• What are you working on? February 2012
    3,497 replies, posted
  • Avatar of geel9
  • [QUOTE=garry;34878091]Making a GUI designer in GWEN for gwen/derma. Done the easy stuff.. now for the real work.. gulp. [img]http://puu.sh/isIq[/img][/QUOTE] I wanted to make one of those for YoGUI--using YoGUI--but figured that it wasn't worth it. Good luck with this, though.
  • Avatar of 1996Langley
  • Finished work on a level editor for my remake of Chairmaggedon. That should make things much easier. [IMG]http://i942.photobucket.com/albums/ad265/1996Langley/editor.png[/IMG]
  • Avatar of nekosune
  • Well now with world set to: [code] colors = [['red', 'green', 'green', 'red' , 'red'], ['red', 'red', 'green', 'red', 'red'], ['red', 'red', 'green', 'green', 'red'], ['red', 'red', 'red', 'red', 'red']] [/code] and the measurements it detects are: [code] measurements = ['green', 'green', 'green' ,'green', 'green'] [/code] with motions: [code] motions = [[0,0],[0,1],[1,0],[1,0],[0,1]] [/code] with accuracy [code] sensor_right = 0.7 p_move = 0.8 [/code] I get the result: [IMG]http://i.imgur.com/1kHWu.png[/IMG]
  • Avatar of backwardspy
  • [QUOTE=nekosune;34878652]Well now with world set to: [code] colors = [['red', 'green', 'green', 'red' , 'red'], ['red', 'red', 'green', 'red', 'red'], ['red', 'red', 'green', 'green', 'red'], ['red', 'red', 'red', 'red', 'red']] [/code] and the measurements it detects are: [code] measurements = ['green', 'green', 'green' ,'green', 'green'] [/code] with motions: [code] motions = [[0,0],[0,1],[1,0],[1,0],[0,1]] [/code] with accuracy [code] sensor_right = 0.7 p_move = 0.8 [/code] I get the result: [IMG]http://i.imgur.com/1kHWu.png[/IMG][/QUOTE] Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is [I]so[/I] miniscule I couldn't even click the rating. Seriously though, what is that?
  • Avatar of nekosune
  • [QUOTE=Chris220;34879303]Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is [I]so[/I] miniscule I couldn't even click the rating. Seriously though, what is that?[/QUOTE] it is 2D locilazation, basically the code is given a perfect map of the area , what movements the robot attempts to make (80% chance it moves, 20% chance it just stays where it is) and what it senses each step (70% accuracy) based on that info the code can work out WHERE on the map the robot is with the most likelyhood without having to know where it started and allowing for sensor/movement errors.
  • Avatar of Catdaemon
  • [QUOTE=Chris220;34879303]Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is [I]so[/I] miniscule I couldn't even click the rating. Seriously though, what is that?[/QUOTE] I'm gonna take a guess and say it's got something to do with AI or pathfinding. But really I have no clue either. god damn it ninjad but I was right :v:
  • Avatar of Bluefire
  • [QUOTE=Hexxeh;34879084]Can anyone recommend a decent C library for writing ID3v2 tags?[/QUOTE] The only one I know of that is full blown C is mplib. If you're fine with a library that has a C binding, then TagLib also works as well.
  • Avatar of Catdaemon
  • I'm beginning to get more than a little annoyed with SFML. I've tried everything I can think of and I still can't get it to clear the sf::RenderTexture I'm using for my light map. The .clear() method doesn't seem to do anything at all. None of my raw opengl calls work either, despite my using setactive. Shit is whack. [img]http://img.meteornet.net/uploads/6xpls/ss.png[/img] Looks like I'll have to live with drawing a black rect over the screen instead :v:
  • Avatar of Staneh
  • Using the rotMG textures for a second. [img]http://i.imgur.com/MGCwJ.jpg[/img]
  • I'd really like to get into ruby but everything I want to seems so much simpler in C#. And I don't mean the syntax. I mean the actual preparations. For example, I wanted debuging in an IDE so I got Aptana and tried to debug. I need something called a ruby-debug-ide gem. So I do gem install ruby-debug-ide. A million errors about failing to build native something. After messing with that for a bit, I decide to say fuck it and just use Notepad++ and ruby -rdebug for debugging. But at this point (although this works) I start to wonder why I would even want that since debugging in an IDE is clearly superior. I'm far from quitting but it seems so hard to see the benefits of Ruby when noting is straight forward. I also searched for OpenGL bindings but that too is a gem that won't install and seems really really complicated to setup. I also wonder how any of those things can be packaged if I want to send it to someone.
  • Avatar of Jack Trades
  • I had a very boring morning so I decide to play around with ragdolls, my custom shader and here are the results. [img]http://i.imgur.com/jk7QN.png[/img] [url]http://www.mediafire.com/?9mzi5132086j1vh[/url] You can drag them around with the mouse.
  • Progress on the map editor! [T]http://new.tinygrab.com/7cfbd51783ac44dfa4db51de0ae5a35fc6d2e7499e.png[/T] It won't be a seperate app or something, but an option available from in-game.
  • Avatar of Richy19
  • Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw? [url]http://dl.dropbox.com/u/18453712/Release1.zip[/url] All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe
  • Avatar of Catdaemon
  • [QUOTE=Richy19;34880716]Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw? [url]http://dl.dropbox.com/u/18453712/Release1.zip[/url] All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe[/QUOTE] Dunno how you expect people on linux to run a windows exe, or how you expect people on windows to run it without the csfml dlls :v:
  • Avatar of Richy19
  • [QUOTE=Catdaemon;34881083]Dunno how you expect people on linux to run a windows exe, or how you expect people on windows to run it without the csfml dlls :v:[/QUOTE] its a .net assembly, so with mono. And this is just to test if its my laptop or mono, so I dont need windows people to test it :)
  • [QUOTE=geel9;34878143]I wanted to make one of those for YoGUI--using YoGUI--but figured that it wasn't worth it. Good luck with this, though.[/QUOTE] people actually use that?
  • Avatar of Catdaemon
  • [QUOTE=Richy19;34881105]its a .net assembly, so with mono. And this is just to test if its my laptop or mono, so I dont need windows people to test it :)[/QUOTE] Ah that makes more sense. I'd try it on my linux box but I'm not installing mono on it :x
  • Avatar of Naelstrom
  • [QUOTE=Richy19;34880716]Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw? [url]http://dl.dropbox.com/u/18453712/Release1.zip[/url] All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe[/QUOTE] This is what happens when I run it. [URL]http://67.177.47.177/files/output.log[/URL] [editline]asdf[/editline] Oh yeah I have a nvidia GTX260 graphics card with up-to-date drivers.
  • Avatar of Programmer
  • [QUOTE=Catdaemon;34881155]Ah that makes more sense. I'd try it on my linux box but I'm not installing mono on it :x[/QUOTE] What's so bad about mono?
  • Avatar of Richy19
  • [QUOTE=Naelstrom;34881169]This is what happens when I run it. [URL]http://67.177.47.177/files/output.log[/URL] [editline]asdf[/editline] Oh yeah I have a nvidia GTX260 graphics card with up-to-date drivers.[/QUOTE] Thanks for testing it, think im just going to stick with C++ atleast untill an official release of SFML2.0
  • Avatar of Naelstrom
  • [QUOTE=Programmer;34881236]What's so bad about mono?[/QUOTE] All programs coded in mono generally don't follow any kind of Linux specifications, and you have to run them through mono. Which is generally a bad experience compared to real native applications.
  • Avatar of Zeh Matt
  • [video=youtube;irGw10spqq0]http://www.youtube.com/watch?v=irGw10spqq0[/video] Been working on this 2D Engine for a while now, just added a speed tail effect and some simple glow. I'm still struggling getting the physics to work properly it seems like the speed is limited or rather slow, not sure what exactly it is. Maybe someone has any experience with Box2D and is willing to help out?
  • Avatar of garry
  • [QUOTE=Zeh Matt;34881458][video=youtube;irGw10spqq0]http://www.youtube.com/watch?v=irGw10spqq0[/video] Been working on this 2D Engine for a while now, just added a speed tail effect and some simple glow. I'm still struggling getting the physics to work properly it seems like the speed is limited or rather slow, not sure what exactly it is. Maybe someone has any experience with Box2D and is willing to help out?[/QUOTE] With physics engine the scale you're using is really important. Try to design your implementation so the scale of the physics engine isn't linked to the scale of your game, and add a variable to adjust it. You'll find things get a lot more realistic when the scale is right.
  • [QUOTE=synthiac;34881131]people actually use that?[/QUOTE] I do :( Creator of YogUI: YogUI is coolbeans. Make it skinnable, it looks like shit. I am working on this: [IMG]http://i.imgur.com/7Xm54.png[/IMG] Im making this for my physics teacher because resultant forces are too difficult a concept to my classmates.
  • [QUOTE]21:53 - Alex: FUCK YOU DOWNSIDER 21:53 - Alex: UR ANNOYING AS FUCK 21:54 - Alex: OH LOOK AT ME 21:54 - Alex: I WRITE COMPLEX MMO ENGINE 21:54 - Alex: IOS AND STUFF 21:54 - Alex: I VERY COOL 21:54 - Alex: U ALL SHIT 21:54 - Alex: ME BEST AMERICAN 21:54 - Alex: I KNOW WHAT IM DOING 21:54 - Alex: I READ C++ FOR DUMBSHITS 21:54 - Downsider: im thisrty [/QUOTE] FP Programmers chat is srs bsns.