• What are you working on? June 2012
    1,926 replies, posted
  • [QUOTE=Richy19;36458836]Im guessing it will run on anything that supports a webserver/XAMP[/QUOTE] [QUOTE=NorthMcCormic;36431761]A'ight so I'm fairly new to the forums... as in my friend showed me this literally 30 seconds ago. Anyway: I'm working on a game design collaboration tool! It has tools for everyone in the team and management systems that are all synced online. I couldn't find anything that really compares to what I'm doing soooo yeah. I've been working on it for about 5 hours. It's called UNITE and here are a few screen shots: [IMG]http://img163.imageshack.us/img163/5573/screenshot2012062115450.png[/IMG] [IMG]http://img859.imageshack.us/img859/7648/screenshot2012062115460.png[/IMG] [IMG]http://img193.imageshack.us/img193/9277/screenshot2012062115461.png[/IMG] As the project manager you have access to everything, and you can determine others' access as you wish. Each user however has a primary job and that is located in the accounts section. Right now I'm just chiseling out the framework. I already have data syncing working. I just have to build it up from here. However the reason why I'm posting this here is that I need a team that's making a game to use this as much as they can so I can build and focus on where it needs it. Being a game designer, website engineer, graphic designer, and software engineer myself I have a basic idea of what it needs but I won't completely know until it's put into a real-world project. Let me know what you guys think![/QUOTE] I was reffering to this.
  • [QUOTE=Dr Magnusson;36458931]I have no idea what you just said, so I think the answer is "no" :v: I'm just using the standard C++ threads and atomics, as well as the concurrent_queue included in MSVC. I started out using a mutex, but it was way too slow when you had 8 threads fighting over access to the same queue, so I tried my hand at writing my own concurrent queue using atomics, but after getting nowhere with that, I found out that Microsoft had already written one, based on Intel code, so I just used that one instead. You should hit me up on Steam, it sounds like you're way deeper into this than I am![/QUOTE] I think you're using the queue from Microsoft's [URL="http://msdn.microsoft.com/en-us/library/dd504870.aspx"]Concurrency Runtime (concrt)[/URL]. If so, you're missing on a [URL="http://archive.msdn.microsoft.com/concrtextras"]whole lot[/URL]. Sadly, I can't add you to steam. I haven't made a purchase yet and they're quite strict about that. (Just reclaimed stuff that came with my nVIDIA card, and apparently that doesn't count) If you use it, you can contact me via Skype or gtalk, same nickname on both.
  • I got an optimization tip, pretty sure it will double the performance of GMod [url]http://www.facepunch.com/showthread.php?t=1192673&p=36453911&viewfull=1#post36453911[/url]
  • [QUOTE=garry;36459985]I got an optimization tip, pretty sure it will double the performance of GMod [url]http://www.facepunch.com/showthread.php?t=1192673&p=36453911&viewfull=1#post36453911[/url][/QUOTE] Ass. :suicide:
  • Still learning graphics programming :) Remember my [URL="http://facepunch.com/showthread.php?t=1174646&p=35434117&viewfull=1#post35434117"]last post[/URL]? [QUOTE]I started with a simple 2D demo made with SFML2 (compiled from source). This demo's idea is based on "We Were" by Razor1911. It is still incomplete and it's only purpose is to learn graphics programming.[/QUOTE] I added some things since that post. Short description: I use C++ and a combination of OpenGL and SFML 2 (latest snapshot) to code a demo. Currently, I'm using SFML's own audio system, but I will most probably change it to either minifmod or bassmod before I release it. I just hope that I can setup the graphics/sound synchronization with these. Anyways, this is the current state: [video=youtube;qV6ncs-t2j4]http://www.youtube.com/watch?v=qV6ncs-t2j4[/video] It is [I]still[/I] incomplete, and I think it will take some months until I finish it.
  • No visual change to my IQM loader, however before I had a list of meshes where each mesh could only have one image. Now all meshes are loaded into the 1 model class and I use multiple textures
  • [QUOTE=Wizard of Ass;36460001]Ass. :suicide:[/QUOTE] unless you're using a retarded compiler, storing w and h in a variable will make zero difference. I don't mean zero as in negligible. I mean [b]zero[/b]. [editline]24th June 2012[/editline] i just tested - the assembly generated at O3 is the exact same
  • [QUOTE=Jookia;36459200]I was reffering to this.[/QUOTE] Holy shit, please snip those images in the quote.
  • [QUOTE=Jookia;36459200]I was reffering to this.[/QUOTE] Not currently, once I work out how I want things to run on the client side I may try something like QT. I have a hard time developing for non-windows platforms. However I am seeing the web version unwrap in my head. I'm not a windows "fanboy" but I honestly love the system and it's what I'm familiar with. *prepares to get flamed* If you guys have NICE api suggestions for xplatform development let me know. Something managed preferably. I'm not a fan of lower level languages because my brain does not operate that way. Another thought, if I get this version up and running maybe someone would be kind enough to port it to other platforms so I don't have to. Horrible I know but that's life for me when I work two full time jobs and school ;D EDIT: Also if you guys have any ideas or things that YOU would love to see please tell me so I can incorporate them asap.
  • Working on item attributes. [img]http://puu.sh/DfnD[/img] This is a very balanced weapon.
  • Working with Unity and lighting with my Receiver modding Flashlight on: [IMG]http://puu.sh/DfxK[/IMG] Off: [IMG]http://puu.sh/DfxY[/IMG] All I have is a spotlight :v:
  • [QUOTE=Mordi;36456698]I tried removing the disable, and switching manually between every possible combination of blending ([URL="http://www.opengl.org/sdk/docs/man/xhtml/glBlendFunc.xml"]glBlendFunc[/URL]) and I found that none of the combinations worked 100% correctly. Some were better than others, but all had these problems to various degrees: - Full white pixels rendered on top of existing pixels are rendered transparent - Saturated pixels lose some amount of opacity Not sure what to do. I guess this means that it is impossible to render one image that has transparent colors, full white and black pixels correctly, unless you were to split it up and change blend-modes according to what kind of color/alpha the pixels have? I think the problem lies in that the background of the framebuffer is fully transparent, but having it be fully opaque would defeat it's purpose... Bummer![/QUOTE] It still doesn't make sense. I haven't used glBlendFunc before and the docs say it changes both colour and alpha settings which is what I first guessed it was so try changing glBlendFunc to glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO). Unfortunately the last two might be wrong. Some combo of one and zero and not the source colour or alpha. I always forget exactly how they work.
  • Spent a lot of time getting things to work in multiplayer, and there's no real way to show that, but I figured I'd post a screenshot of the few things we've done since the last update... I haven't gotten around to animation yet (you can still see mrfixit in the T-pose, I'll get to it soon), but I did blend in a 3rd texture to the terrain, with support for a 4th texture. I implemented OpenAL for sound and set it up with our component/entity system, I added the ability to draw rays for a specified amount of time to help debug raycasting and weapons, and I added a new HUD layer that currently just tracks useful information like player position, player health, player breath, etc. I also added the ability to add debug boxes and spheres but I haven't implemented drawing the spheres yet, so I'll share a nice screenshot of an explosion with a debug radius when I have that done. Meanwhile my friends built up the logic for guns, explosives/grenades, triggers, and jetpacks and did most of the work regarding networking. We got a website and I set up a wordpress blog on there, in a few days I'll have it all set up as a dev blog and we'll be posting to it more frequently than I am sharing screenshots here. (I'll also be posting reposting the screenshots here and providing links to the full articles if the blog posts are long) [img]http://i.imgur.com/uo8mF.jpg[/img]
  • [QUOTE=/dev/sda1;36463994]Holy shit, please snip those images in the quote.[/QUOTE] You are aware that those images are the exact things I was quoting? Native GUIs, not web based?
  • Decided I wanted my host scanner to put the results in a database instead of a CSV file. Thought if I am going to doing that I might as well have it upload to a remote database via a web server. [img]http://img207.imageshack.us/img207/9939/dgdwwlhnamavd.png[/img] ('SUCCESS' is it sending results to the server) Results are stored with an apikey/userid so that scans cannot be overwritten by someone else. Got to tidy up a few things and then I am going to leave it running for 24 hours. Planning on making a statistics page along with a database download. [t]http://img155.imageshack.us/img155/5130/iojw2oe7c43aw.png[/t]
  • Anyone give me any pointers on how to get source like blend textures in SFML? [img]https://dl.dropbox.com/u/3715122/Coding/creating_blend_textures_for_displacements_2.jpg[/img] I'm guessing its some kind of masking but to my knowledge SFML 2 doesn't support masking.
  • You just need to mix two textures in shader. If SFML doesn't support shaders (for some bizarre reason) then I have to question why you'd want to use SFML for this.
  • [QUOTE=Jenox;36469524]You just need to mix two textures in shader. If SFML doesn't support shaders (for some bizarre reason) then I have to question why you'd want to use SFML for this.[/QUOTE] It supports OpenGL shaders. Cheers, I'll look into how to write shaders now.
  • Hi. Sorry for showing up so late [IMG]http://i.imgur.com/sIiaO.png[/IMG] I'm working on a tile based dungeon crawler, based on some d20 rules So far I've implemented procedual generation, dungeon exploration, doors, and a minimap. TO DO: mobs, pathfinding, items, abilities, items, and so many things that I'll probably hit a dead end. I'm working in c++ and SDL, it's my first project that makes heavy usage of objects.
  • [QUOTE=conman420;36469641]It supports OpenGL shaders. Cheers, I'll look into how to write shaders now.[/QUOTE] Here's how I blend up to 4 textures on terrain in GLSL: [cpp]vec4 texture2Dweighted(in sampler2D tex0, in sampler2D tex1, in sampler2D tex2, in sampler2D tex3, in vec4 weight, in vec2 texcoord) { return texture2D(tex0, texcoord) * weight.x + texture2D(tex1, texcoord) * weight.y + texture2D(tex2, texcoord) * weight.z + texture2D(tex3, texcoord) * weight.w; }[/cpp] From main, I call that method twice, once for all the diffuse maps bound, and the other for all the normal maps bound. "weight" is a vec4 that gets passed in for each vertex where all the components add up to 1. If you want per-fragment control instead of per-vertex control, you could generate an RGBA texture and use a texture2D lookup instead of of the weight vector.
  • [QUOTE=zachcalhoun;36471535]Hi. Sorry for showing up so late [IMG]http://i.imgur.com/sIiaO.png[/IMG] I'm working on a tile based dungeon crawler, based on some d20 rules So far I've implemented procedual generation, dungeon exploration, doors, and a minimap. TO DO: mobs, pathfinding, items, abilities, items, and so many things that I'll probably hit a dead end. I'm working in c++ and SDL, it's my first project that makes heavy usage of objects.[/QUOTE] I like your castlevania esque map.
  • [QUOTE=Topgamer7;36471886]I like your castlevania esque map.[/QUOTE] That's not castlevania eque at all. Castlevania/Metroid maps only show rooms.
  • [QUOTE=robmaister12;36471683] From main, I call that method twice, once for all the diffuse maps bound, and the other for all the normal maps bound. "weight" is a normalized vec4 that gets passed in for each vertex. If you want per-fragment control instead of per-vertex control, you could generate an RGBA texture and use a texture2D lookup instead of of the weight vector.[/QUOTE] Should weight be normalised? You really want all of the components to add to one if it's a weight, which will usually be a shorter vector than a unit vector. You ought really to divide by the sum of the components, else it'll make the textures brighter. Not that it would make much difference :)
  • [QUOTE=r0b0tsquid;36473033]Should weight be normalised? You really want all of the components to add to one if it's a weight, which will usually be a shorter vector than a unit vector. You ought really to divide by the sum of the components, else it'll make the textures brighter. Not that it would make much difference :)[/QUOTE] Oops, used the wrong term. When I initialize my terrain, the code I use to calculate texture weights doesn't normalize the vector, it just makes sure all the components add up to 1.
  • Oh sorry, yeah I know what you mean now :) anyway I've got OpenGL, Bullet Physics and ROBO_DONUT's BSM lib playing nicely together: [img]http://i.imgur.com/wZiQ3.png[/img] Does anyone know what happened to ROBO_DONUT by the way? The event log says he got perma'd, but it's in a gold member thread so I can't see it.
  • [QUOTE=r0b0tsquid;36473468] Does anyone know what happened to ROBO_DONUT by the way? The event log says he got perma'd, but it's in a gold member thread so I can't see it.[/QUOTE] He was getting angry that people were pirating DRM-Free games and kinda went on a huge flaming spree, then stated that he would be happy to run the thread into the ground for which he was banned for 3 days. Upon his return he asked for perma or nothing. Guess what happened.
  • [QUOTE=ryan1271;36473683]He was getting angry that people were pirating DRM-Free games and kinda went on a huge flaming spree, then stated that he would be happy to run the thread into the ground for which he was banned for 3 days. Upon his return he asked for perma or nothing. Guess what happened.[/QUOTE] I'm constantly amazed at how much drama there is on this forum. It's quite astounding, even as someone who has survived the Game Maker Community forum.