• Programming projects you are really proud of
    18 replies, posted
When I had my internship at a Dutch truck manufacturing company called DAF Trucks, I was put into the automation department. This department handled the PLC's (Programmable Logic Controllers for those who don't know, they're like a simple switch cabinet, except you can completely program it) for the large machines such as presses, pumps, laser readers, things like that. They also handled related systems, like higher level computer programs that function like a layer between the machine and the larger-scale operational system network of the factory plant. They ordered me to rewrite a decade old Visual Basic program to C#. What this program did was monitor the process of the machine it was connected to. It used a protocol called OPC (which is kind of ambigious nowadays, the factory works with the older implementation of this protocol, which was then known as Object Linking and Embedding for Process Control. The OLE part of this protocol should ring some bells for anyone who's familiar with Visual Basic) to communicate with the PLC. This machine pumped the hydraulic steering aid fluid into the tanks. Since DAF has multiple chassis types, there are multiple variables that need to be kept in mind. They used a 'certificate document' which had a giant bar code on the front. They also had a file floating around somewhere in the network which kept track of the current truck orders. In this file, information was kept about each truck, like the amount of axises, shit like that. This file of course would determine the variables necessary for this machine to function correctly, like whether to pump on the left side, right side, or both, and how much fluid to pump in and where. An operator began the process by scanning the bar code so the information about the chassis currently at the station was loaded into the program. The operator then saw on the computer screen which pumping aids were necessary for this chassis. I think one of those aids was some sort of magnetic clamp for a specific chassis type. The operator would then take the pumping device and put it on the chassis. It used a sensor so the machine could discover if the device was put on it, which began the process. After a while the machine instructed the operator to remove the device. After he did so, a printer would print this station's certificate for the document, it would save a log to the log files, and it would ready the station for the next chassis. Reading this 12-year old terrible spaghetti code full of deprecated and dummied out methods was... interesting, to say the least :v: Another project they wanted me to do was a general business information collecting program. This was a challenge because the program had to be able to be applied to [I]each and every single station in the factory[/I]. You can read more about the general idea behind this project [url=https://en.wikipedia.org/wiki/Overall_equipment_effectiveness]here[/url]. It would collect this information and save it to a file somewhere, as well as display it with four different tachiometers on a large screen somewhere above the plant, as well as some graphs which it would rotate between. This was quite different from the previous project, and I wasn't able to finish it unfortunately, but I still came pretty far. Another project I made, which is on another field, was a wearable Deadmau5 head. It had integrated RGB LED strips which allowed me to set the color of each individual LED. I used an Arduino to communicate with an app on my phone that I wrote, which allowed the user to create and set color patterns and sequences. You know the gradient creator in Photoshop? I made something like that, which would then be displayed on these strips. I meant to put them on the ears and contours of the mouth but I wasn't able to finish the project because I had to leave college because I unfortunately couldn't function there anymore. I really enjoyed my internship at DAF. It was a really good way to discover how things work at such a large factory. Plus, as far as I know, that program is still running today!
I live in a shithole and we don't have fiber. One guy tried to restream E3 live to us one day and at the same time I was watching Vinesauce streams, then I thought 'what if I and everyone else could stream here locally'. This eventually resulted in me making Twitch clone, chat included. I'm proud of it because I actually finished it and plenty of people visit it today. It was also my first Webdev project. Also providing support to mobile devices without compromising stream keys included dumbest hack that would work only on Unix systems. [sp]and at the same time, I fucking hate this site and what I've done, because almost all streams are shit[/sp]
When I first made it, I was quite proud of my [url=https://github.com/supervoltage/kspclicalc]KSP calculator program[/url] done in C++. I played KSP a lot at the time, always kept the game in windowed mode and ran Linux - I needed a tool to calculate things very quickly and easily, so I've done it. It was very helpful to me to conquer the Kerbol system. Another thing I'm quite proud of are my array of engines of different configurations done in GMod. The below V4 engine manages to shoot up to around 16-20k RPM or so when you slow down the game's physics and time. All my engines in GMod are done using ZCPU and some easy assembly code. The amount of satisfaction I get when building engines in this game is surreal. [media]https://www.youtube.com/watch?v=RlL07m1nFIM[/media]
This one [img]http://365psd.com/images/previews/d27/3d-isolated-empty-shelf-for-exhibit-on-red-wallpaper-background-56619.jpg[/img]
Last year I participated in a game jam organized by the Delft university that ran concurrently with Ludum Dare (so we could submit to both jams). I created a [url=http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=18043]fully fledged VR game in just 3 days[/url], on my own. Didn't sleep at all on Sunday to Monday, most productive and driven I've ever felt. Won the main prize of the uni game jam and ended up 6th in the Ludum Dare innovation category. It's been a wonderful showcase for landing me games industry jobs, twice so far :v:
[QUOTE=TeamEnternode;51636133]This one [img]http://365psd.com/images/previews/d27/3d-isolated-empty-shelf-for-exhibit-on-red-wallpaper-background-56619.jpg[/img][/QUOTE] and what is it about? that's an image from [url]www.psdblast.com[/url]
[QUOTE=Mechanical43;51636664]and what is it about? that's an image from [URL="http://www.psdblast.com"]www.psdblast.com[/URL][/QUOTE] I think it's a joke that he's finished nothing. Or is proud of nothing.
:smile:
I haven't finished very many projects but the one I am probably most proud of is my multiplayer skyrim mod. I never finished it, but it was fun to make and play test with friends.
Pretty proud of my first actual project, the [URL="https://github.com/Powback/Bad-Company-2-Map-Editor"]Battlefield: Bad Company 2 Map Editor[/URL]. It was created without any knowledge about the Frostbite engine. It's a mess, but it works. It can read and write maps to the native frostbite format, and it's the tool used for every serious Bad Company 2 map modifications that has been released. And of course it works in multiplayer. Shit I had to learn in no particular order: Unity How Frostbite 1.5 works Binary reversing, converting and extraction (Meshdata, iTextures, FBRB Archives, ShaderDatabases, Dice Binary XML, all custom fileformats created by Dice SE ) XML Serialization Runtime heightmap modifications Error handling Editor plugins And a whole lot of other shit I had to get through I can't remember. I learned a lot, and got in to know a lot of interesting people in the process. Unfortunately I realized that the whole foundation is flawed, and if I want it to work like I want it to, I have to do a serious rewrite. Maybe I'll pick it up again sometime. Here's an image from a very old build: [t]http://i.imgur.com/42godUl.png[/t] A few more screenshots if anyone is interested [URL="http://imgur.com/a/25mIN"]1.[/URL] [URL="http://imgur.com/a/bXE0u"]2.[/URL] I have since moved on to work on [URL="http://veniceunleashed.net/"]Venice Unleashed[/URL], a Battlefield 3 client that's built for modding and dedicated servers. I'm not creating the actual thing, I just help out where I can and create mods for it. I strongly encourage you to keep an eye on it, there's a lot of exciting stuff in the works.
Made this a while ago that I was quite proud of, messed around with the WebKit exploit for PS4 and got a few nice things with it. [vid]http://puu.sh/rcVfd/cac5c489bc.webm[/vid] [IMG]http://puu.sh/riEIu/774633c460.jpg[/IMG] and it also had a game dumper for it as well [IMG]http://puu.sh/rcV7p/f8d22da97d.PNG[/IMG] [IMG]http://puu.sh/rcQef/33c0a56bd2.gif[/IMG]
[URL="https://github.com/dasmikko/facepunchdroid"]My Facepunch app.[/URL] It's my first ever project I've ever worked on for so long, and still continue to update! I have learned so much about Android Development, and are even more curious about learning more about it. It's the best feeling ever seeing more and more people using my app to post and browse Facepunch.
[QUOTE=tisseman890;51655953][URL="https://github.com/dasmikko/facepunchdroid"]My Facepunch app.[/URL] It's my first ever project I've ever worked on for so long, and still continue to update! I have learned so much about Android Development, and are even more curious about learning more about it. It's the best feeling ever seeing more and more people using my app to post and browse Facepunch.[/QUOTE] Thank you for your service! :smile:
My HTTP server written in Java. It's on my GitHub. There's one issue that I have but never gotten the time to work on it. Feel free to submit a pull request.
My [URL="https://github.com/Dooskington/GameLad"]gameboy emulator[/URL]. It was a huge project, I learned a ton, and it actual has over 200 stars on GitHub. Yay!
That is impressive - 200 stars... good job!
I spent 5 months on a weather/time of day/seasons simulation thing in UE4, the most extensive amount of programming I've done. [video=youtube;2la2j_IU7Ac]https://www.youtube.com/watch?v=2la2j_IU7Ac[/video]
not only was this a programming project i am proud of the code (not great looking back on it, the netcode was fucking trash, it was using TCP exclusively for an action based game) but also the artwork which i spent many a long night slaving away at crafting. [img]http://i58.tinypic.com/30ji9ah.png[/img] [img]http://s26.postimg.org/p25ntxi2x/fco_volcanic.png[/img] [img]http://i58.tinypic.com/6p6o3m.png[/img] i'd really love to revive this someday. if i did i would go for a low poly 3D style, keeping it side scrolling though. [editline]14th January 2017[/editline] theres a couple of people here who have played my online games before. the original version of this game was much bigger, at peak had around 2000 registered accounts and around 100 active players, which is pretty cool for a dodgy online game that only ran for about 2 months before the official server shut down for good. the game was kept alive for a little while after by fans updating the game and running a server for it.
A C# API-Wrapper for the Spotify-Client and Spotify-Web API, one of my first big projects. [url]https://github.com/JohnnyCrazy/SpotifyAPI-NET[/url] Some guys already created stuff with it, and I'm also using the logic behind it for some collaborative listening app I'm working on for some months now. ([url]http://i.imgur.com/8yE4LQj.png[/url]) A Web-Service which automatically backups your spotify "Discover Weekly" (and hopefully soon "Release Radar") playlist. [url]https://discover-backup.com[/url]
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