• What are you working on? April 2012
    2,483 replies, posted
  • [QUOTE=Lexic;35734753]Works in a stock install of safari which appears to report referrers correctly. Does anyone have one of those image scripts that prints the browser's referer into a png? [url=http://www.whatismyreferer.com/]Referer test[/url].[/QUOTE] Works for me. Here's an abuse of an anti-hotlinking system to give you a referrer test. [img]http://atom.smasher.org/error/xp.png.php[/img]
  • [QUOTE=T3hGamerDK;35735287]Whats wrong with OpenAL and the like?[/QUOTE] OpenAL isn't actually an open standard, it's basically just Creative (the most ironically named technology company ever) and one dude who has an open source implementation. There's also one other proprietary driver, but no one uses it. Also: * It doesn't allow for anything neat like audio shaders * it's spec hasn't been updated since about 2004 * the implementations out there all have different feature sets (so you have EAX on Creative's and NOT EAX on the OpenAL Soft) * it'd probably be worth the money to just buy the right to use someone else's hard work. Also, please note that just because it has Open in the name doesn't mean it is actually open. Because that would make sense
  • [QUOTE=Chandler;35736036]OpenAL isn't actually an open standard, it's basically just Creative (the most ironically named technology company ever) and one dude who has an open source implementation. There's also one other proprietary driver, but no one uses it. Also: * It doesn't allow for anything neat like audio shaders * it's spec hasn't been updated since about 2004 * the implementations out there all have different feature sets (so you have EAX on Creative's and NOT EAX on the OpenAL Soft) * it'd probably be worth the money to just buy the right to use someone else's hard work. Also, please note that just because it has Open in the name doesn't mean it is actually open. Because that would make sense[/QUOTE] Thanks for the heads-up. I was thinking of using it. It's "games that use openAL"-list seemed impressive. I've used an FMOD-wrapper before, and that was quite wonderful. However, it has some issues when it comes to licensing...
  • [QUOTE=Chandler;35736036] * It doesn't allow for anything neat like audio shaders [/QUOTE] I'm pretty sure irrKlang doesn't allow audio shaders either, just a bunch of standard effects like reverb, echo, flanger, chorus, etc (which OpenAL also supports)
  • [QUOTE=Lord Ned;35734977]That's either pre-DX10 code or OpenGL related. As of DX10/11 it will return an HRESULT - S_OK, E_INVALIDARG, etc. I saw his post in the other thread and don't spot anything too out of the ordinary unfortunately.[/QUOTE] I figured it out. My constructor takes a pointer to a ID3D10Device, except I kept making the argument equal to a uninitialized pointer that's part of the class... Boy do I feel stupid Nevermind DirectX is still being a dick.
  • Audio shaders? I don't even understand what GLSL is and you can now shade audio? I need to catch up with all this stuff. Re language: Added basic word macros, like those of C. Most of the basic instructions are done, so I've moved on to implementing function definition and polymorphism. I think type polymorphism will be harder. (Like, creating a generic function that acts on some sequential data structure to count the length, even if this data structure is polymorphic and can hold ints or strings or more of itself.)
  • [QUOTE=Nigey Nige;35737003]Garry should reduce the price on custom titles more often[/QUOTE] Why, so everyone has a title?
  • [QUOTE=DrLuke;35737243]Why, so everyone has a title?[/QUOTE] No, so everyone can give everyone else page-stretching titles.
  • [QUOTE=supersnail11;35735824]Works for me. Here's an abuse of an anti-hotlinking system to give you a referrer test. [img]http://atom.smasher.org/error/xp.png.php[/img][/QUOTE] That anti hotlinking system is silly, they waste more bandwidth having that big alert than the image uses itself. [editline]27th April 2012[/editline] [QUOTE=DrLuke;35737243]Why, so everyone has a title?[/QUOTE] No, so I have a higher chance to be boostar'd gold membership
  • [QUOTE=swift and shift;35696719][cpp] #define PROGRAM "++++++++++[>+++++++>++++++++++>+++>+<<<<-]>++.>+.+++++++..+++.>++.<<+++++++++++++++.>.+++.------.--------.>+.>." [/cpp][/QUOTE] Forgive my ignorance, but what does that line accomplish? Is it an inside joke?
  • [QUOTE=ChristopherB;35737661]Forgive my ignorance, but what does that line accomplish? Is it an inside joke?[/QUOTE] It's the program to be run, [url]http://en.wikipedia.org/wiki/Brainfuck[/url]
  • [QUOTE=ChristopherB;35737661]Forgive my ignorance, but what does that line accomplish? Is it an inside joke?[/QUOTE] It aliases the string that represents the Brainfuck program to be run as 'PROGRAM', so instead of writing [CODE]parse("++++++++++...blahblahblah" ,&len)[/CODE] he can just write [CODE]parse(PROGRAM, &len); [/CODE]
  • I once thought about the possibility of creating a brainfuck interpreter out of transistors
  • [QUOTE=Dlaor-guy;35736324]I'm pretty sure irrKlang doesn't allow audio shaders either, just a bunch of standard effects like reverb, echo, flanger, chorus, etc (which OpenAL also supports)[/QUOTE] Correct. Most APIs offer basic standard effects (OpenAL offers those effects because they are pretty much built into every platform it was originally released for :v:). However, irrKlang takes the issue of an audio content pipeline out of the equation by just automatically handling a variety of file types, or just not caring. As long as you get it something in a format that it understands, it'll handle the heavy lifting. You need to pipe the raw PCM data into OpenAL, which means you spend a lot of time using someone else's loader or writing your own and then having to worry about resource management. [QUOTE=Eudoxia;35736692]Audio shaders? I don't even understand what GLSL is and you can now shade audio? I need to catch up with all this stuff. Re language: Added basic word macros, like those of C. Most of the basic instructions are done, so I've moved on to implementing function definition and polymorphism. I think type polymorphism will be harder. (Like, creating a generic function that acts on some sequential data structure to count the length, even if this data structure is polymorphic and can hold ints or strings or more of itself.)[/QUOTE] I used the phrase shaders to describe something can be (possibly) run on the GPU to modify a buffer of memory. I should have used the phrase audio kernel, as it's a bit more accurate as to what it actually does to the audio (and makes more sense in terms of audio) You can do basically anything now with if you use OpenCL. Coincidentally we represent raw audio data (PCM) as floating point values which is kind of what OpenCL is geared towards :v:. Sine waves all up in this. Someone could probably write their own audio/sound layer (OpenSL is taken currently :v:) spec and just have it piggy back off of OpenCL, and it would most likely blow OpenAL out of the water, assuming you didn't get litigated into oblivion by Creative for coming up with a good innovative idea.
  • [media]http://www.youtube.com/watch?v=LAHZMH4hDqU&feature=youtu.be[/media] got vaulting working, the camera movement needs to be polished a bit and currently we don't have a vaulting animation but now players can move through a hall full of obstacles without losing momentum
  • [QUOTE=ChristopherB;35737661]Forgive my ignorance, but what does that line accomplish? Is it an inside joke?[/QUOTE] poor man's constants
  • [QUOTE=HeroicPillow;35731175] [editline]27th April 2012[/editline] Works for me as well. Even manually cleared the cache with (ctrl+shift+del) [t]http://img692.imageshack.us/img692/4537/20120427114355.png[/t] Perhaps it has something to do with what country you're in? (USA here)[/QUOTE] Works fine for me too; I live about ~20min drive away from Garry so it's definitely not location. Possibly the ISP? [editline]28th April 2012[/editline] If they blocked referring from FP, then wouldn't they all break and not half? [editline]28th April 2012[/editline] Ah, I solved it. They block "www.facepunch.com", but not "facepunch.com".
  • [QUOTE=DrLuke;35737750]I once thought about the possibility of creating a brainfuck interpreter out of transistors[/QUOTE] That would be a brainfuck just to build.
  • [QUOTE=COBRAa;35738332]Works fine for me too; I live about ~20min drive away from Garry so it's definitely not location. Possibly the ISP? [editline]28th April 2012[/editline] If they blocked referring from FP, then wouldn't they all break and not half? [editline]28th April 2012[/editline] Ah, I solved it. They block "www.facepunch.com", but not "facepunch.com".[/QUOTE] That seems completely moronic
  • [QUOTE=COBRAa;35738332] They block "www.facepunch.com", but not "facepunch.com".[/QUOTE] Well, at least we have a workaround for now.
  • [QUOTE=Icedshot;35738447]That seems completely moronic[/QUOTE] Disabling hotlinking in the first place is completely moronic. It's the perfect way to lose legitimate traffic while wasting bandwidth.
  • EDGE: Trigger sequencing [video=youtube;0HqMVV0fu20]http://www.youtube.com/watch?v=0HqMVV0fu20[/video]
  • [IMG]http://dl.dropbox.com/u/27714141/amfail.png[/IMG] God damn GVariants. If I get this to work I could do pretty much anything flash related there is. Flex remoting, RTMP server/client, etc. I also can't sleep, which is evidently productive. :tinfoil: [editline]28th April 2012[/editline] Actually, it works but it crashes immediately.
  • Decided to see if Directional Lighting was possible in FPSC without coding a modification. This was my result. Guess I have something new to put in my competition entry. Hopefully you can see it correctly... (Sorry if this is the wrong place to put this, Not sure where else to plunk this) [IMG]http://i48.tinypic.com/fxfl8n.jpg[/IMG] Now to figure out how to have light bounce!
  • [img]http://img406.imageshack.us/img406/3015/20120428051227.png[/img] [img]http://img803.imageshack.us/img803/8038/20120428051205.png[/img] Oops .. I think i forgot to enable depth testing when I added transparency. (They're all at the same height) Oh well, at least I know a fair amount about surface shaders now.
  • So I don't know how many of you have heard of Codecademy.com but it's a site for interactive teacher for programming by having exercises and focusing around making the student code little and often to build up their understanding by experimentation. The cool thing is that a few days ago I got an email from them asking if I would like to help produce the courses for the new python section that they are launching. I said yes and I believe the module I am working on is Loops - For, While and List Comprehensions. I'm pretty excited.