[IMG]http://i.imgur.com/s1MPMVR.png[/IMG]
Merry christmas everyone!
Feel free to make a more christmas-ey banner because my editing skills are awful :v:
Anyway, the last monthly highlights of 2014!
"Raytracers fucking suck!" said no-one ever
[QUOTE=FalconKrunch;46393878]Sorry for spamming the thread but I just found out how sexy reflections and normalmaps can be
[IMG]http://puu.sh/cAKql/be50421ae0.png[/IMG]
[IMG]http://puu.sh/cALuo/c2d3c35721.gif[/IMG][/QUOTE]
Put on some music and have someone spam your chat. Insta-rave!
[QUOTE=Spencer Sharkey;46394944][video=youtube;lgeoc_wNivw]http://www.youtube.com/watch?v=lgeoc_wNivw[/video][/QUOTE]
Dammit, why can I rate only once!
[QUOTE=Pappschachtel;46403089]From normals
[IMG]http://3devs.bplaced.net/wp-content/uploads/2014/11/Screenshot_2014-11-03-20-12-37.png[/IMG]
to textures
[IMG]http://3devs.bplaced.net/wp-content/uploads/2014/11/Screenshot_2014-11-03-22-18-22.png[/IMG]
to complex models :P
[IMG]http://3devs.bplaced.net/wp-content/uploads/2014/11/Screenshot_2014-11-03-23-07-52.png[/IMG]
my desktop engine ( at least some parts for now ) ported to android + augmented reality[/QUOTE]
You now have the possibility to carry awesomeness with you!
[QUOTE=bunguer;46405454]You may remember this little mobile game, the progress slowed down for a few months because members of the team got jobs and I also published a paper on semantic analysis.
For those who don't know it's a mobile runner that tries to revamp the genre a little by adding action and rpg elements such as weapons, monsters (each with their own behavior), pets, skills and bosses.
But now we took the change to rewrite the whole game, since this is also a learning experience, a port from JS to C# (unity) and with better software architecture, using good design patterns. The game is now more maintainable and actually runs faster - but the main point is how easy it is to work on it.
[vid]http://fat.gfycat.com/BarrenFriendlyHawaiianmonkseal.webm[/vid]
[vid]http://fat.gfycat.com/PassionateGregariousAbyssiniancat.webm[/vid]
[vid]http://fat.gfycat.com/AcrobaticWhimsicalHermitcrab.webm[/vid]
New Scenario:
[t]http://i.imgur.com/ijpXlht.png[/t]
Weapons:
[t]http://i.imgur.com/Hr3ZzOt.png[/t]
Sorry about the low quality of the videos. First impression, comments and critics are (very) welcome.[/QUOTE]
Trains! Can't argue about trains!
[QUOTE=BlackPhoenix;46409333]Hi! Making industrial grade metro train simulator here (based on earlier prototype thing for GMOD).
[video=youtube;Vd233f9Y7ZA]http://www.youtube.com/watch?v=Vd233f9Y7ZA[/video]
Not intended to be some Trainz/Railworks-like toy train videogame. Tracks affixed to splines? Nope! Full rail wheel physics! 6-DOF bogey physics!
A bit outdated pictures (it's less bouncy nowdays), so you know what's going on:
[IMG]http://i.imgur.com/IXGQPmw.gif[/IMG]
[IMG]http://i.imgur.com/gncfYUu.gif[/IMG]
And yes, it computes correct way the trains enter turns. The friction model & simulation of wheel shape allows it. See [URL]https://www.youtube.com/watch?v=y7h4OtFDnYE[/URL] for explanation on how trains turn (a great example of engineering science).
Also to additionally illustrate what kinda physics I'm aiming for and what you don't get in boring toy train videogame:
[video=youtube;ljPM89B3xsY]http://www.youtube.com/watch?v=ljPM89B3xsY[/video][/QUOTE]
Too many raytracers I can't handle the awesome AAAAA-
[QUOTE=Cyberuben;46411025]I just finished my raytracer.
It's got the following:
Diffuse lighting, reflections, refractions, anti aliasing, Depth of Field, multithreading (8 cores rendering 1/8th of the screen), point lights, area lights (in the image it has 16 samples per light), normal mapping and it converges, so it renders multiple times and takes the average.
I use a monte carlo approach to make things look pretty, to smooth things or create the DoF.
Enough talking, the pretty image:
[IMG]http://i.imgur.com/KBso6k7.png[/IMG][/QUOTE]
Holy shit dude you did that in one day? Keep up and recreate Dwarf Fortress in a week!
[QUOTE=Rayboy1995;46417940]Got bored and watched a cowboy movie this morning, then got inspired to start a rougelike set in the Wild West. :v:
[IMG]http://i59.tinypic.com/2lcnytz.jpg[/IMG]
So far I have terrain generation, river generation, and pathfinding in. I think I'm going to start on town generation next.[/QUOTE]
Your rants are now rhytmic poems!
[QUOTE=Berkin;46437173]It has finally happened...
[IMG]http://i.imgur.com/fHCpxGs.png[/IMG]
Rant can now rhyme![/QUOTE]
Oh so ranting rhytmically wasn't enough? Maybe rhytmic bugs will fulfill your appetite.
[QUOTE=AtomiCal;46445309]I AM STILL TRYING OK? BUGS HAVE RHYTHM NOW!
[vid]http://a.pomf.se/lozpwi.mp4[/vid][/QUOTE]
Curvy!
[QUOTE=Berkin;46448505]I'm sick, bored, and slightly more insane than usual, so I decided to write a Rant pattern that graphs a polynomial.
[code][$[canvas:name;width;height]:
[r:[arg:height]][s:\N]{(@_y=([rc]-[rn]))[r:[arg:width]]{[get:_[arg:name]_[repindex],(_y)][osend:_[arg:name]_[repindex],(_y);\s]}}
]
[$[draw:canvas;x;y;c]:
[osend:_[arg:canvas]_[arg:x],[arg:y];[arg:c]]
]
[$[int:number]:
([arg:number] - [arg:number] % 1)
]
[$[graph:xscale;yscale;@func]:
(@Infinity=[arg:yscale])
[$canvas:graph;[arg:xscale];[arg:yscale]]
[r:[arg:yscale]]{[$draw:graph;0;[ri];\u2551][nth:10;[$draw:graph;0;[ri];\u2550]]}
[r:[arg:xscale]]{[$draw:graph;[ri];0;\u2550][nth:10;[$draw:graph;[ri];0;\u2551]]}
[$draw:graph;0;0;\u256c]
(@x=0)
[r:[arg:xscale]]
{
[$draw:graph;[repindex];(current=[$int:[arg:func]]);*]
(@x=[repnum])(@next=[$int:[arg:func]])(@mag = |next - current|;dir = mag / (next - current))
[r:[$int:(mag)]]
{
[notfirst:[$draw:graph;(x);(current + dir * [repindex]);*]]
}
}
]
[$graph:48;48;(
(x / 2 - 2) * (x / 3 - 13) * (x - 24) / 20 + 16
)][/code]
[IMG]http://i.imgur.com/ePeBeJP.png[/IMG]
It's hilariously slow; Rant is not meant for this. But it was pretty damn surprising to find that it worked.
Bonus reciprocal function:
[IMG]http://i.imgur.com/4xPqsSS.png[/IMG][/QUOTE]
Silly huts!
[QUOTE=sarge997;46454393][B]Looking up and down.[/B]
[IMG]http://a.pomf.se/qhhhnt.gif[/IMG]
[B]
Placing buildings.[/B]
[vid]http://a.pomf.se/yscpmc.webm[/vid][/QUOTE]
Hypnotizinggg...
[QUOTE=FPSMango;46460250]Just realized I haven't been here in a while because I've been busy with studies, so here is the movement of a pendulum modeled by solving it's ODE using the Runge-Kutta-Nystrom method:
[vid]http://a.pomf.se/uazwlh.webm[/vid][/QUOTE]
Most social interaction is now handled over the Internet. Even watching YouTube videos together.
[QUOTE=Elizabwth;46470127]I'm writing on a YouTube video syncing application in python. :dance:
The left player is the host.
[URL="http://puu.sh/cNyY1/bb10c86683.png"][IMG]http://puu.sh/cNzaZ/603aff209f.png[/IMG][/URL]
Currently I'm only syncing the currently playing video's position and state as well as chat between clients.
Google thinks I need to go to rehab.[/QUOTE]
Congrats dude! Here, have a highlight!
[QUOTE=NixNax123;46475988][vid]http://a.pomf.se/rdlgev.webm[/vid]
i did it
thank you facepunch for encouraging me[/QUOTE]
Pooh?
[QUOTE=bunguer;46486493]Some more work on the mobile game, we have also been looking at classics such as Crash Bandicoot lately, since we wouldn't mind moving somewhat in that direction instead of your typical runner, but one of the issues is the control schema which seriously limits what you can do in terms of control and even reaction times.
Anyway, some boss work, starting with the cutscene, inspired by Borderlands and Sonic.
[vid]http://giant.gfycat.com/MistyInsidiousFlyingsquirrel.webm[/vid][/QUOTE]
Planetary!
[QUOTE=HiredK;46492275]I just published my planet rendering project, it includes the source and a demo.
[video=youtube;XLjizzhQwMs]http://www.youtube.com/watch?v=XLjizzhQwMs[/video]
[URL="http://hiredk.com/2014/11/15/planet-rendering/"]Article[/URL]
[URL="https://bitbucket.org/HiredK/opengl-4.0-planet-rendering"]Bitbucket[/URL]
[URL="https://bitbucket.org/HiredK/opengl-4.0-planet-rendering/downloads/planet-build.zip"]Build[/URL][/QUOTE]
"This post is the perfect demonstration of the life of a programmer" - Tommyx50
[QUOTE=NixNax123;46500361]And JSFML supports it! Wow, thank you so much!
[editline]15th November 2014[/editline]
Jesus christ, this is hard to implement.
[editline]15th November 2014[/editline]
This is really just fucking everything up, wow.
[editline]15th November 2014[/editline]
Nevermind, I'm just fucking stupid! That was really goddamn easy.[/QUOTE]
LSD world!
[QUOTE=Bladezor;46516330]Baked some AO. Made some new "tree" models.
[IMG]http://i.imgur.com/XImDuWX.png[/IMG]
Shadows are broken on flat-shaded objects.[/QUOTE]
Bullet hell!
[QUOTE=Mr Kirill;46518925]Progress since my last image dump.
Added shooting and enemy health:
[IMG]https://lh4.googleusercontent.com/-v8PDICMMGUo/VGkCozQ6WkI/AAAAAAAAC_c/CqbS1TdTDYg/w291-h345-no/bullethell.gif[/IMG]
Added arc-based enemy movement:
[IMG]https://lh6.googleusercontent.com/-wdpFWjoPzNI/VGtBeyR14zI/AAAAAAAADAk/WzLRF9MGoOU/w527-h397-no/bullethell.gif[/IMG]
Collectibles system:
[IMG]https://lh3.googleusercontent.com/-vHglxzABkcc/VGt7BeFbgLI/AAAAAAAADBM/lvf48w7N0uU/w415-h367-no/bullethell.gif[/IMG][/QUOTE]
Is this a 3D 2048?
[QUOTE=Winded;46534875]Stuff's almost done and ready for release. Still a lot of testing to do, tho.
Here's some footage. Would've recorded more if fraps didn't die at the end
[vid]http://winded.org/cubic2048/prev8.webm[/vid][/QUOTE]
Now your eyes won't hurt anymore when browsing epic content in the middle of the night!
[QUOTE=Prolifica;46542718]Been working on this for 16 hours straight. I have to take a break for a bit.
[t]http://i.imgur.com/wLtSAK7.png[/t][t]http://i.imgur.com/GCcoufQ.png[/t][t]http://i.imgur.com/zLoiiCQ.png[/t]
The code if you'd like to try it: [URL="http://pastebin.com/fzvhs5uz"]pastebin.com/fzvhs5uz[/URL]
*passes out[/QUOTE]
The sillynes never ends!
[QUOTE=sarge997;46551888][B]Oh my fucking god what have I done.[/B]
[vid]http://s1.webmshare.com/eXaZR.webm[/vid]
[I][B]Forgive me.[/B][/I][/QUOTE]
PCB with fancy LEDs on it!
[QUOTE=DrDevil;46598388]Now with 100% more fading LEDs!
[I]OP's note: For some reason, Facepunch doesn't want to embed the YouTube video so I'll just [URL="https://www.youtube.com/watch?v=EFaU5MHK-3g"]leave the URL here :)[/URL][/I]
[/QUOTE]
:v:
[QUOTE=Em See;46585925][vid]http://a.pomf.se/cgrldw.mp4[/vid]
and a special edition
[vid]http://a.pomf.se/dniuyg.mp4[/vid][/QUOTE]
CAUTION! Eating your mommy's bold underwear may result in hiccuping!
[QUOTE=/dev/sda1;46598397]hey so berkin and i are working on something pretty cool.
basically cards against humanity but with a rant twist.
[t]http://i.imgur.com/2OyDCkR.png[/t]
[t]http://i.hizliresim.com/aB4A94.png[/t]
fun fun.
thats all.[/QUOTE]
Arcade rooms!
[QUOTE=layla;46601635]I'm making a room editor for our Arcade game, lots of work still to do but I think this is the best way to create rooms.
[vid]http://files.facepunch.com/layla/2014/November/28/2014-11-28_17-45-50.mp4[/vid]
Linking rooms together with doors.
[vid]http://files.facepunch.com/layla/2014/November/29/2014-11-29_19-29-43.mp4[/vid][/QUOTE]
Facepunch: Now with 100% more Windows 98!
[QUOTE=Amiga OS;46606571][IMG]http://u.cubeupload.com/chrishind10/minipunch.jpg[/IMG]
I've recently wanted to make my little Pentium 1 UMPC more useful, so I've written a new front-end for facepunch without the current horrible markup, stylesheet and javascript.
It renders smoothly in IE5 with a 200Mhz Pentium, the markup is also semantic enough for it to display really nicely in a text based browser like lynx.
Also I'm posting from it right now, I might have to make it forward my useragent on properly...[/QUOTE]
[IMG]http://i.cubeupload.com/KK0MIG.png[/IMG]
[B]v50: [URL]http://facepunch.com/showthread.php?t=1434825[/URL][/B]
[B]v49: [URL]http://facepunch.com/showthread.php?t=1428297[/URL][/B]
[B]v48: [URL]http://facepunch.com/showthread.php?t=1421857[/URL][/B]
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[B]v00: [URL]http://facepunch.com/showthread.php?t=764346[/URL][/B]
hello world
I actually managed to make something, or at least part of it:
[code]//CC0, so do whatever but don't blame me.
module Euklidisch.Operators
//open Unchecked // faster
// 3-Vector accessors
let inline x (x, y, z) = x
let inline y (x, y, z) = y
let inline z (x, y, z) = z
let inline xy (x, y, z) = x, y
let inline xz (x, y, z) = x, z
let inline yz (x, y, z) = y, z
let inline yx (x, y, z) = y, x
let inline zx (x, y, z) = z, x
let inline zy (x, y, z) = z, y
// Quaternion accessors
let inline i (i, j, k, w) = i
let inline j (i, j, k, w) = j
let inline k (i, j, k, w) = k
let inline w (i, j, k, w) = w
let inline ijk (i, j, k, w) = i, j, k
// Concatenation
let inline ( |& ) a b = fst a, snd a, b
let inline ( &|| ) a b = a, x b, y b, z b
let inline (||&) a b = x a, y a, z a, b
// Addition
let inline ( |+| ) a b = fst a + fst b, snd a + snd b
let inline ( ||+|| ) a b = xy a |+| xy b |& z a + z b
// Cross product
let inline ( ||^|| ) a b = y a * z b - z a * y b, z a * x b - x a * z b, x a * y b - y a * z b
// Scalar multiplication
let inline ( *| ) a b = a * fst b, a * snd b
let inline ( |* ) a b = fst a * b, snd a * b
let inline ( *|| ) a b = a *| xy b |& a * z b
let inline ( ||* ) a b = (xy a |* b) |& (z a * b)
// Scalar products
let inline ( |*| ) a b = fst a * fst b + snd a * snd b
let inline ( ||*|| ) a b = (xy a |*| xy b) + z a * z b
let inline ( |||*||| ) a b = (ijk a ||*|| ijk b) + w a * w b
// Scalar division
let inline ( |/ ) a b = fst a / b, snd a / b
let inline ( ||/ ) a b = (xy a |/ b) |& (z a / b)
let inline ( |||/ ) a b = (ijk a ||/ b) ||& (w a / b)
// Quaternion product
let inline ( |||~||| ) a b =
let w' = w a * w b - (ijk a ||*|| ijk b)
let (i', j', k') = (ijk a ||* w b) ||+|| (w a *|| ijk b) ||+|| (ijk a ||^|| ijk b)
i', j', k', w'
// There is probably a way to do this differently...
// Inversion
let inline ( ~~ ) a = - fst a, - snd a
let inline ( ~~~ ) a = ~~ (xy a) |& - z a
// Quaternion conjugate
let inline ( ~~~~ ) a = ~~~ (ijk a) ||& - w a
// Norming
let inline normQ a = a |||*||| a
// Normalization
let inline normalizeQ a = a |||/ normQ a
module Float32 =
// Sandwich product
// TODO: Evaluate naming
let inline ( *. ) q v = q |||~||| (v ||& 1.0f) |||~||| ~~~~ q[/code]
No, you can't have operator overloads on this kind of declaration. Maybe using type extensions but I haven't checked.
The upside is that you always know what you're dealing with in a formula though.
These methods can count as constant expressions, so the compiler collapses them into the result when you use [I]int[/I]s.
[URL="https://stackoverflow.com/questions/27221211/when-does-f-do-constant-folding"]It doesn't work with [I]single[/I]s for whatever reason.[/URL]
[IMG]http://i.imgur.com/HUdCqZa.gif[/IMG]
I dunno day and night?
My chess program is starting to shape up. All game rules are now implemented and there is potential for lots of different kinds of custom pieces (still going to add more things, there are lots of different Fairy piece movement types)
Also I got multiplayer working so you can actually play a game with someone!
[IMG]http://i.imgur.com/7ZVfa4u.png?1[/IMG]
If you can stand the way it looks
The media tags on my highlight is borked :(
[QUOTE=hobothehero;46610777]My chess program is starting to shape up. All game rules are now implemented and there is potential for lots of different kinds of custom pieces (still going to add more things, there are lots of different Fairy piece movement types)
Also I got multiplayer working so you can actually play a game with someone!
If you can stand the way it looks[/QUOTE]
After working on this Go app myself I have a much higher appreciation for software implementations of board games, this is cool, keep it up dude.
Ugly wip login screen.
[t]http://i.imgur.com/XliwOow.png[/t]
While I brainstorm new ideas for Rant, I started working on [URL="https://github.com/TheBerkin/Victor"]Victor[/URL]: a library to make using common data structures like tuples and vectors a lot cleaner and easier. It was inspired by C# 6, which introduced the ability to make using directives for static classes. I'm not sure what direction I'll go with development yet, so I'm open to suggestions.
Programming a folder organizing thing for study files in Java, not complete yet.
Was stuck for a little while integrating command line options.
Ended up with so much unstructured shit code.
Just gonna scrap that and make a seperate package,
which can be used again instead of hardcoded options which code looks, reads and writes like shit.
Why I like Lua:
Messes like this _work_:
[lua]local nPlayers = #players
for i = 1, nPlayers*2 do
local a, b = math.random( 1, nPlayers ), math.random( 1, nPlayers )
players[ a ], players[ b ] = players[ b ], players[ a ]
end[/lua]
I don't whether it's Erlang or the project I'm working on or more experience or what, but I've gained back a lot of enthusiasm for programming again. I've had a terrible brain fog when it comes to programming for a few months and I think it's finally ended. I love being able to just sit down for several hours and just spit out a bunch of code that [I]does stuff[/I].
[QUOTE=Map in a box;46611147]Why I like Lua:
Messes like this _work_:
[code]
local nPlayers = #players
for i = 1, nPlayers*2 do
local a, b = math.random( 1, nPlayers ), math.random( 1, nPlayers )
players[ a ], players[ b ] = players[ b ], players[ a ]
end
[/code]
[/QUOTE]
Lua is such a fucking pleasure to work with. I've considered making some web stuff that used Lua in place of PHP for templating, such that you could stop the fuck with
[code]
<?php
$player = isset($_GET["player"]) ? $_GET["player"] : null;
?>
[/code]
and start doing
[code]
player = _GET["player"] or nil
[/code]
stop the fuck with checking if a variable is set or not you fucks i have tens of lines that are this fucking bullshit
[QUOTE=DrDevil;46610792]The media tags on my highlight is borked :([/QUOTE]
I have no idea why. The video works fine when previewing the post but disappears after submitting the edit. I added a note about it with the URL for the video in the highlight :)
Still doing Alien Isolation stuff. They are using like 15 or so ways of storing the vertex data still need to figure out the skinned meshes working on that..
[IMG]http://dev.cra0kalo.com/wp-content/uploads/2014/12/AI_TOOL_WIP2-1024x576.png[/IMG]
Noticed OnePlus weren't using encrypted PayPal payments and decided to try get a cheap one and if it worked would ring em up.
[t]http://i.imgur.com/Wi1bGnn.png[/t]
went to the redirect URL and it went through and I was like "fuck"
then I checked the invoice page:
[t]http://i.imgur.com/CAGsfvT.png[/t] WELP SORRY
I made highlights again, woop woop.
Am I professional game developer yet?
[QUOTE=Berkin;46610826]While I brainstorm new ideas for Rant, I started working on [URL="https://github.com/TheBerkin/Victor"]Victor[/URL]: a library to make using common data structures like tuples and vectors a lot cleaner and easier. It was inspired by C# 6, which introduced the ability to make using directives for static classes. I'm not sure what direction I'll go with development yet, so I'm open to suggestions.[/QUOTE]
Actually i have so many ideas for this. Make the license very permissive and i'll try to contribute some data structures.
[QUOTE=cartman300;46612515]Actually i have so many ideas for this. Make the license very permissive and i'll try to contribute some data structures.[/QUOTE]
MIT'd!
I made more of a mess. This is after careful refactoring...
[URL="http://imgur.com/JGomLqB"][IMG]http://i.imgur.com/JGomLqBs.jpg[/IMG][/URL]
But on the plus side:
[t]http://i.imgur.com/O17Rh36.png[/t]
Joining the Code Diagram train.
[IMG]http://puu.sh/dcSb7/c161a1f353.png[/IMG]
Rewrote from stratch this engine 2 days ago, there is still a lot of work do to, I guess that as long as it doesn't look like spaghetti it's not done.
[QUOTE=Sidneys1;46612607]I made more of a mess. This is after careful refactoring...
[URL="http://imgur.com/JGomLqB"][IMG]http://i.imgur.com/JGomLqBs.jpg[/IMG][/URL]
[/QUOTE]
This is your brain on OOP.
This is what I do when I don't want to write ~1600 lines of code:
[code]# 4D -> 4D swizzles
\#region 4D swizzling\N
[%:c4+x;y;z;w]
[r:4][s:\2,N] # X
{(@x=[ri])
[r:4][s:\2,N] # Y
{(@y=[ri])
[r:4][s:\2,N] # Z
{(@z=[ri])
[r:4][s:\2,N] # W
{(@w=[ri])
/// \<summary\>\N
/// Makes \a \([%c4@(x)], [%c4@(y)], [%c4@(z)], [%c4@(w)]\) vector from this one.\N
/// \</summary\>\N
public V4 [%c4@(x)][%c4@(y)][%c4@(z)][%c4@(w)] =\> new V4\([%c4@(x)], [%c4@(y)], [%c4@(z)], [%c4@(w)]\);
}
}
}
}
\N\#endregion
\2,N
# 4D -> 3D swizzles
\#region 3D swizzling\N
[r:4][s:\2,N] # X
{(@x=[ri])
[r:4][s:\2,N] # Y
{(@y=[ri])
[r:4][s:\2,N] # Z
{(@z=[ri])
/// \<summary\>\N
/// Makes \a \([%c4@(x)], [%c4@(y)], [%c4@(z)]\) vector from this one.\N
/// \</summary\>\N
public V3 [%c4@(x)][%c4@(y)][%c4@(z)] =\> new V3\([%c4@(x)], [%c4@(y)], [%c4@(z)]\);
}
}
}
\N\#endregion
\2,N
# 4D => 2D swizzles
\#region 2D swizzling\N
[r:4][s:\2,N] # X
{(@x=[ri])
[r:4][s:\2,N] # Y
{(@y=[ri])
/// \<summary\>\N
/// Makes \a \([%c4@(x)], [%c4@(y)]\) vector from this one.\N
/// \</summary\>\N
public V2 [%c4@(x)][%c4@(y)] =\> new V2\([%c4@(x)], [%c4@(y)]\);
}
}
\N\#endregion[/code]
[URL="http://pastebin.com/XwYxj56T"]And here's the glorious output![/URL]
Glorious.
[QUOTE=Berkin;46613207]This is what I do when I don't want to write ~1600 lines of code:
[code]swizzlesticks[/code]
[URL="http://pastebin.com/XwYxj56T"]And here's the glorious output![/URL][/QUOTE]
what if I want v.xyzzy !?
[QUOTE=Deco Da Man;46613332]what if I want v.xyzzy !?[/QUOTE]
There are no 5 dimensional vectors so you can't get that (in the library).
[editline].[/editline]
And with the current implementation, you can only get vectors of same or smaller dimension. For example v.xyy or v.xy for 3D vectors, but not v.xxy for 2D vectors.
[QUOTE=sarge997;46612292]I made highlights again, woop woop.
Am I professional game developer yet?[/QUOTE]
The difference between Amateur and Professional is simply: Are you getting paid?
NumberShock has been [url=https://play.google.com/store/apps/details?id=com.cubicwindgames.numbershock]released[/url]
Also made a [url=http://facepunch.com/showthread.php?t=1439722]thread[/url].
[QUOTE=utilitron;46613428]The difference between Amateur and Professional is simply: Are you getting paid?[/QUOTE]
:(
[QUOTE=utilitron;46613428]The difference between Amateur and Professional is simply: Are you getting laid?[/QUOTE]
FTFY
Anyone have any experience with this?
[url]https://www.coursera.org/course/gameprogramming[/url]
is it good?
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