• What Are You Working On Jan 2013
    1,974 replies, posted
[img]http://i.imgur.com/3IJAR.png[/img] Hi, Welcome to the WAYWO. Version Jan 2013 (ahh) Alright here come the run downs: [h2]Fastest Drama train[/h2] [QUOTE=Maltech;38666269]I've been working on a game for Android for a while, and just released it yesterday. I haven't done much in the realm of advertising (which probably isn't very good considering the 99 cent price tag), but it'd be great if you guys could check it out and give me feedback. If you don't like it, google offers refunds 15 minutes after the purchase so you have plenty of time to decide it's not worth your dollar. [IMG]https://lh3.ggpht.com/mlGejN2Y-CwasZFjAKF696IiJqOr9h8AaO-mUJIEep0y1xAbSLdFKBSADETT4tScNsyo[/IMG] check it out here: [url]https://play.google.com/store/apps/details?id=malum.game.polygone[/url][/QUOTE] [img]http://i.imgur.com/PDuBr.png[/img] [img]http://i.imgur.com/aq0TS.png[/img] [highlight]2 bans on the first page. A new high score.[/highlight] [h2]Filesystem magic[/h2] [QUOTE=ThePuska;38672882]I hacked a kind of a tagging file system on top of NTFS. It can add any number of tags to any files and directories, assuming the user has the appropriate rights to the file or directory. The tags are stored with the files, but do not affect the files otherwise - using native commands to copy, move or rename the files preserves the tags accordingly, and deleting the file deletes the tags associated with it. Doing binary copies with other software doesn't, unless they internally use WinAPI. It currently just works with text commands, and I'm reading a bit on how the Windows Search works so that I could incorporate the functionality into Explorer. Shit seems complicated. Adding an "Add tag" command into the shell is trivial. I don't have anything flashy to show. Just this short log: [img]http://i.imgur.com/B2SDy.png[/img] [code]tagfs sr TAG . - Does a recursive search on the current directory (".") for the tag "TAG" dir sub\file.txt - Just a Windows command to dump some information - in this case just showing that the file size is 0 bytes tagfs a TAG sub\file.txt - Adds the tag "TAG" to the file "sub\file.txt"[/code][/QUOTE] [h2]Fucking rockets thats what I am talking about[/h2] [QUOTE=BlackPhoenix;38676895]Here are the videos: [media]http://www.youtube.com/watch?v=hVBeRhvlh4g[/media] [media]http://www.youtube.com/watch?v=Itq0BGpUcKM[/media][/QUOTE] [h2]Watch out, We are going into kernel land[/h2] [QUOTE=DatZach;38684517][img]http://i.imgur.com/WFX2V.png[/img] Kernel's now officially booting via CD onto real hardware! Pretty much the greatest thing I've done in a long while, should have some actual functionality built in before December ends. Loading files and possibly primitive multitasking.[/QUOTE] [h2]More people fulfilling Jookia's Unicode lust[/h2] [QUOTE=jalb;38705273]I've been playing around with D the past two days. I spent several hours trying to get Derelict or DSFML to work to get something graphical going. Gave up on that, decided to learn how to import C libraries into D. Apparently I have to use the DMC compiler on Windows for it to work, which has been a joy thus far. [img]https://dl.dropbox.com/u/11093974/Junk/didyoumeanpie.png[/img] ... yes that's exactly what I meant. Anyway, so far so good: [img]https://dl.dropbox.com/u/11093974/Junk/success.png[/img][/QUOTE] [h2]Holy shit Laylay is making a roller coster thing[/h2] [QUOTE=laylay;38712341]I've been messing with holly because I need a way to capture the simulation. The idea is to have a theater mode where you can place down a sequence of cameras that activate when the cart reaches a distance on the track. It then records that simulation ready to throw up on youtube with a bunch of stats about the simulation. [VID]https://dl.dropbox.com/u/99765/rollercoaster/test.webm[/VID] I'll probably end up rolling my own thing but this does the job nicely.[/QUOTE] [h2]Watch out notch[/h2] [QUOTE=Felheart;38720879][img_thumb]http://www10.pic-upload.de/06.12.12/co3a5ud29rn5.png[/img_thumb] Made progress! Now I'm sure your minecraft can't do this ;D Those "extreme render distance" mods for mc turn the game into a lagging mess. What you are seeing is a viewdistance equivalent of 1200 minecraft blocks. The FPS are usually higher, but it was still generating new geometry so... This is possible with hardcore optimization tricks. Advanced chunk culling with frustum culling, depth-culling and OpenGL querys. Then in-memory compression of chunk, light and (partially) vertexdata. Currently there is no LODing at work at all. But I hope I can push the renderdistance to at least 6000 units when LODing is implemented...[/QUOTE] [QUOTE=Felheart;38758954]Just keep going and learning. Eventually you'll be able to put it to good use <3 My progress: I'm working on lighting. Interpolation between the faces is pretty easy, but I'm currently still trying to fix that "minecraft-lighting" bug where sometimes at the border of chunks the light can't propagate correctly... [IMG]http://picload.org/image/dpcialc/screen2.png[/IMG] Also visible here (to some extend) new crossprocessing shader.[/QUOTE] [h2]Artistic because I don't know whats going.[/h2] [QUOTE=ief014;38787562][img]http://i.imgur.com/Cfbbj.png[/img] Dicking around with shaders because we all know how fun that is. Rendering in real time, fairly well too[/QUOTE] [h2]Z_Guys game from start to store![/h2] [QUOTE=Z_guy;38772870]Hey guys. I've been working on this game for a while, and I'm really bad at posting updates for it, but I'll try to get better at it. So basically I'm doing an Android/iPhone port of the game I made for [url=http://www.facepunch.com/threads/1140473?p=33433620&viewfull=1#post33433620]The Fucking Monthly Game Contest[/url] last year, if anyone remember that. Pictures! World select screen: [img]https://dl.dropbox.com/u/19560951/Water/2012-12-09_220702.png[/img] Level select screen: [img]https://dl.dropbox.com/u/19560951/Water/2012-12-09_220716.png[/img] In-game: [img]https://dl.dropbox.com/u/19560951/Water/2012-12-10_045257.png[/img] It's going to be released next Saturday (15th), so I'm going to be in crunch-mode this week. So expect more updates.[/QUOTE] [QUOTE=Z_guy;38808549]A few updates since my last post.. An updated level select screen, with stars and locks. All your progress are now saved, as you would expect :) [img]https://dl.dropbox.com/u/19560951/Water/2012-12-13_013355.png[/img] A pause menu [img]https://dl.dropbox.com/u/19560951/Water/2012-12-13_013503.png[/img] And a victory screen [img]https://dl.dropbox.com/u/19560951/Water/2012-12-13_013537.png[/img] Things are coming along nicely, I think.[/QUOTE] [QUOTE=Z_guy;38831881]I present to you: Dynamic faces! [img]https://dl.dropbox.com/u/19560951/Water/2012-12-14_220359.png[/img] "Dynamic" being pretty loosely defined. It's just a spritesheet :)[/QUOTE] [QUOTE=Z_guy;38838970]Intro screen! [img]https://dl.dropbox.com/u/19560951/Water/2012-12-15_123304.png[/img] We're releasing in about 6 hours, so we're stressfully working on optimizations and last minute fixes.[/QUOTE] [QUOTE=Z_guy;38883456]Doing a final test playthrough of my game before release. [img]https://dl.dropbox.com/u/19560951/Water/2012-12-19_002601.png[/img][/QUOTE] [QUOTE=Z_guy;38887162][img]https://dl.dropbox.com/u/19560951/Water/Greg_Feature%20Graphic.png[/img] Gregs World is now released! [url=https://play.google.com/store/apps/details?id=com.johannes.gregsworld]Android[/url] [url=https://appworld.blackberry.com/webstore/content/20081028/]BlackBerry PlayBook[/url] iOS version is coming, but there seems to be some issue with iTunes Connect, so I can't upload it yet. [B]Update:[/B] The iOS version is now submitted and is waiting for approval (Z_Guy PM me the Itunes link) [/QUOTE] [h2]Oh god what is this[/h2] [QUOTE=Eric95;38853833]ludum diarrhea [IMG]http://i49.tinypic.com/21b86et.png[/IMG][/QUOTE] [h2]More games![/h2] [QUOTE=Zazibar;38860439]First real post in here and coincidentally it's my first [URL="http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7562"]LD entry[/URL]. [IMG]http://i.imgur.com/enpwY.png[/IMG][/QUOTE] [h2]You would think some sort of game compotition just happened...[/h2] [QUOTE=Clavus;38858575]Ludum Dare entry submitted :D [img]http://www.ludumdare.com/compo/wp-content/compo2/201083/18043-shot0.png[/img][img]http://www.ludumdare.com/compo/wp-content/compo2/201083/18043-shot1.png[/img] [url=https://dl.dropbox.com/u/11217331/releases/ld25_release.zip]Download[/url] | [url=https://dl.dropbox.com/u/11217331/releases/ld25_source.zip]Source[/url] Went pretty smoothly for my first LD compo. I have newfound love for LÖVE.[/QUOTE] [h2]More. GAMES[/h2] [QUOTE=Mr Kirill;38943383]My game A Bit of Fun is finally released! [url="http://www.freeworldgroup.com/games9/gameindex/abitoffun.htm"][img]http://i.imgur.com/BySd0.jpg[/img][/url] It has 29 levels and 6 medals. Video walkthrough also included! It has been almost a year from the day I started this project to the day I published it. I'd like to say thank you to all the people on Facepunch programming forums for keeping me motivated all this time. Merry Christmas![/QUOTE] [h2]Physics![/h2] [QUOTE=FoohyAB;38837963][img_thumb]http://i.imgur.com/XzYsx.jpg[/img_thumb] physics [editline]15th December 2012[/editline] [img_thumb]http://i.imgur.com/71S6Y.jpg[/img_thumb][/QUOTE] [h2]Wat.[/h2] [QUOTE=FoohyAB;38917473][vid]http://foohy.pixeltailgames.com/dev%20videos/rollercowster%20tycoon.webm[/vid] Got my basic obj loader working and some positional sound.[/QUOTE] [h2]Awesome WIP from Laylay[/h2] [QUOTE=laylay;38986113]Has anyone played Ace of Spades yet? I'm reading in their maps for fun. [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_271212_030747.png[/img] [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_271212_030834.png[/img][/QUOTE] [QUOTE=laylay;38997300]Got the colours out of the file. Going to revert this now though, had my fun, now I want to work on the game. [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_281212_002408.png[/img] [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_281212_002255.png[/img] [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_281212_002543.png[/img] [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_281212_003520.png[/img] [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_281212_003144.png[/img][/QUOTE] [QUOTE=laylay;39023585]There's the shotgun and SMG done. [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_301212_014337.png[/img] [img]https://dl.dropbox.com/u/99765/fortblox/fortblox_301212_014947.png[/img][/QUOTE] [h2]not sure what is happening here[/h2] [QUOTE=Neo Kabuto;39044732]kabookie and I have been working on a little Dwarf Fortress-related project I thought I'd share. The game can output maps of worlds generated in it, but they're pretty ugly. Kabookie had made a Photoshop action that made prettier maps (there are a few older ones other people made too). The idea is pretty popular, but most players don't have Photoshop and wanted a program they could use. The action also requires a bit of extra work and the right setup to load the right images because of a Photoshop limitation, so he was doing them personally. Now we're working together on a program that handles it. [IMG]http://i.imgur.com/2tjdM.gif[/IMG] [sup]animated gif of a comparison between a df export and our version[/sup] Once we get it to a point we feel is releasable, it'll go open source so the community can keep updating it.[/QUOTE] [h2]And now that place to remind us that 3D sucks.[/h2] [QUOTE=Tobba;38801624]I think I fixed it [img]http://dl.dropbox.com/u/4838268/ZScreen/2012-12/Screenshot-2012-12-12_15.57.16.png[/img][/QUOTE] [QUOTE=Tobba;38802951][IMG]http://dl.dropbox.com/u/4838268/ZScreen/2012-12/Screenshot-2012-12-12_18.14.57.png[/IMG][/QUOTE] [QUOTE=Tobba;38981314]I'm starting to think every COLLADA exporter ever is terrible Importing and exporting the seymour model in Blender causes AssImp to partially melt down, and the rendering is not very healthy either: [img]http://i.imgur.com/p9Ur4.png[/img] I tried to same thing in 3ds max and the file was 1MB worth of material definitions and wouldent even read[/QUOTE] [QUOTE=Icedshot;39004802]As you can see, improvements to the texture filtering are going well [IMG]https://dl.dropbox.com/u/33076954/New/texture_filtering.PNG[/IMG][/QUOTE] [QUOTE=robmaister12;39027279] I almost got it right... almost... [img_thumb]http://i.imgur.com/SDeDV.jpg[/img_thumb] [/QUOTE] [QUOTE=Tobba;39029318]I almost got my new shader system into a working state I think I have broken textures [i]slightly[/i] though [img]http://i.imgur.com/5KW5e.jpg[/img][/QUOTE] Oh yeah and the [url="steam://friends/joinchat/103582791430091926"]FPP[/url] quote thing [img]http://i.imgur.com/Gxj73.png[/img] [b]Oh and the past threads[/b] [URL="http://www.facepunch.com/showthread.php?t=1229762"]Version 33 (DecTech 2012)[/URL] [URL="http://www.facepunch.com/showthread.php?t=1222442"]Version 32 (November 2012)[/URL] [URL="http://facepunch.com/showthread.php?t=1215128"]Version 31 (October 2012)[/URL] [URL="http://www.facepunch.com/showthread.php?t=1209342"]Version 30 (AusTember 2012)[/URL] [url=http://facepunch.com/showthread.php?t=1202224#post37032848]Version 29 (AusGust 2012)[/url] [url=http://facepunch.com/showthread.php?t=1194900]Version 28 (July 2012)[/url] [url=http://www.facepunch.com/showthread.php?t=1187755]Version 27 (June 2012)[/url] [url=http://facepunch.com/showthread.php?t=1181032]Version 26 (May 2012)[/url] [url=http://facepunch.com/threads/1174646]Version 25 (Apr 2012)[/url] [url=http://www.facepunch.com/threads/1160420]Version 24 (Feb 2012)[/url] [url=http://www.facepunch.com/threads/1151723]Version 23 (Jan 2012)[/url] [url=http://www.facepunch.com/threads/1144771]Version 22 (Dec 2011)[/url] [url=http://www.facepunch.com/threads/1137375]Version 21 (Nov 2011)[/url] [url=http://www.facepunch.com/threads/1123599]Version 20[/url] [url=http://www.facepunch.com/threads/1099026]Version 19[/url] [url=http://www.facepunch.com/threads/1090922]Version 18[/url] [url=http://www.facepunch.com/threads/1082035]Version 17[/url] [url=http://www.facepunch.com/threads/1062318]Version 16[/url] [url=http://www.facepunch.com/threads/1044832]Version 15[/url] [url=http://www.facepunch.com/threads/1028402]Version 14[/url] [url=http://www.facepunch.com/threads/1000894]Version 13[/url] [url=http://www.facepunch.com/threads/969139]Version 12[/url] [url=http://www.facepunch.com/threads/949277]Version 11[/url] [url=http://www.facepunch.com/threads/935572]Version 10[/url] [url=http://www.facepunch.com/threads/919721]Version 9[/url] [url=http://www.facepunch.com/threads/899530]Version 8[/url] [url=http://www.facepunch.com/threads/878114]Version 7[/url] [url=http://www.facepunch.com/threads/862848]Version 6[/url] [url=http://www.facepunch.com/threads/842121]Version 5[/url] [url=http://www.facepunch.com/threads/829486]Version 4[/url] [url=http://www.facepunch.com/threads/808758]Version 3[/url] [url=http://www.facepunch.com/threads/774427]Version 2[/url] [url=http://www.facepunch.com/threads/764346]Version 1[/url] So. what are you working on?
Working on an object based wrapper if you may say so of OpenGL! (C# with OpenTK) [img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels/works.png[/img] Not really showing in the picture but this is the code to do this: [code] Texture = new Texture2D(); texture.TexImage(data.Scan0, data.Width, data.Height); texture.TextureMagFilter(TextureMagFilter.Linear); texture.TextureMinFilter(TextureMinFilter.Linear); Shader vert = new Shader(ShaderType.VertexShader); vert.Source(File.ReadAllText("shaders/texture.vert")); vert.Compile(); Shader frag = new Shader(ShaderType.FragmentShader); frag.Source(File.ReadAllText("shaders/texture.frag")); frag.Compile(); program = new ShaderProgram(); program.AttachShader(vert); program.AttachShader(frag); program.Link(); [/code] I'm really doing this for my own projects and I want to make it as close as possible to what OpenGL looks like but having it all in objects!
[QUOTE=dije;39053612]Working on an object based wrapper if you may say so of OpenGL! (C# with OpenTK)[/QUOTE] Awesome! I'm working on something very similar and would love to collaborate on ideas. Do you have / plan to have the source up anywhere to look at?
[QUOTE=jalb;39053791]Awesome! I'm working on something very similar and would love to collaborate on ideas. Do you have / plan to have the source up anywhere to look at?[/QUOTE]I could put the source on something like github or something when I get home in some days :smile:
The framerate is a hardcoded 1FPS sadly. [media]http://www.youtube.com/watch?v=twNNqX7cxRs[/media] Figured out how to load in full color images and convert them into a image object that I can display on my lcd. The image I'm loading in: [img]http://ezyimg.com/52bc2L[/img] [url]http://pastebin.com/hU5HCUgi[/url]
So I found out my specular was wrong In the process of fixing it I broke the diffuse lighting and the specular is still toast, and I have absolutely no idea what I did
Oh look, a dot game made with sockets! I also tested it with a friend. It works over the internet as well, not only localhost. [vid]https://dl.dropbox.com/u/99717/dotGame.webm[/vid]
I'm sure this has been asked before but I can't find it. What are you guys using to record your WebM Videos?
I use an ffmpeg script in linux, but there is a program someone from FP made that lets you use ffmpeg in windows to record things as well: [url]http://facepunch.com/showthread.php?t=1229005[/url] I haven't used it though.
[QUOTE=Tezzanator92;39054275]I'm sure this has been asked before but I can't find it. What are you guys using to record your WebM Videos?[/QUOTE] Just record it in something like AVI and then use VLC (or something else) to convert it: [img]http://i.imgur.com/Zn1oj.png[/img]
First page post :o And I didn't get mentioned in OP D:
Revisiting old Smoothed Particle Hydrodynamics project and did a render with about 113k particles, interaction radius .7px. [vid]https://dl-web.dropbox.com/get/video.webm?w=38e6f73b[/vid] Took a couple of hours to simulate + render, SFML.Net's SaveToFile feature for every frame takes a very long time. Does anybody know of some sort of video output library to use in C# that I could tie into SFML.Net's Image class?
Well, this OP is less CPU raping than previous OPs.
[QUOTE=supersnail11;39054892]Well, this OP is less CPU raping than previous OPs.[/QUOTE] WebM videos no longer auto play, Fun over :sad: .
So, I made a quick little application that takes a screenshot of my screen and sends it back to whoever goes to my ip on port 1000. Try it: -Removed-, but it was fun. Edit: Been out for dinner, came back to several unique ip hits :v:
Wow, never thought I'd get featured in the highlights with my first real post in here. Hopefully I can make it in there again with something more impressive!
good choices for op ben, awesome start to the new year, happy 2013!
When you draw a bazillion lines with rainbow colors and additive blending you're bound to make something cool-looking. [vid]https://dl.dropbox.com/u/4081391/rainbowstar.webmvp8.webm[/vid]
[QUOTE=Dlaor-guy;39055507]When you draw a bazillion lines with rainbow colors and additive blending you're bound to make something cool-looking. [vid]https://dl.dropbox.com/u/4081391/rainbowstar.webmvp8.webm[/vid][/QUOTE] Reminds me of [img]http://screenshots.en.sftcdn.net/en/scrn/73000/73791/mswlogo-6.jpg[/img] Logo was my first programming language :v:
[QUOTE=Mega1mpact;39053868]The framerate is a hardcoded 1FPS sadly. [media]http://www.youtube.com/watch?v=twNNqX7cxRs[/media] Figured out how to load in full color images and convert them into a image object that I can display on my lcd. The image I'm loading in: [img]http://ezyimg.com/52bc2L[/img] [url]http://pastebin.com/hU5HCUgi[/url][/QUOTE] Even if you could change the framerate I doubt this LCD would look good with fast images. I can't speak for this one but most of these kinds of LCDs have slow response rates and stuff.
[QUOTE=supersnail11;39055629]Reminds me of [img]http://screenshots.en.sftcdn.net/en/scrn/73000/73791/mswlogo-6.jpg[/img] Logo was my first programming language :v:[/QUOTE] Some great old memories, Found this a few months back: [img]http://i.imgur.com/gIrCU.jpg[/img]
[img]http://i.imgur.com/0h19E.png[/img] Suddenly everything looks like goddamn plastic (I got specular working)
[IMG]http://i.imgur.com/HV7Ds.png[/IMG] So I wrote a program that downloads recently posted public pastes from pastebin.com [URL="http://goo.gl/py2YG"]Download[/URL] I'd appreciate it if someone could run this for me and download like 10,000 pastes and then upload them all somewhere. My internet is pretty slow. It's written in C#, if you don't trust random .exe's feel free to decompile it. It makes a folder in the directory it's run in called "pastes", so if the program breaks either run it with administrator access or make the folder yourself. EDIT: This may or may not get you banned from pastebin.com, use at your own risk etc. etc.
[QUOTE=Naarkie;39056553][IMG]http://i.imgur.com/HV7Ds.png[/IMG] So I wrote a program that downloads recently posted public pastes from pastebin.com [URL="http://goo.gl/py2YG"]Download[/URL] I'd appreciate it if someone could run this for me and download like 10,000 pastes and then upload them all somewhere. My internet is pretty slow. It's written in C#, if you don't trust random .exe's feel free to decompile it. It makes a folder in the directory it's run in called "pastes", so if the program breaks either run it with administrator access or make the folder yourself.[/QUOTE] Heads up, If you do this too much pastebin will IP Ban you.
[QUOTE=benjojo;39056590]Heads up, If you do this too much pastebin will IP Ban you.[/QUOTE] But if you're at a family's house over the holidays, use it loads because I already scored tons of porn plus hello world applications in 12 different programming languages! [sp]There you go Naarkie, now people are destined to download it.[/sp]
IP bans doesn't really work on dynamic IPs :v:
[QUOTE=toaster_2.0;39055867]Even if you could change the framerate I doubt this LCD would look good with fast images. I can't speak for this one but most of these kinds of LCDs have slow response rates and stuff.[/QUOTE] Tried changing it to 5fps but that just hurts my eyes. Same goes for just 2fps. Don't know why.
Had a go at the pastebin downloader thing-a-ma-jig, one of the pastes I got... Interesting ^.^ [IMG]http://gyazo.com/1c9be1d8ba409b2c8547de4d1379d062[/IMG]
[quote=swift and shift (circa last thread)]generally mac and linux are pretty easy to port between[/quote] Well yeah. My only big thing with "i dunno about mac lol" is I don't know if Apple ships OS X with a Python interpreter or not.
[QUOTE=Mega1mpact;39056900]Tried changing it to 5fps but that just hurts my eyes. Same goes for just 2fps. Don't know why.[/QUOTE] Was it flashing or something?
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