• What are you working on? v16
    5,004 replies, posted
[img]http://dl.dropbox.com/u/2116169/waywo.png[/img] [img]http://dl.dropbox.com/u/2116169/prevway.png[/img] [QUOTE=Combino;27163968]Fixed memory mapping on my emulator, and mapped the address $201 to character output. Hello World from 6502 assembly: [img_thumb]http://f.anyhub.net/1lOk[/img_thumb][/QUOTE] [QUOTE=xAustechx;27167498]I couldn't sleep, it's currently 2:00 AM and I gotta go to school at 7:00 AM. Since I'm gonna fall asleep in school, I figured I should do something productive while awake. I've been re-doing systems of beat tapper these past few days, making the class structure more flexible. In doing this I had a chance to re-do the menu. [img_thumb]http://i53.tinypic.com/z337o.jpg[/img_thumb] [img_thumb]http://i55.tinypic.com/2s0b6ah.jpg[/img_thumb] Dark Grey: Folders Light Grey: Folder (currently selected) White: Song Yellow: Song (currently selected) Blue: Loaded Song Light Blue: Loaded Song (currently selected) I also worked on an Input Manager making things a lot easier. This means that I can (hopefully more easily) add in controller/dance pad support. :D[/QUOTE] [QUOTE=Richy19;27174374]I have progress, night time and a clock [img_thumb]http://img88.imageshack.us/img88/5994/untitlebd.png[/img_thumb][/QUOTE] [QUOTE=Tezzanator92;27183623]Multiple chunks on a single map :D [img_thumb]http://dl.dropbox.com/u/286964/netcraft/netcraftmultichunk.png[/img_thumb] Currently working on NBT Parser to load and save the stuff. (All my chunks get created with a bedrock floor hence the bedrock mess you see) Thing I am dreading is terrain generation. I anticipated a problem with packet sending from multiple threads, if multiple threads "send" a packet at the same time the stream will append both at the same time, so what I did was add a queue and then packet sends get added to that, then processed one after another. It probably works. [b]Edit[/b] Hey look, Loaded chunks... [img_thumb]http://dl.dropbox.com/u/286964/netcraft/netcraftmultichunknbt.png[/img_thumb][/QUOTE] [QUOTE=limitofinf;27200161]Hey, Boredom during History, Calculus, Physics, and similar classes led to the following: Sierpinski carpet - rendered pixel by pixel by recursively subdividing the screen into 1/3s: [img_thumb]http://anyhub.net/file/1mPY-fractal_3.png[/img_thumb] Sierpinski triangle - rendered by recursing into a given depth, N, and then drawing triangles with 3 lines: [img_thumb]http://anyhub.net/file/1mPZ-fractal_2.png[/img_thumb] Mandelbrot - rendered pixel by pixel: [img_thumb]http://anyhub.net/file/1mP_-fractal_1.png[/img_thumb] All written in TI-Basic, so they are very slow. The Sierpinski triangle is the fastest because it doesn't iterate per-pixel; the Mandelbrot is the slowest due to lots of iteration and arithmetic. In terms of code, the Sierpinski triangle was the hardest. It needed to use recursion, but the TI-83 doesn't have functions; I ended up using an extra program for the recursion, but then there was a separate issue - all programs share the same global variables, and there is no variable stack for recursion. I ended up keeping a global iteration count which I used to index into L1 to store each depth's variables, kind of like a makeshift stack :v:[/QUOTE] [QUOTE=s0ul0r;27250292]I have no gameplay ideas for my "game" :D That's basically why it's not coming along so well. Maybe weapons would be a good start oO [editline]7th January 2011[/editline] When everything is nice and managed, stuff like projectiles aren't really hard :D [img_thumb]http://img411.imageshack.us/img411/5848/ss20110107044051.jpg[/img_thumb][/QUOTE] [QUOTE=DarKSunrise;27255517][img_thumb]http://www.1337upload.net/files/GBuffer10.png[/img_thumb] [img_thumb]http://www.1337upload.net/files/GBuffer9.png[/img_thumb] Deferred lighting in XNA 4.0! You can see the color, normal, depth and light buffers on the left. There's about 200 dynamic point lights or so in the scene - I lost count. There's normal and specular mapping too, but it's still missing shadows. Gotta implement those next.[/QUOTE] [QUOTE=Overv;27278107]Finished a little mockup of my Facepunch for Android app. With the current design, you will be able to reply and rate by holding down your finger on a post and using a popup menu. [img_thumb]http://www.imgdumper.nl/uploads3/4d27f4e23d9ad/4d27f4e233982-Facepunch_android_mockup_device_small.png[/img_thumb][/QUOTE] [QUOTE=Jack Trades;27335714][img_thumb]http://i.imgur.com/KWB8M.png[/img_thumb][/QUOTE] [QUOTE=Robert64;27373747]Last one, I promise: [img_thumb]http://i51.tinypic.com/9bd4ht.png[/img_thumb] [editline]12th January 2011[/editline] The nnull at the end is because overall it returns null, and that's printed on the same line as me typing "n".[/QUOTE] [QUOTE=bean_xp;27478260]Actually I'm working on something which renders surfaces like this: [media][URL]http://youtube.com/watch?v=WnpY6hA_dco[/URL][/media] [img_thumb]http://fortblox.dyndns.org/uploads/cave_wip/cave_14_01_11-2.png[/img_thumb] It's for a uni project, currently the surface is defined implicitly, but I am considering rendering from voxel data instead. I had a similar idea for a minecraft renderer like that too, but I doubt I'll have the time in this project.[/QUOTE] [QUOTE=Robert64;27500465]Sorry for derailing [img_thumb]http://i55.tinypic.com/4idcac.png[/img_thumb][/QUOTE] [QUOTE=layla;27541204][url]http://dl.dropbox.com/u/99765/BSP.rar[/url] Had this gathering dust so I stripped it down and uploaded the source. [img_thumb]http://dl.dropbox.com/u/99765/61436276.png[/img_thumb][/QUOTE] [QUOTE=Robert64;27565763][img_thumb]http://ahb.me/1y76[/img_thumb] Doing a field simulator for my computing project. [editline]21st January 2011[/editline] These aren't the final colours[/QUOTE] [QUOTE=CarlBooth;27567672]I'm writing an RTMPDump GUI/wrapper specifically for BBC iPlayer. [img_thumb]http://ahb.me/1y9J[/img_thumb] You give it a load of PIDs and it downloads them all. It downloads them all in HD at the moment but I'll eventually add options for the other formats.[/QUOTE] [QUOTE=HiredK;27642848]My GLSL environment shader mixed with lightmap. [img_thumb]http://i53.tinypic.com/snewe8.png[/img_thumb][/QUOTE] [QUOTE=Maurice;27651678]Look at my program trying to copy an image with random positioned polygons with random colors and (kind of) random alpha... My attempt at a simple genetic program. It only adds a new polygon every generation. [img_thumb]http://filesmelt.com/dl/FP5.png[/img_thumb] yyyyeah... Maybe I should improve it. [img_thumb]http://filesmelt.com/dl/mona.png[/img_thumb] My name is lisa, my head will explode into many colors. In case this becomes the next waywo fad, I'd like to reserve all rights and collect $5 from each of you, as well as $200 as I pass go[/QUOTE] [QUOTE=ThePuska;27697285][img_thumb]http://img440.imageshack.us/img440/8029/cimg.png[/img_thumb] Just playing around edit: [img_thumb]http://img715.imageshack.us/img715/7545/cimgcolor.png[/img_thumb][/QUOTE] [QUOTE=layla;27721742]Some basic shadows. [img_thumb]http://dl.dropbox.com/u/99765/536234.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/99765/536165.png[/img_thumb] And made it look spherical for a laff. [img_thumb]http://dl.dropbox.com/u/99765/362341.png[/img_thumb] wow, that fps is embarrassing. There's something wrong with the creation/usage of arrays in shader, don't know much about it but it's slowing everything down.[/QUOTE] [QUOTE=conman420;27781035][img_thumb]http://dl.dropbox.com/u/3715122/MoreBooleans.PNG[/img_thumb] More Boolean algebra excitement. Works for almost every expression I can throw at it :)[/QUOTE] [QUOTE=Robert64;27754455][img_thumb]http://ahb.me/1EOl[/img_thumb] [img_thumb]http://ahb.me/1EOk[/img_thumb] Found a bug to do with variable scope in functions, fixed by turning a true into a false.[/QUOTE] [QUOTE=Naelstrom;27807907][img_thumb]http://www.1337upload.net/files/SS-2011-02-01_22.11.47.png[/img_thumb] Created a custom font/text rendering thing as opengl's default text functions don't appear to work, it loads fonts from [url=http://www.1337upload.net/files/SS-2011-02-01_22.15.00.png]128x128 mspaint images[/url]. Doing things yourself is so much more fun.[/QUOTE] [QUOTE=Venice Queen;27810759]Working on Fructose's HTTP library. Basically a wrapper for PHP's $_GET and friends. However, I've decided to work Ruby's (and therefore Fructose's) built-in 'tainted?' functionality present in every object right into this HTTP library. All user data is set as tainted by the HTTP lib, and must have the String#escape method called on it before it can be outputted. Here's an example. This script looks safe right? [code] require :http puts get[:str] [/code] Let's see what happens when we visit it: [img_thumb]http://ahb.me/1GCi[/img_thumb] [b]Uh oh![/b] Gonna have to escape that: [code] require :http puts get[:str].escape [/code] Now we get this: [img_thumb]http://ahb.me/1GCl[/img_thumb] Yay! Although, one could manually call the untaint method, but if you're stupid enough to do that to user-supplied data, you deserve to get hacked: [code] require :http s = get[:str] s.untaint puts s [/code] [img_thumb]http://ahb.me/1GCp[/img_thumb][/QUOTE] [QUOTE=Maurice;27884950]So I got my Rimshot, a program to make drumbeats, and I got a half finished Rockband clone with no functional midi reading. ... [img_thumb]http://filesmelt.com/dl/rimband.png[/img_thumb] genius. Took me way too long. 2 hours maybe.[/QUOTE] [QUOTE=HiredK;27900642]HD lightmaps are a pain in the ass to compile, but the end result is worth the wait :v: [img_thumb]http://i55.tinypic.com/156xusx.png[/img_thumb][/QUOTE] [QUOTE=Shanethe13;27925571]Saw someone make a cool cloth simulator on Reddit, so I decided to try making my own in Love2D: [img_thumb]http://i.imgur.com/ayj1y.png[/img_thumb] [img_thumb]http://i.imgur.com/dYISY.png[/img_thumb] [img_thumb]http://i.imgur.com/BYzz4.png[/img_thumb] [img_thumb]http://i.imgur.com/WDnZA.png[/img_thumb][/QUOTE] [QUOTE=Dlaor-guy;28014823]Just trying some stuff. [img_thumb]http://i.imgur.com/Wa3eO.png[/img_thumb] Same shit, different settings :v: [img_thumb]http://i.imgur.com/UrW8p.png[/img_thumb][/QUOTE] [QUOTE=Catdaemon;28151911]I got pissed off writing a font renderer in D so I've gone back to my original codebase :v: [img_thumb]http://img.meteornet.net/uploads/3s5lgax7p/ss.PNG[/img_thumb] Need to fix up the lighting because it's pretty slow at the moment. Then I'll move on to fixing the networking and then start embedding lua so I can get some gameplay going.[/QUOTE] [QUOTE=layla;28181348]"Radiosity Normal Mapping" from [url=http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf]this paper[/url] Not sure if it's 100% correct yet but It looks pretty nice I think. Ignore my balls. [img_thumb]http://dl.dropbox.com/u/99765/474235.png[/img_thumb][/QUOTE] [QUOTE=BlkDucky;28195282]Speaking of dungeon generation I got a nice maze generator now (not the same one I pointed out earlier). [img_thumb]http://gyazo.com/449e4fe1ef4de32f85f8b8cfc1f75cc0.png[/img_thumb] Just need to figure out how to make every tile accessible, now... :buddy:[/QUOTE] [b]Older threads:[/b] [url=http://www.facepunch.com/threads/1044832-What-are-you-working-on-v15]Version 15[/url] [URL=http://www.facepunch.com/threads/1028402-What-are-you-working-on-V14]Version 14[/URL] [URL=http://www.facepunch.com/threads/1000894-What-Are-You-Working-On-V13]Version 13[/URL] [URL=http://www.facepunch.com/showthread.php?t=969139]Version 12[/URL] [URL=http://www.facepunch.com/showthread.php?t=949277]Version 11[/URL] [URL=http://www.facepunch.com/showthread.php?t=935572]Version 10[/URL] [URL=http://www.facepunch.com/showthread.php?t=919721]Version 9[/URL] [URL=http://www.facepunch.com/showthread.php?t=899530]Version 8[/URL] [URL=http://www.facepunch.com/showthread.php?t=878114]Version 7[/URL] [URL=http://www.facepunch.com/showthread.php?t=862848]Version 6[/URL] [URL=http://www.facepunch.com/showthread.php?t=842121]Version 5[/URL] [URL=http://www.facepunch.com/showthread.php?t=829486]Version 4[/URL] [URL=http://www.facepunch.com/showthread.php?t=808758]Version 3[/URL] [URL=http://www.facepunch.com/showthread.php?t=774427]Version 2[/URL] [URL=http://www.facepunch.com/showthread.php?t=764346]Version 1[/URL] So Facepunch, what are you working on?
Ah new thread smell. In other news I was board today so I made this: [url]http://dl.dropbox.com/u/2014606/EngineNew.html[/url]
[img]http://images1.memegenerator.net/ImageMacro/4923940/first-post.jpg?imageSize=Medium&generatorName=Slowpokes[/img] [highlight](User was banned for this post ("Image macro/spam" - PLing))[/highlight]
[QUOTE=chimitos;28203690]:firstpost:[/QUOTE] embarrassing.
I started programing this week. Professor asked to create a Celsius to Fahrenheit converter. Well shes going to get a full ASCII art intro along with kicking rad randomly generated sayings depending on how hot/cold the temperature input is. I will become the programing king.
It is currently 12:52 AM EST and I am stuck at my robotics build site. I'll probably be here all night.
Didn't make it (not surprised).
Apparently I missed a lot of good stuff in the last thread.
fuck i didn't make it again
op left out a bunch of perlin noise shit
I found out why SFML was fucking up. The exception handler in MinGW 4.4 that the SFML site gave was sjlj instead of dw2 even though SFML says to use dw2 as the exception handler (someone screwed up). The exception handler in Code::Blocks is dw2 so a quick switch and everything is fixed. I don't know why it was so much work to get the IDE compiler to work with the library. On to actual work, my GA is working with the display, I just need to tweak a couple things with the tessellation and colors and everything will be done. One question though, in my headers for my classes, I have things like #include "../include/object.h" which looks gross to me since I'm used to a different method. How should I set up my project tree when using an IDE?
Thank you for putting me in the highlights. This was unexpected. : )
Little query, why do some programming books use a library created by the author instead of explaining how to make your own.
[QUOTE=haushippo;28203629] [quote=Combino] Fixed memory mapping on my emulator, and mapped the address $201 to character output. Hello World from 6502 assembly: [img_thumb]http://f.anyhub.net/1lOk[/img_thumb] [/quote] [/QUOTE] Oh wow, I forgot about this. Here's an updated screenshot: [img]http://cl.ly/411l153Y2e1W1X0e400m/content[/img]
What is that terminal program
I am working on a basic platforming game in java. I am just working on what i call my game 'engine'. I have got most of the basic stuff working but i need to add a few more things. Once i work on the physics a bit more i am going to work on my level editor. Also the bad fps is because of the video converter. Anyway here is a video. Also don't mind my bar art. Im not that good at drawing. Hmm it appears i have forgotten how to media take a video. Can someone tell me how? [URL]http://www.youtube.com/watch?v=CHTFjr5rnVY[/URL]
To those guys who've read both the latest editions of OpenGL Programming Guide (Red Book) and OpenGL SuperBible which would be best for a beginner to graphics programming?
[QUOTE=geel9;28203780]It is currently 12:52 AM EST and I am stuck at my robotics build site. I'll probably be here all night.[/QUOTE] Finishing up before shipping out, I see. My robot can do everything perfectly :smug: We're even using a combination of most of the to-be-avoided features like pneumatics and articulated arms.
[QUOTE=Vbits;28204699]What is that terminal program[/QUOTE] [url=http://www.secretgeometry.com/apps/cathode/]Cathode[/url]
uhh highlight, cool ;D
[media]http://www.youtube.com/watch?v=Ekc7-0UcX4o[/media] [b]Credits[/b] Mandelbrot - windwakr 3D Game of Life - Overv Arduino - Overv Rotion - NovembrDobby Botch / BotchEd - garry BiB - Borsty SFML Touhou/Danmakufu Clone - SupahVee Invertebrate Combat - Me RageRTS / Faction Command - Xerios3
Pure Awesome. On the content side I have already started to consider how complex this engine I am developing will be.
amazing Really though, quite good.
I say this thread be locked and an identical one be opened with the name 'What are you working on? v0xF'
[QUOTE=Jookia;28205315]I say this thread be locked and an identical one be opened with the name 'What are you working on? v0xF'[/QUOTE] 0xf is 15 0x10 is 16
WAYWYO v0b00010000?
[QUOTE=bootv2;28205555]waywo v00010000*[/QUOTE] Or maaaaybe What are you working on v16
why do programmers always celebrate christmas at halloween? Because Oct 31 = Dec 25
[QUOTE=Vbits;28203688]Ah new thread smell. In other news I was board today so I made this: [url]http://dl.dropbox.com/u/2014606/EngineNew.html[/url][/QUOTE] [img]http://images1.memegenerator.net/ImageMacro/5886400/In-other-news-I-was-board-today.jpg?imageSize=Medium&generatorName=I-am-board[/img] I am REALLY sorry but I couldn't resist. [editline]22nd February 2011[/editline] [QUOTE=CarlBooth;28205759]why do programmers always celebrate christmas at halloween? Because Oct 31 = Dec 25[/QUOTE] That explains some things.
-snip-
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