Raycasting:
[vid]https://my.mixtape.moe/edwmtr.webm[/vid]
with animated wall
at what point or size in a project would you guys think using pimpl is necessary?
from what I gathered, it seems like premature optimization if the project's scope isn't massive.
I had an idea on how to do attachments. I tried it, and it actually worked. :toot:
[vid]https://i.imgur.com/9qqmUlV.mp4[/vid]
Now to make it work in all situations and beautify the code..
[QUOTE=proboardslol;52954434]Raycasting:
[vid]https://my.mixtape.moe/edwmtr.webm[/vid]
with animated wall[/QUOTE]
What exactly is going on here?
Is the UV on the wall stretching?
What is that red line?
[QUOTE=phygon;52954998]What exactly is going on here?
Is the UV on the wall stretching?
What is that red line?[/QUOTE]
The lines are the top down view.
The texture itself is getting stretched. It's the Super Mario bros 1 brick sprite
There's now a 25% chance you ""encounter"" the 'limited moves' ""monster"" lurking behind the timer/background. It forces you to think a bit more about which nodes you're going to move.
[vid]https://giant.gfycat.com/GracefulQuaintHamster.webm[/vid]
I thought it'd be cool to to encounter a "boss", maybe a puzzle with a lot of nodes, before moving on to the next theme. I'm also definitely going to do more with physics as it was a lot of fun. I hope to be showing a finished game loop to some industry people soon to garner honest feedback.
Go to Apple store. Go to MacBook in demo mode. Open terminal.
$> gcc
Not installed
$> g++
Not installed
$> Python
>
Sweet
[vid]https://my.mixtape.moe/ojyfmj.webm[/vid]
Finally got around to recording some footage of what I have so far for Spirited.
[media]https://www.youtube.com/watch?v=V5DTcKvfhy8&t=[/media]
[code]This is ApacheBench, Version 2.3 <$Revision: 1796539 $>
Copyright 1996 Adam Twiss, Zeus Technology Ltd, http://www.zeustech.net/
Licensed to The Apache Software Foundation, http://www.apache.org/
Benchmarking localhost (be patient).....done
Server Software: nexus.js/0.1.1
Server Hostname: localhost
Server Port: 3000
Document Path: /
Document Length: 8673 bytes
Concurrency Level: 100
Time taken for tests: 7.134 seconds
Complete requests: 10000
Failed requests: 0
Total transferred: 87880000 bytes
HTML transferred: 86730000 bytes
Requests per second: 1401.82 [#/sec] (mean)
Time per request: 71.336 [ms] (mean)
Time per request: 0.713 [ms] (mean, across all concurrent requests)
Transfer rate: 12030.48 [Kbytes/sec] received
Connection Times (ms)
min mean[+/-sd] median max
Connect: 0 0 0.1 0 1
Processing: 1 71 8.7 69 117
Waiting: 1 71 8.7 69 117
Total: 2 71 8.7 69 117
Percentage of the requests served within a certain time (ms)
50% 69
66% 70
75% 71
80% 72
90% 84
95% 88
98% 95
99% 99
100% 117 (longest request)
[/code]
:)
[QUOTE=proboardslol;52959929]shenanigans...?[/QUOTE]
uhhhhhh why not clang fam? I prefer Clang on Unix platforms, mainly because tools like clang-tidy and clang-format are [I]on point[/I]. clang-tidy made detecting several of the large issues along with the best spots for modernizations in my work codebase so much easier.
(though, I don't believe it's installed by default, just as part of XCode)
Not sure if anyone is interested, but I've been putting a lot of work both in my own time and at work into getting my rendering systems improved and more useable. VulpesRender is now a mostly-standalone library of Vulkan "primitives", mostly just adding some RAII help and making things like memory management easier. It also should work on Mac OSX, but the MoltenVK stuff has to be installed by the user since I can't really distribute binaries of that. Downsizing it (both literally and just decreasing the scope) has made me almost more proud of it, since it feels more complete and almost worth showing off beyond this thread: [url]https://github.com/fuchstraumer/VulpesRender[/url]
I still think anyone interested in really learning or using Vulkan should build something similar themselves, but it can at least be used as an idea of how to do [sp]or how to really not do[/sp] things.
[editline]edited[/editline]
I do need to clean up my CMakeLists, though, and fix some incompatibilities between clang and libstdc++ on unix caused by me using std::variant.
Clang was absent as well. I tried llvm-gcc
[url]https://pastebin.com/X7NkLp0r[/url]
the code for my final project in this programming class i am in, the part i really like is here
[code] if(idFront == "TOT" and idBack == "ELOS"):#Just a bit of an easter egg, "to telos" is "the end" in Greek
print("Orders Received. Initiating Protocol Omega-4")#Can't have a space megacorp without some sort of contingency plans, eh?
allCargo.append("\ntime has stopped\n we've had our fun\n all we know\n has come undone\n\n")#All of this is best seen rather than described
allCargo.append("$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$\n")
allCargo.append("Outbreak confirmed\nPurge station of all personnel\nRetrieve station black box\nActivate nuclear erasure device\nYour account will be credited 10,000,000 credits upon confirmation of successful operation\n")
allCargo.append("$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$\n\n")
for y in range(0,31):
allCargo.append(("#"+" "*(30-y))+("#"*y)+"May God Have Mercy On Our Souls"+("#"*y)+(" "*(30-y)+"#")+"\n")#Python is fun, this was really easy to program, way easier than doing it by hand and it looks neat
allCargo.append(("#"*31)+"For We Shall Have None On Yours"+("#"*31)+"\n")#At least, it looks neat in my humble opinion
for z in range(30,-1,-1):
allCargo.append(("#"+" "*(30-z))+("#"*z)+"May God Have Mercy On Our Souls"+("#"*z)+(" "*(30-z)+"#")+"\n")
dataEntry = False#This also acts as a way to stop entering data if you want to do it the cool way
break
[/code]
which ends up looking like this
[code]
time has stopped
we've had our fun
all we know
has come undone
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Outbreak confirmed
Purge station of all personnel
Retrieve station black box
Activate nuclear erasure device
Your account will be credited 10,000,000 credits upon confirmation of successful operation
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
# May God Have Mercy On Our Souls #
# #May God Have Mercy On Our Souls# #
# ##May God Have Mercy On Our Souls## #
# ###May God Have Mercy On Our Souls### #
# ####May God Have Mercy On Our Souls#### #
# #####May God Have Mercy On Our Souls##### #
# ######May God Have Mercy On Our Souls###### #
# #######May God Have Mercy On Our Souls####### #
# ########May God Have Mercy On Our Souls######## #
# #########May God Have Mercy On Our Souls######### #
# ##########May God Have Mercy On Our Souls########## #
# ###########May God Have Mercy On Our Souls########### #
# ############May God Have Mercy On Our Souls############ #
# #############May God Have Mercy On Our Souls############# #
# ##############May God Have Mercy On Our Souls############## #
# ###############May God Have Mercy On Our Souls############### #
# ################May God Have Mercy On Our Souls################ #
# #################May God Have Mercy On Our Souls################# #
# ##################May God Have Mercy On Our Souls################## #
# ###################May God Have Mercy On Our Souls################### #
# ####################May God Have Mercy On Our Souls#################### #
# #####################May God Have Mercy On Our Souls##################### #
# ######################May God Have Mercy On Our Souls###################### #
# #######################May God Have Mercy On Our Souls####################### #
# ########################May God Have Mercy On Our Souls######################## #
# #########################May God Have Mercy On Our Souls######################### #
# ##########################May God Have Mercy On Our Souls########################## #
# ###########################May God Have Mercy On Our Souls########################### #
# ############################May God Have Mercy On Our Souls############################ #
# #############################May God Have Mercy On Our Souls############################# #
###############################May God Have Mercy On Our Souls###############################
###############################For We Shall Have None On Yours###############################
###############################May God Have Mercy On Our Souls###############################
# #############################May God Have Mercy On Our Souls############################# #
# ############################May God Have Mercy On Our Souls############################ #
# ###########################May God Have Mercy On Our Souls########################### #
# ##########################May God Have Mercy On Our Souls########################## #
# #########################May God Have Mercy On Our Souls######################### #
# ########################May God Have Mercy On Our Souls######################## #
# #######################May God Have Mercy On Our Souls####################### #
# ######################May God Have Mercy On Our Souls###################### #
# #####################May God Have Mercy On Our Souls##################### #
# ####################May God Have Mercy On Our Souls#################### #
# ###################May God Have Mercy On Our Souls################### #
# ##################May God Have Mercy On Our Souls################## #
# #################May God Have Mercy On Our Souls################# #
# ################May God Have Mercy On Our Souls################ #
# ###############May God Have Mercy On Our Souls############### #
# ##############May God Have Mercy On Our Souls############## #
# #############May God Have Mercy On Our Souls############# #
# ############May God Have Mercy On Our Souls############ #
# ###########May God Have Mercy On Our Souls########### #
# ##########May God Have Mercy On Our Souls########## #
# #########May God Have Mercy On Our Souls######### #
# ########May God Have Mercy On Our Souls######## #
# #######May God Have Mercy On Our Souls####### #
# ######May God Have Mercy On Our Souls###### #
# #####May God Have Mercy On Our Souls##### #
# ####May God Have Mercy On Our Souls#### #
# ###May God Have Mercy On Our Souls### #
# ##May God Have Mercy On Our Souls## #
# #May God Have Mercy On Our Souls# #
# May God Have Mercy On Our Souls #
[/code]
when run. i had a lot of fun with this, maybe i'll keep at this whole programming thing. i am sure i can do more than make ascii art kind of shit in text files with it
New article is up! :eng101:
[url]https://dev.to/voodooattack/introducing-nexusjs-a-multi-threaded-javascript-run-time-3g6[/url]
[QUOTE=Bael;52960036]Finally got around to recording some footage of what I have so far for Spirited.
[media]https://www.youtube.com/watch?v=V5DTcKvfhy8&t=[/media][/QUOTE]
Are those dialogue boxes modal?
I can't tell from the video, but I hope they aren't, because they really don't look that way.
[QUOTE=Tamschi;52961144]Are those dialogue boxes modal?
I can't tell from the video, but I hope they aren't, because they really don't look that way.[/QUOTE]
They close automatically after a short time. Don't necessarily require the user to press or do anything to continue playing, but you can press the interact button again to skip the "typewriter" animation, and again to get rid of the box entirely once you're done reading.
I think that's what you're asking, anyway. Sorry if that went completely over my head.
for my operating systems calls we had to write an operating system simulator. I half-read the instructions and started coding.
I wrote an 8080 emulator and implemented some of the OS features, like round robin scheduling, memory paging, breaking/nonbreaking I/O.
We had to create a GUI for it, so I wrote an HTTP Server inside of it as well and made an HTML/JavaScript page to send GET/POST requests for I/O. The Output writes to a FIFO, so that when the webpage polls the server, it reads whatever is available in the FIFO. POST requests write to a separate, input FIFO.
Since that wasn't at all how our professor wanted us to do the project, but because he was impressed by the 8080 emulator and HTTP server, he gave me 100% "by balance of merit"
[QUOTE=Bael;52961305]They close automatically after a short time. Don't necessarily require the user to press or do anything to continue playing, but you can press the interact button again to skip the "typewriter" animation, and again to get rid of the box entirely once you're done reading.
I think that's what you're asking, anyway. Sorry if that went completely over my head.[/QUOTE]
Modal = no other action possible.
With how the boxes look, I'd expect the player to be able to walk away in the middle of those conversations.
[QUOTE=Tamschi;52961635]Modal = no other action possible.
With how the boxes look, I'd expect the player to be able to walk away in the middle of those conversations.[/QUOTE]
Right. Well, the assets you see in the video aren't final. I'm hoping to have a better looking UI soon. Was mainly just trying to get them working first. I'm a terrible artist.
Ive been working out the kinks in my planet generation program again, finally got around to refining the noise map a bit more and I'm finally looking at more substantial continents. Gotta work on mountain placement next though. 233.412 seconds for complete generation and elevation grid rendering at 21600x10800 resolution though. For reference, it only takes roughly 50 seconds to write the raw, heightmap, normal, specularity, and terrain images after this.
For reference, this used to take over 10 minutes or so iirc for a 5400x2700 map just a few months ago. I'll try cranking this bad boy back down to single thread for a better estimate of what it was between my new code and old single thread code, but I'm sure it'll be something egregious still.
Edit: 24.5 minutes for a single thread render. Meaning I've cut down the rendering time by like 545% roughly.
I'm thinking of making an Android App with what I learned from the 8080 project, maybe with a javascript or BASIC emulator. I want to make something similar to SmileBASIC/PetitComputer. I was thinking of using SDL and letting users upload games/code
[img]https://i.imgur.com/Fp7mSuM.png[/img]
I think I'll be forever stuck trying to implement shadow mapping
Finished my weekend project: Implemented a xb360 wireless receiver driver for the PS2 piggybacking the work done by some fine fella (that actually did something even more amazing, a bluetooth and ps3/4 controller driver). Finished it in the last few minutes of my day, even rumble support! :v:
t'was fun learning about how USB works, too bad I only have one 360 pad and can't test multitap support :(
Nexus.js is trending on GitHub! :D
[url]https://github.com/trending[/url]
[QUOTE=Bael;52962545]Right. Well, the assets you see in the video aren't final. I'm hoping to have a better looking UI soon. Was mainly just trying to get them working first. I'm a terrible artist.[/QUOTE]
Personally, I think you should adjust the gameplay rather than the assets in this case. Being able to walk away from minor conversations is a huge convenience feature.
Well I had to use a new temporary shader but
[img]https://i.imgur.com/GA8vBZJ.png[/img]
after 11 months of on and off work he's done it. Just gotta fix all the issues it opens up.
Now to rework it into my forward rendering system :v:
Trying my hand at programming and decided on golang. The documentation and learning resources are /really/ well written and good at explaining concepts, and after finishing up one of the books I chose to make a pastebin style thing for my first project. On a scale of bad to worst, how's it look?
Edit: Paste 2 Electric Boogaloo, now coming to a store near you! I completely reworked it, instead of handling POST data directly, you can now pass it data from the command line. It takes base64 as a command line argument (made shell safe), and returns a link to the paste file. Also has a --redirect flag that spits out a redirect header to the file as well, if that's your thing. Also checks to make sure a base64 string is valid, as well as error output. Not that there should be any errors, but y'know, just in case.
In action on the command line:
[t]https://i.imgur.com/9aL7E6y.png[/t]
It does weird things like print garbled characters into the file if you call it directly and pass it regular text, but the filename will still be alphanumeric only. Also since it takes arguments over the command line, it should be parent language independent. Just remember to ' quote your input.
source: [url]http://shiggydiggy.violates.me/Projects/nupaste.src[/url]
demo: [url]http://shiggydiggy.violates.me/Pastebin/[/url]
Edit:
Nice try but databases are for plebs.
[t]https://i.imgur.com/j1nLyph.png[/t]
[QUOTE=Tamschi;52966597]Personally, I think you should adjust the gameplay rather than the assets in this case. Being able to walk away from minor conversations is a huge convenience feature.[/QUOTE]
Yeah, I've been thinking about that since you mentioned it. It's a minor change but I think it'll be better for the player too. Appreciate the advice.
TIL that setting up graphics in android isn't as easy as I thought. Also TIL Android studio installs an old version of Gradle by default for some reason...
I guess I'll learn OpenGL. I don't really want to use a game development library, but I want something a little more abstract than OpenGL, like SDL, but easier to set up for android than SDL.
Kinda weird how an implicit conversion from a larger integer to a smaller is implementation defined behavior if it would result in an overflow, but any other operation is undefined instead.
Sorry, you need to Log In to post a reply to this thread.