• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=Robber;33949268] Did you read [url=http://android-developers.blogspot.com/2011/09/thinking-like-web-designer.html]this[/url] and [url=http://developer.android.com/guide/practices/screens_support.html]this[/url] already?[/QUOTE] The first link I haven't seen, but that also uses "dp", so I'd still have to figure out values myself. The second link is what tells you that you need to specify all this yourself.
[QUOTE=robmaister12;33947875]I just looked up FBide... [url]http://fbide.freebasic.net/[/url][/QUOTE] Oh you bastard.. I am that voodoo! I made that template! The text isn't mine though, I only made the template with place-holders for dynamic text. (Which is then substituted by the php script). Damn you Albert!! :v:
People abuse goto....if you know what you are doing its fine. Ive seen it used inside of nested loops inside of the kernel drivers for linux. The efficiency it has over the boolean if(blah) break is required. Thus goto has to be used.
[QUOTE=Bang Train;33950556]People abuse goto....if you know what you are doing its fine. Ive seen it used inside of nested loops inside of the kernel drivers for linux. The efficiency it has over the boolean if(blah) break is required. Thus goto has to be used.[/QUOTE] No it isn't. Efficiency has nothing to do with that. If it was that important they would have written it in asm since the performance difference is negligible.
[img]http://i53.tinypic.com/j7xqv9.png[/img] [editline]29th December 2011[/editline] Goto is great if used right. People who pointlessly bash it just do it because others do so.
[QUOTE=Natrox;33951102] [editline]29th December 2011[/editline] Goto is great if used right. People who pointlessly bash it just do it because others do so.[/QUOTE] I agree. A lot of people will just pick a random famous person, quote them, then because they're famous that is the word of god and there is no independent thinking involved in the process whatsoever. Or because it is the crowd consensus. Half of programming for me is discovering what does work well, and what doesn't work well, rather than trying to remember a set of arbitrary guidelines that someone made up, for mostly unexplained reasons
[QUOTE=thisBrad;33947073]I wish C++ had a [I]break 2;[/I] or [I]break(2);[/I] thing to break out of nested loops :v:[/QUOTE] Java's syntax for this is better. You can label the loop you want to break out to.
[QUOTE=sim642;33949504]Now make the light fade out so that it doesn't go on infinitely.[/QUOTE] [img]http://anyhub.net/file/7x5R-fade.png[/img] Also I got AA implemented before anyone called me out on it! [editline]29th December 2011[/editline] [img]http://anyhub.net/file/2Uf_-mirrorrrs.png[/img] I should probably stop it calculating rays if they are so dark that you can't see them
[img]http://dl.dropbox.com/u/6470891/coastcol.png[/img] Totally pointless coast update! Also added collision but fuck that more terrain detailing
Custom Android USB Library... [IMG]http://content.screencast.com/users/codydv/folders/Jing/media/9a1768f8-62fd-4186-9266-8974fdc04816/2011-12-29_1302.png[/IMG]
Goto is an unconditional jump that ignores normal program flow and structure. If you need to use one, either a) The language was designed wrong or b) Your program was designed wrong. Hint: it's generally not A.
Finished audio & visuals for shooting stars, my sun, and black holes. [vid]http://dl.dropbox.com/u/19418211/shit.mp4[/vid]
I just started publicly beta testing my Minecraft clone using WebGL. This is borderline web development, but since that awesome TF 2 viewer was posted on here, I'll go ahead and post my project here as well. [t]http://puu.sh/bRxI[/t] You can try it out [url=http://webcraft.vertinode.nl/]here[/url]. Apart from glMatrix and socket.io, everything was written from scratch by me. It only depends on HTML 5 technology and requires no plugins like Java or Flash to function. Both the client and the server mostly use the same code, which is made possibly by the Node.js platform. It can currently handle maps up to 128x128x16 blocks, because it always networks and renders the entire map. This has proven to be quite smooth, though. Physics and general player movement is completely clientside, so you could ship your own client with noclip capability on the current server software. Since this game is centered about building, this is seen as a feature and not way of cheating. It supports original Minecraft terrain and player textures with a few small tweaks, so there's a lot of room for customisation. For people interested in more of the technology behind the project, the [url=https://github.com/Overv/WebCraft]full source code[/url] is available on GitHub. Now time to get back to the Facepunch app.
[IMG]http://i.imgur.com/0gGMv.png[/IMG] Reverse-engineering and loading the interface files from Lego Racers [PC, 1999]
[url=http://anyhub.net/file/3EuI-release.7z][img]http://f.anyhub.net/4LAJ[/img][/url] Should be fixed on nVidia cards now. I forgot to write a GL2 version of some shaders so if you have an old card it may not work. If it doesn't work for you please can you post your card and the highest OpenGL version supported by your drivers. [editline]29th December 2011[/editline] There's a known bug when you have a reflective surface crossing another surface, fixing that now.
[QUOTE=Overv;33952345]I just started publicly beta testing my Minecraft clone using WebGL. This is borderline web development, but since that awesome TF 2 viewer was posted on here, I'll go ahead and post my project here as well. [t]http://puu.sh/bRxI[/t] You can try it out [url=http://webcraft.vertinode.nl/]here[/url]. Apart from glMatrix and socket.io, everything was written from scratch by me. It only depends on HTML 5 technology and requires no plugins like Java or Flash to function. Both the client and the server mostly use the same code, which is made possibly by the Node.js platform. It can currently handle maps up to 128x128x16 blocks, because it always networks and renders the entire map. This has proven to be quite smooth, though. Physics and general player movement is completely clientside, so you could ship your own client with noclip capability on the current server software. Since this game is centered about building, this is seen as a feature and not way of cheating. It supports original Minecraft terrain and player textures with a few small tweaks, so there's a lot of room for customisation. For people interested in more of the technology behind the project, the [url=https://github.com/Overv/WebCraft]full source code[/url] is available on GitHub. Now time to get back to the Facepunch app.[/QUOTE] 16 slots is not quite enough.
[IMG]http://i.imgur.com/x1W6w.png[/IMG] good god
FYI web dev is for web design, webpages. This is the right place for programming.
Is it possible to draw shapes in the console? That would be interesting for games and stuff. EDIT: Sorry wrong thread.
[QUOTE=Ziks;33953233][url=http://anyhub.net/file/3EuI-release.7z][img]http://f.anyhub.net/4LAJ[/img][/url] Should be fixed on nVidia cards now. I forgot to write a GL2 version of some shaders so if you have an old card it may not work. If it doesn't work for you please can you post your card and the highest OpenGL version supported by your drivers. [editline]29th December 2011[/editline] There's a known bug when you have a reflective surface crossing another surface, fixing that now.[/QUOTE] nVidia GeForce GT 420M, I can't find what version of OpenGL it supports - but it supports DX10 if that's any help. Nothing happens when I open the game. Empty window.
I have an integrated intel card, also empty window
[QUOTE=Ziks;33953233][url=http://anyhub.net/file/3EuI-release.7z][img]http://f.anyhub.net/4LAJ[/img][/url] Should be fixed on nVidia cards now. I forgot to write a GL2 version of some shaders so if you have an old card it may not work. If it doesn't work for you please can you post your card and the highest OpenGL version supported by your drivers. [editline]29th December 2011[/editline] There's a known bug when you have a reflective surface crossing another surface, fixing that now.[/QUOTE] Nvidia GeForce GTX560Ti. Works perfect :D
[QUOTE=Ziks;33953233][url=http://anyhub.net/file/3EuI-release.7z][img]http://f.anyhub.net/4LAJ[/img][/url] Should be fixed on nVidia cards now. I forgot to write a GL2 version of some shaders so if you have an old card it may not work. If it doesn't work for you please can you post your card and the highest OpenGL version supported by your drivers. [editline]29th December 2011[/editline] There's a known bug when you have a reflective surface crossing another surface, fixing that now.[/QUOTE] Radeon HD 6850 works great. However, after like 50 mirrors are placed down, it lags like a mofo.
Why does it say G toggles 'ghost' and then later that it toggles colors?
[QUOTE=Ziks;33953233][url=http://anyhub.net/file/3EuI-release.7z][img]http://f.anyhub.net/4LAJ[/img][/url] Should be fixed on nVidia cards now. I forgot to write a GL2 version of some shaders so if you have an old card it may not work. If it doesn't work for you please can you post your card and the highest OpenGL version supported by your drivers. [editline]29th December 2011[/editline] There's a known bug when you have a reflective surface crossing another surface, fixing that now.[/QUOTE] Works great over here. NVidia GTX570, OpenGL 4.2.
[img]http://www.1337upload.net/files/147Untitled.png[/img] [img]http://www.1337upload.net/files/32Capture.PNG[/img] This makes it lag horribly. :V Also, frametime(FT) sometimes goes negative. :V [editline]29th December 2011[/editline] Goddamnit ninja'd twice :C [editline]29th December 2011[/editline] [QUOTE=i300;33954796]NVidia GTX570, OpenGL 4.2.[/QUOTE] Does it work or not?
[QUOTE=Darwin226;33951068]No it isn't. Efficiency has nothing to do with that. If it was that important they would have written it in asm since the performance difference is negligible.[/QUOTE] if() goto: is 1 je vs [code] for() { for() { ... if() { blah = true; break; } } if(blah) break; } [/code] thats 1 jne for the first if 1 register set to true (may involve copying an old register to memory to make room as well) the jmp for break then finally another je if blah is true. so 1 instruction vs 4 instructions (possibly more if no available registers)
[img]http://i52.tinypic.com/xgf6o9.png[/img] It looks like perlin noise
If it doesn't work for you try this: [url]http://anyhub.net/file/OKM-debug.7z[/url] If it still doesn't work then can you upload the debug.log it generates and send it my way. Thank you everyone who has tested so far, I should note that in the game I'm hoping to use this in you will never get more than like 10 mirrors at a time. [editline]29th December 2011[/editline] [QUOTE=DeadKiller987;33954778]Why does it say G toggles 'ghost' and then later that it toggles colors?[/QUOTE] Ghost was an old thing that I removed earlier today, forgot to take that text out though. Thanks for spotting it. [editline]29th December 2011[/editline] Happy 0x100'th post
Works great for me!
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