• What are you working on? May 2012
    2,222 replies, posted
  • Messed up terrain multi-texturing by inputting the wrong texture weight values. It looked pretty awesome, though, so I took a few screenshots. The awesomeness probably comes a lot from the bright purple light, I accidentally doubled the diffuse intensity while tweaking specular values earlier. (The purple light was there earlier when I was testing multiple lights) [img]http://robertrouhani.files.wordpress.com/2012/05/tophat-05-11-2012-11-06-10-3365-pm.png[/img] [img_thumb]http://robertrouhani.files.wordpress.com/2012/05/tophat-05-11-2012-11-06-20-6521-pm.png[/img_thumb] [img_thumb]http://robertrouhani.files.wordpress.com/2012/05/tophat-05-11-2012-11-06-47-2206-pm1.png[/img_thumb] [img_thumb]http://robertrouhani.files.wordpress.com/2012/05/tophat-05-11-2012-11-07-20-0895-pm.png[/img_thumb] And then I finally got it working: [img_thumb]http://robertrouhani.files.wordpress.com/2012/05/tophat-05-11-2012-11-21-37-8475-pm.png[/img_thumb]
  • I'd have stuck with the ice mountains bathed in purple lava personally. [editline]12th May 2012[/editline] ...That sounds kinda dirty now that I read it again.
  • [QUOTE=Lexic;35923221]I'd have stuck with the ice mountains bathed in purple lava personally. [editline]12th May 2012[/editline] ...That sounds kinda dirty now that I read it again.[/QUOTE] After I fixed the bug I un-fixed it, committed it, tagged the commit so I can find it easily later, then re-fixed it and committed again. So if I ever want to have a weird abstract level I can always look back on how I did it. (Although the mountains are mostly transparent and the blue is from the clear color)
  • [img]http://dl.dropbox.com/u/18131951/Screenshots/screenshot_2012-05-12_1146_1.png[/img] Woohoo!
  • [QUOTE=Vault;35922831][t]http://puu.sh/ufC1.png[/t] Getting into NDS Homebrew.[/QUOTE] NDS Homebrew is always fun. [t]http://dl.dropbox.com/u/3659637/ndsdev/fontdrawing.png[/t][t]http://dl.dropbox.com/u/3659637/ndsdev/bmp.png[/t]
  • [QUOTE=voodooattack;35924812]I got Irrlicht to draw a cube.[/QUOTE] Congratulations! I think Irrlicht is a great place to do some quick game development. It's not that slow either, so you can get some cool stuff going. Good luck!
  • [QUOTE=T3hGamerDK;35925145]Congratulations! I think Irrlicht is a great place to do some quick game development. It's not that slow either, so you can get some cool stuff going. Good luck![/QUOTE] It's not a game actually, I'm writing an artificial life simulator. What's different about it is that the genes encode NURBS splines amongst a plethora of body parts, sensory/olfactory organelles and numerous traits. It should look very organic once I'm done. My only problem right now is joining irrlicht's scene manager and bullet's physics. I'm trying to write a custom SceneNode, but I'm sort of failing at that. I might revert to 2D after all. [editline]12th May 2012[/editline] Also, thanks. =)
  • [QUOTE=voodooattack;35925290]It's not a game actually, I'm writing an artificial life simulator. What's different about it is that the genes encode NURBS splines amongst a plethora of body parts, sensory/olfactory organelles and numerous traits. It should look very organic once I'm done. My only problem right now is joining irrlicht's scene manager and bullet's physics. I'm trying to write a custom SceneNode, but I'm sort of failing at that. I might revert to 2D after all. [editline]12th May 2012[/editline] Also, thanks. =)[/QUOTE] Don't give up so quick. If there's a chance of doing it in 3D, I'd say go for it! Even if it causes frustration (which programming does, naturally), you should keep pushing on as long as it isn't unhealthy. Irrlicht has a lot of documentation I find, and the community seems to know their shit, so it's a great place to get shit done. You should try asking them about the custom SceneNode, although I'm not sure why you'd need it.
  • Logcat and multitouch! [img]http://new.tinygrab.com/7cfbd51783e0306fedcdc84a42de5e1c759ad2db35.png[/img]
  • I've been working on a Runescape private server in C# recently. Most others are in Java (I know of only one other that's in C#), and they are all horrible abominations under the hood. I decided to write a better one in C#, so now I am. Runescape's packet protocol is very (and intentionally) convoluted. They use either little, "middle," or big endian, in addition to "Special A, B, C" datatypes (they're just simple arithmetic operations). The use of these is seemingly random--packet 105 may have three shorts, but each short could be a different endian order, etc. However, packets will always be consistent--packet 105 will always have three shorts with that exact order. After finishing the login process, I wrote the player movement/chat code. Then I wrote the Item code--in such a way that it makes it easy to write a subclass of Item and, using reflection magic, automatically populate a list of "special" Item classes. In addition to that, I had to load Item information from the Runescape cache, which was annoying as hell. I eventually just modified the source of the client to, when it loads the items, write their information to a file, since I didn't want to have to work out reading from the cache myself. My latest accomplishment is getting NPCs working. They can't move or attack yet, but they can spawn and whatnot. It's easy to write custom code per-NPC; just write a subclass of NPC and override the GetIDS() method, which returns an integer array of the IDs this NPC is written for. Picture of NPCs: [img]http://puu.sh/uhWe[/img] The server and client are version 317, which is a very, very old version, but from my experience, its packet protocol is the most documented.
  • [QUOTE=Vault;35922175]I made a simple program that plays Ocarina sounds using Beep(); [url]http://dl.dropbox.com/u/59459111/BeepOcarina.zip[/url] What do you guys think?[/QUOTE] Neat function so I gave it a try: [vid]http://dl.dropbox.com/u/34571219/wha.webmvp8.webm[/vid] I don't think Fluffy's gonna sleep.
  • [t]http://puu.sh/uiqK[/t] Added NPC chat (as well as the ability to do things when the player clicks the NPC).
  • I'm currently working on a graphics abstraction layer (GAL) for the Parrot Virtual Machine. The cool thing about this is that it allows other languages running on Parrot VM to use it. This means I write my code once, and Java programmers, Javascript programmers, Python, Perl, or Haskell programmers, can start using my library. I write it once, and people can use it in any language using the Parrot VM. This shit is amazing!
  • Yay phys... [VID]http://dl.dropbox.com/u/11197643/brokenrotation.webm[/VID]
  • Ugh, I'm at the point in my language where I've got to make a line-by-line debugger of some sort or SOMETHING :( it's hard to figure out where my code fucks up.
  • [QUOTE=Jawalt;35926736]Ugh, I'm at the point in my language where I've got to make a line-by-line debugger of some sort or SOMETHING :( it's hard to figure out where my code fucks up.[/QUOTE] What language are you writing it in?
  • [QUOTE=Perl;35926748]What language are you writing it in?[/QUOTE] C# as sort of a proof-of-concept deal, but I want to rewrite it in C eventually. For portability/speed, and the language doesn't really gain much being written in C# over C.
  • [QUOTE=WhatTheEf;35925724]Neat function so I gave it a try: *video* I don't think Fluffy's gonna sleep.[/QUOTE] Made a morse code beeper with that once. [IMG]http://dl.dropbox.com/u/5342745/hnefatafl.png[/IMG] I finally made a working game of 11x11 [URL="http://en.wikipedia.org/wiki/Hnefatafl"]Hnefatafl[/URL]
  • Blurgh just found a 'deal-breaker' with my language. Back to the drawing board :( [editline]12th May 2012[/editline] Actually maybe not.
  • [QUOTE=Jawalt;35926959]Blurgh just found a 'deal-breaker' with my language. Back to the drawing board :( [editline]12th May 2012[/editline] Actually maybe not.[/QUOTE] if it's C# can't you go through the code evaluation step by step using breakpoints?
  • [img]http://dl.dropbox.com/u/18131951/Screenshots/screenshot_2012-05-12_1835_1.png[/img] Multi-touch and buttons!
  • [QUOTE=Perl;35927302]if it's C# can't you go through the code evaluation step by step using breakpoints?[/QUOTE] Yes, but all the code is in different places the way I've set things up, it's hard to follow.
  • [QUOTE=Jawalt;35927583]Yes, but all the code is in different places the way I've set things up, it's hard to follow.[/QUOTE] Then add some sort of global function for a 'tick' system so you could break it, maybe :v:
  • [QUOTE=Jawalt;35926736]Ugh, I'm at the point in my language where I've got to make a line-by-line debugger of some sort or SOMETHING :( it's hard to figure out where my code fucks up.[/QUOTE] You could probably get pretty far with just a "debugger;" statement which pauses execution and outputs a stack trace + some kind of variable dump perhaps with some form of assert so you can conditionally output it.
  • [IMG]http://niggaupload.com/images/ZNkGY.gif[/IMG] touched up the pissing mini-game, this is on hard mode, which is probably induced by drinking a lot, sleep deprivation, or a combination of both.
  • [QUOTE=Parakon;35928489][img]http://niggaupload.com/images/ZNkGY.gif[/img] touched up the pissing mini-game, this is on hard mode, which is probably enduced by drinking a lot, sleep deprivation, or a combination of both.[/QUOTE] I would go see a doctor if my dick was a black rectangle and i piss yellow smoke.