNNBSSE7TLBZOQBXBZJIMQAQBYZ4Y&dn=Sonniss.com%20-%20GDC%20-%20Game%20Audio%20Bundle&tr=http%3a%2f%2fopen.tracker.thepiratebay.org%2fannounce&tr=http%3a%2f%2fwww.torrent-downloads.to%3a2710%2fannounce&tr=udp%3a%2f%2fdenis.stalker.h3q.com%3a6969%2fannounce&tr=http%3a%2f%2fdenis.stalker.h3q.com%3a6969%2fannounce&tr=http%3a%2f%2fwww.sumotracker.com%2fannounce&tr=%ec%a8%80%ed%bb%92"]GDC 2015[/URL]
[URL="http://magnet:?xt=urn:btih:O4TBAN7XRVVVUABDQ3OSXDPNQ72P2FMA&dn=Sonniss.com%20-%20Game%20Audio%20Monthy%20-%20%231&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969"]Monthly 1[/URL]
[URL="http://magnet:?xt=urn:btih:3UOVXKKY75RYIF7QXSQ5A5WAN53A6VJW&dn=Sonniss.com%20-%20Game%20Audio%20Monthy%20-%20%232&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969"]Monthly 2[/URL]
[URL="http://magnet:?xt=urn:btih:NJHXOVHAI372HLATWK6LPUS7JOZ6UMS7&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%233&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969"]Monthly 3[/URL]
[URL="http://magnet:?xt=urn:btih:K7FCAKYPNFIHJDDNS6M4LYZH4D2XGU4U&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%234&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969"]Monthly 4[/URL]
[URL="http://magnet:?xt=urn:btih:X5KEY2DGYUTMQA77TSIYJOVPZIFEYJP4&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%235&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969"]Monthly 5[/URL]
[URL="http://magnet:?xt=urn:btih:LO352SQ2QK5GDYIDOORCJ7GB2KFQJ2IL&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%236&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969"]Monthly 6[/URL]
The main links may still be up somewhere on their website, though IDK and this was much faster.
[QUOTE=tisseman890;49930543]Not sure what you mean with spacing.[/QUOTE]
There's little space between the post header and content, but lots of space between that and the ratings. You can shrink the latter since it's a small interface anyway.
[QUOTE]I've tried several ways to position the avatar inside the circle, and I simply can't find one that fits all.[/QUOTE]
I should have been more clear: Get rid of that circle.
[editline]14th March 2016[/editline]
[QUOTE=Karmah;49931812]I have all that they put up back last time it was posted (something like a pack a month for 6 months).
Although idk if anyone is seeding it and it is > 6 gigs, and I have like 100kb/s upload speed.
I have the magnet links they gave out for their torrents. The packs were and are still completely free, and just like the new one are royalty free and can be used without attribution (for more details check out their website):
[URL="magnet:?xt=urn:btih:NFERNNBSSE7TLBZOQBXBZJIMQAQBYZ4Y&dn=Sonniss.com%20-%20GDC%20-%20Game%20Audio%20Bundle&tr=http%3a%2f%2fopen.tracker.thepiratebay.org%2fannounce&tr=http%3a%2f%2fwww.torrent-downloads.to%3a2710%2fannounce&tr=udp%3a%2f%2fdenis.stalker.h3q.com%3a6969%2fannounce&tr=http%3a%2f%2fdenis.stalker.h3q.com%3a6969%2fannounce&tr=http%3a%2f%2fwww.sumotracker.com%2fannounce&tr=%ec%a8%80%ed%bb%92"]GDC 2015[/URL]
[URL="magnet:?xt=urn:btih:O4TBAN7XRVVVUABDQ3OSXDPNQ72P2FMA&dn=Sonniss.com%20-%20Game%20Audio%20Monthy%20-%20%231&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969"]Monthly 1[/URL]
[URL="magnet:?xt=urn:btih:3UOVXKKY75RYIF7QXSQ5A5WAN53A6VJW&dn=Sonniss.com%20-%20Game%20Audio%20Monthy%20-%20%232&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969"]Monthly 2[/URL]
[URL="magnet:?xt=urn:btih:NJHXOVHAI372HLATWK6LPUS7JOZ6UMS7&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%233&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969"]Monthly 3[/URL]
[URL="magnet:?xt=urn:btih:K7FCAKYPNFIHJDDNS6M4LYZH4D2XGU4U&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%234&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969"]Monthly 4[/URL]
[URL="magnet:?xt=urn:btih:X5KEY2DGYUTMQA77TSIYJOVPZIFEYJP4&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%235&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969"]Monthly 5[/URL]
[URL="magnet:?xt=urn:btih:LO352SQ2QK5GDYIDOORCJ7GB2KFQJ2IL&dn=Sonniss.com%20-%20Game%20Audio%20Monthly%20-%20%236&tr=udp%3a%2f%2fopen.demonii.com%3a1337&tr=udp%3a%2f%2ftracker.leechers-paradise.org%3a6969&tr=udp%3a%2f%2ftracker.coppersurfer.tk%3a6969"]Monthly 6[/URL]
The main links may still be up somewhere on their website, though IDK and this was much faster.[/QUOTE]
(Hopefully) fixed the links. Somehow there was an http:// in front of each of them.
[editline]14th March 2016[/editline]
The new bundle is 14.8GiB. I don't get why they don't FLAC-compress or at least zip these :why:
[QUOTE=Clavus;49931190]Who here needs 16GB of high-quality royalty free sound effects?
[url]http://www.sonniss.com/gameaudiogdc2016/[/url][/QUOTE]
ANOTHER one? This is a very happy day for me.
[QUOTE=Tamschi;49931850]There's little space between the post header and content, but lots of space between that and the ratings. You can shrink the latter since it's a small interface anyway.
I should have been more clear: Get rid of that circle.[/QUOTE]
[QUOTE=Handsome Matt;49932060]Splitting the user info + the post vertically is very good, you should remove the rating text too, just have the icon and the count "x4" next to it. The avatar size is good too, just don't put it in a circle? All the padding and spacing is pretty much perfect, not sure how I feel about the left/right spacing caused by the huge container however, might be worth removing it completely.[/QUOTE]
Awesome suggestions! Will start fixing it.
[vid]https://my.mixtape.moe/gwpipn.mp4[/vid]
The grid is the first real shader I've build in ShaderForge. Basically just a large quad that moves with the player on the XZ plane, with a mask to fade out the edges, and some functions to fade out the region where you move through it with your ship.
So I think I've come up with a pretty neat algorithm for PEMDAS parsing. Instead of checking each operator one by one, re-reading the tokens over and over again, it instead compares one operator with the next operator and prioritizes the higher operation. This is different because instead of skipping through an expression like:
a + b * c + 3 ^ 2
where in our heads we might do 3 ^ 2 first, then b * c, etc., we can actually perform b * c first because b * c take precedence over a * b and c + 3, so regardless of the value of c + x, we perform b * c FIRST.
I'm really excited by this, but I'm willing to bet somebody already did this like 60 years ago lmao but I'm just figuring it out for the first time. Anyways, each token only has to be read a maximum of once, meaning that it only has to do n pushes and pops from the parent stack for an n-length expression, rather than mn pushes and pops from the parents stack for m levels of precedence on an n-length expression.
[QUOTE=proboardslol;49932477]So I think I've come up with a pretty neat algorithm for PEMDAS parsing. Instead of checking each operator one by one, re-reading the tokens over and over again, it instead compares one operator with the next operator and prioritizes the higher operation. This is different because instead of skipping through an expression like:
a + b * c + 3 ^ 2
where in our heads we might do 3 ^ 2 first, then b * c, etc., we can actually perform b * c first because b * c take precedence over a * b and c + 3, so regardless of the value of c + x, we perform b * c FIRST.
I'm really excited by this, but I'm willing to bet somebody already did this like 60 years ago lmao but I'm just figuring it out for the first time. Anyways, each token only has to be read a maximum of once, meaning that it only has to do n pushes and pops from the parent stack for an n-length expression, rather than mn pushes and pops from the parents stack for m levels of precedence on an n-length expression.[/QUOTE]
What's the advantage over shunting-yard?
[QUOTE=Darwin226;49932937]What's the advantage over shunting-yard?[/QUOTE]
It's essentially shunting yard, but without converting to rpn first
[editline]14th March 2016[/editline]
Afaik shunting yard only converts to rpn, not evaluation. Mine evaluates as it goes along.
[QUOTE=proboardslol;49932969]It's essentially shunting yard, but without converting to rpn first
[editline]14th March 2016[/editline]
Afaik shunting yard only converts to rpn, not evaluation. Mine evaluates as it goes along.[/QUOTE]
You shouldn't mix parsing with evaluation. RPN (or converting to an AST) is there because it makes it much more efficient to repeatedly evaluate the expression (or compile it to a better format).
Consider the overhead you'd have if the expression was within a loop. You're parse it every time.
[QUOTE=Darwin226;49932998]You shouldn't mix parsing with evaluation. RPN (or converting to an AST) is there because it makes it much more efficient to repeatedly evaluate the expression (or compile it to a better format).
Consider the overhead you'd have if the expression was within a loop. You're parse it every time.[/QUOTE]
Not really sure the difference. If by parsing you mean "converting to rpn", then you wouldn't have to parse at all, just straight evaluate
What have I done
[vid]https://files.catbox.moe/iu30xu.webm[/vid]
[vid]https://files.catbox.moe/bsge3y.webm[/vid]
[QUOTE=proboardslol;49933014]Not really sure the difference. If by parsing you mean "converting to rpn", then you wouldn't have to parse at all, just straight evaluate[/QUOTE]
By parsing I mean converting a string to a structure that's better suited for evaluation. RPN isn't really that useful but it's very easy to convert into an AST. "a + b" inside of a loop should mean that you have to read in the "a" and the "+" and the "b" every time and then decide what that means before you do the actual addition.
I mean, shunting-yard only does one pass of the expression so it's not about the complexity because you're not going to get better than linear. It's just that the constant factors of re-reading the string every time are high.
[QUOTE=boomer678;49933082]What have I done[/QUOTE]
you've created a 2D garry's mod
[QUOTE=Darwin226;49933096]By parsing I mean converting a string to a structure that's better suited for evaluation. RPN isn't really that useful but it's very easy to convert into an AST. "a + b" inside of a loop should mean that you have to read in the "a" and the "+" and the "b" every time and then decide what that means before you do the actual addition.
I mean, shunting-yard only does one pass of the expression so it's not about the complexity because you're not going to get better than linear. It's just that the constant factors of re-reading the string every time are high.[/QUOTE]
Well in that case there is no parsing since it's not converting to anything. The Lexing is done at the beginning of execution and only once. Everything is loaded into an ADT (haven't decided on which kind yet), tokenized, and then evaluated with my algorithm.
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