• What are you working on? February 2012
    3,497 replies, posted
  • Avatar of ZenX2
  • [QUOTE=icantread49;34921740]woohoo, now with thrusters, my car is easier to control because you can tip it fowards/backwards :v:[/QUOTE] Are you going to implement a way for people to make custom controls for vehicles and other things? I can see being able to set up buttons and other ui stuff being really useful
  • [QUOTE=ROBO_DONUT;34921779]I'm halfway through the OGL4 core spec, and I've already entered ~200 functions. I'm not even sure if it's going to work yet.[/QUOTE] Get your dancing shoes ready because it sounds like you're going to be doing a lot of stepping.
  • Avatar of Philly c
  • [QUOTE=ROBO_DONUT;34921779]I'm not sure what you mean by this. OpenGL 3.1 includes everything you'd probably want to use, not just the new stuff. If it was in OpenGL 1.0, and it wasn't removed since, then it's in that header.[/QUOTE] What I meant was, if I am using 3.1, I would probably want to go up to 3.3 functions too, so I would have to do all the getprocaddress-ing or alternative anyway. But that's just my opinion, I didn't mean to say that the header doesn't work. I'm saying this from the perspective of using glew though. I don't even have to consider any of this stuff.
  • I just wanted to say that, regardless of easily being able to do iterative checks to see if functions exist.
  • [QUOTE=Smashmaster;34921912]A new star shader. [img]http://tinygif.net/pictures/20120857564f4daed87065f.gif[/img][/QUOTE] I really enjoy your shader work. Do you have intentional designs or visions for things, do you stumble on happy little accidents, or do you keep tweaking until you've got something you like? And how difficult is it for you?
  • Avatar of Smashmaster
  • [QUOTE=amcfaggot;34921975]I really enjoy your shader work. Do you have intentional designs or visions for things or do you stumble on happy little accidents or keep tweaking until you've got something you like? And how difficult is it for you?[/QUOTE] Thanks. All of the above, actually. I know what I'm doing from the start, but I'll generally find a better way through experimentation. Nothing looks good without a ton of fine-tuning, though. It's more like art than programming, and it comes pretty naturally for me.
  • Avatar of Naelstrom
  • [QUOTE=ROBO_DONUT;34921779]Linux has glXGetProcAddress, and I'm switching to GLFW which provides glfwGetProcAddress.[/QUOTE] Is it bad that I'm using "#define GL_GLEXT_PROTOTYPES" to get OpenGL extensions in Linux? I've never touched glfwGetProcAddress before, and (I think) I'm using plenty of OpenGL extensions. Sorry if the question doesn't make any sense, I'm teaching myself OpenGL without reading books and only skimming over documentation. I barely know what I'm talking about.
  • Avatar of Bang Train
  • What is the best way to procedural generate a fake population area? Perlin noise seems to always be too "narrow". I was hoping for large broad areas.
  • Avatar of lexic
  • [QUOTE=ROBO_DONUT;34916933]OpenGL Woes[/QUOTE] Use [url=http://glew.sourceforge.net/]GLEW[/url], it automatically getprocs everything and stores them in global function pointers with the right names.
  • Avatar of Chandler
  • [QUOTE=ROBO_DONUT;34921779]I'm not even sure if it's going to work yet.[/QUOTE] Unit tests! :eng101:
  • [QUOTE=Bang Train;34922975]What is the best way to procedural generate a fake population area? Perlin noise seems to always be too "narrow". I was hoping for large broad areas.[/QUOTE] I would think you could simply upscale this, and have larger valleys be flatted in some sort of secondary pass to allow for further detail generation.
  • [QUOTE=Chandler;34923046]Unit tests! :eng101:[/QUOTE] I never really understood unit testing, how are you able to test against every possible situation?
  • Avatar of ShaunOfTheLive
  • [QUOTE=TVC;34923317]I never really understood unit testing, how are you able to test against every possible situation?[/QUOTE] You test every function against every reasonable behaviour.
  • Avatar of Chandler
  • [QUOTE=TVC;34923317]I never really understood unit testing, how are you able to test against every possible situation?[/QUOTE] Just because you can't test every possible situation doesn't mean you should test none of them. I ended up catching a horrible recursion bug within my build system because I wrote a unit test for it. Without it, I would have been scratching my head.
  • Avatar of Layla
  • [QUOTE=layla;34863115]Yeah I send a bunch of positions and health values in one message. I was thinking of just sending a radius and damage falloff so the client can just work it out but I thought i'd do it this way first.[/QUOTE] Okay so I ended up doing this, I kinda had to because It was unplayable with the amount of data being sent over network. Works much better although had to fix some problems with the level going out of sync. Also made client draw sprite trails for active grenades in the server [img]http://dl.dropbox.com/u/99765/fb384732.png[/img] Also working on making the menus look better, taking inspiration from this [url]http://dl.dropbox.com/u/9330046/thepinkscotti_mockup_gif.gif[/url] [img]http://dl.dropbox.com/u/99765/fb2394.png[/img] synthiac did the logo
  • Still needs some tweaking, but it looks okay.. [t]http://new.tinygrab.com/7cfbd51783f84496b90ef8ef9eaf51fbf189a1b890.png[/t]
  • Avatar of NinjaWilko
  • Crossposting from the game programming contest thread. I restarted my entry on Sunday, got sidetracked with the Lorenz Attractor and then made this in the space of 12 hours over 3 nights. I used the script from the lorenz attractor to make the eyes and glow on enemies flash with the rhythm of the music, its not very noticeable, but it looks cool at times. [t]http://i.imgur.com/Jo4dG.png[/t] [B]Download: [/B] [url=http://www.mediafire.com/?6k3o453u6ffi5cj]Mediafire[/url] My original game was a [I]completely original[/I] run and jump game, but I scrapped it because it was shit and I needed a player. [t]http://i.imgur.com/sMlS1.jpg[/t]
  • Avatar of Maurice
  • The editor. [img]http://i.imgur.com/K9ioz.png[/img] Not completely new or exciting, but it's just what I'm working on. I have to have it done by Saturday because that's the release.
  • [QUOTE=Lexic;34923017]Use [url=http://glew.sourceforge.net/]GLEW[/url], it automatically getprocs everything and stores them in global function pointers with the right names.[/QUOTE] I guess I'll probably have to. I kinda avoided it when I was using OpenGL 2.1 because it was basically '1.X plus shaders' and I didn't use extensions, but I guess the extra dependency is unavoidable at this point. [QUOTE=Chandler;34923046]Unit tests! :eng101:[/QUOTE] If I were to write unit tests for the entire OpenGL core profile it would take me months and I wouldn't be able to do anything else.
  • Avatar of Solece
  • Set up a virtual machine running Arch Linux. This is a whole new world to me, as I never used Linux before, or a virtual machine. Also learning Python as I go, this is a lot of fun! My first real Python script sends emails using Gmail and SMTP [img]http://i.imgur.com/AFYwi.jpg[/img]
  • Avatar of calzoneman
  • [QUOTE=Solece;34925485]Set up a virtual machine running Arch Linux. This is a whole new world to me, as I never used Linux before, or a virtual machine. Also learning Python as I go, this is a lot of fun! My first real Python script sends emails using Gmail and SMTP [img]http://i.imgur.com/AFYwi.jpg[/img][/QUOTE] If that's Python, wouldn't it not work with semicolons? Or does Python not care if you leave them in anymore?
  • Avatar of Baldr 2.0
  • [QUOTE=calzoneman;34925844]If that's Python, wouldn't it not work with semicolons? Or does Python not care if you leave them in anymore?[/QUOTE] Still needs it, he just show things that doesn't show it (if for etc...).
  • Avatar of calzoneman
  • [QUOTE=Baldr 2.0;34925873]Still needs it, he just show things that doesn't show it (if for etc...).[/QUOTE] Interesting, Python doesn't require semicolons but it doesn't care if you use them.
  • [vid]http://dl.dropbox.com/u/18131951/BR2/BR2%202012-02-29%2014-52-15-92.webmvp8.webm[/vid]
  • [QUOTE=Darkwater124;34925947]-[/QUOTE] Could you please just try and make the tile selection thing snap to the tile you are mousing over instead of the actual mouse coordinates? Just try it, it might look good.
  • Avatar of Legend286
  • [QUOTE=layla;34924196]Okay so I ended up doing this, I kinda had to because It was unplayable with the amount of data being sent over network. Works much better although had to fix some problems with the level going out of sync. Also made client draw sprite trails for active grenades in the server [img]http://dl.dropbox.com/u/99765/fb384732.png[/img] Also working on making the menus look better, taking inspiration from this [url]http://dl.dropbox.com/u/9330046/thepinkscotti_mockup_gif.gif[/url] [img]http://dl.dropbox.com/u/99765/fb2394.png[/img] synthiac did the logo[/QUOTE] I like it!