[t]http://i.imgur.com/3IJAR.png[/t]
Welcome to WAYWO March 2013 (Garry closed this month early)
*(Sorry about the lack of quotes on this one, the thread closed sooner then I thought it would)
[h2]Highlights![/h2]
[b]Icedshot[/b]
3D Sucks
[t]https://dl.dropbox.com/u/33076954/New/TFiltering/Optimisations.PNG[/t]
[t]https://dl.dropbox.com/u/33076954/New/TFiltering/epilepsy%20edition.PNG[/t]
[b]Borsty[/b]
Had a go at procedural terrain generation, it's a mixture of simplex noise and delaunay triangulation
[t]http://i.cubeupload.com/V5APhN.png[/t]
Next goal: get some plateaus into the bumpy surface, probably something like described in here -> [url]http://oddlabs.com/download/terrain_generation.pdf[/url]
(Oh, that 4096x4096 blocks terrain took around 400ms to generate :D)
[b]DarkCybo7[/b]
[t]http://i.imgur.com/KE2Wcbu.png[/t]
[b]commander204[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39474591&viewfull=1#post39474591[/url]
[t]http://puu.sh/1XrCO[/t]
[t]http://puu.sh/1XrEW[/t]
[t]http://puu.sh/1Xx8D[/t]
[b]laylay[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39490081&viewfull=1#post39490081[/url]
[t]https://dl.dropbox.com/u/99765/fortblox/fortblox_060213_025748.png[/t]
[t]https://dl.dropbox.com/u/99765/fortblox/fortblox_150213_004251.png[/t]
[b]ief014[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39498336&viewfull=1#post39498336[/url]
[t]https://dl.dropbox.com/u/39090770/img/clbec_bigbang.gif[/t]
[b]Torrunt[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39500807&viewfull=1#post39500807[/url]
[media]http://www.youtube.com/watch?feature=player_embedded&v=EqG7aVLcD6g[/media]
[b]Empty_Shadow[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39583220&viewfull=1#post39583220[/url]
[t]http://i.imgur.com/En5Mfqk.png[/t]
[b]benjojo[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39592865&viewfull=1#post39592865[/url]
[url]http://www.youtube.com/watch?feature=player_embedded&v=SfTraYTJU_Y[/url]
[t]http://i.imgur.com/93ZOtgY.png[/t]
[b]Grayman[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39610231&viewfull=1#post39610231[/url]
Well, it looks like linux support for vphysics is going... uh...
[vid]http://puu.sh/23tR9[/vid]
[b]Exl[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39637241&viewfull=1#post39637241[/url]
[media]http://www.youtube.com/watch?feature=player_embedded&v=A_wHI5ThT54[/media]
[b]HiredK[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39644383&viewfull=1#post39644383[/url]
[t]http://i50.tinypic.com/v99hj.png[/t]
[t]http://i49.tinypic.com/2dvn4gi.png[/t]
[t]http://i45.tinypic.com/k0stoo.png[/t]
[t]http://i48.tinypic.com/23kdgmd.png[/t]
[b]Staneh[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39650243&viewfull=1#post39650243[/url]
[t]http://puu.sh/25lvC[/t]
[b]Electroholic[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39658685&viewfull=1#post39658685[/url]
[t]http://i.imgur.com/hd1HQGj.png[/t]
[b]BlackPhoenix[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39683164&viewfull=1#post39683164[/url]
[t]http://i.imgur.com/3t488mk.png[/t]
[t]http://i.imgur.com/cfPu2nd.png[/t]
[b]Lexic[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39677389&viewfull=1#post39677389[/url]
[t]http://i.imgur.com/9Ry8LtX.png[/t]
[b]Talkbox[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39684883&viewfull=1#post39684883[/url]
[t]http://25.media.tumblr.com/8a50c29e51d3a15de91dddc0a2f790ad/tumblr_mimy0u2FFR1qksbd1o1_1280.png[/t]
[t]http://25.media.tumblr.com/cda4b69e9ebd6eb3bc87b7b10e1ae204/tumblr_mimy0u2FFR1qksbd1o2_1280.png[/t]
[b]Perl[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39701215&viewfull=1#post39701215[/url]
[t]http://i.imgur.com/M9RYtrQ.png[/t]
[t]http://i.imgur.com/exXwLbp.png[/t]
[b]Seki_Uchiha[/b] [url]http://facepunch.com/showthread.php?t=1244189&p=39710456&viewfull=1#post39710456[/url]
[t]http://oi45.tinypic.com/w3cx1.jpg[/t]
[img]http://i31.tinypic.com/jpgbnl.png[/img]
[b]Oh and the past threads[/b]
[URL="http://facepunch.com/showthread.php?t=1236566"]Version 35 (Feb 2013)[/URL] Garry broke this one
[URL="http://facepunch.com/showthread.php?t=1236566"]Version 34 (Jan 2013)[/URL]
[URL="http://www.facepunch.com/showthread.php?t=1229762"]Version 33 (December 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://facepunch.com/showthread.php?t=1167397]Version 24.5 (March 2012)[/url] (24.5 becuase it was forgotten and its too late because all the number are technically wrong)
[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?
Content:
Today my stencilling toolblock arrived. I can tack down a PCB with the pinholes, and then put on a solder stencil over it. As the holes are perfectly aligned, I save a lot of time when applying solder paste to board.
[img]http://i.imgur.com/zUyXXho.jpg[/img]
The whole thing has the size of an A4 sheet of paper.
please put [url=http://facepunch.com/showthread.php?t=1167397]march 2012[/url] in the OP already, it's been missing from OPs for at least 9 months or something
Good op! I wouldn't like it if empty opening posts of WAYWO would become the new tradition <3
I'm "working" (playing around) with the Roslyn CTP. No pictures so far but I'll try to make something thats worth showing :)
[QUOTE=mechanarchy;39733061]please put [url=http://facepunch.com/showthread.php?t=1167397]march 2012[/url] in the OP already, it's been missing from OPs for at least 9 months or something[/QUOTE]
Oh wow, The forgotten thread.
Also this means all the thread numbers are wrong.
Oh FYI the new thread auto-lock post limit is 1000, so we might need to make a March+½ thread
[QUOTE=mechanarchy;39733253]Oh FYI the new thread auto-lock post limit is 1000, so we might need to make a March+½ thread[/QUOTE]
Or... Just revert back to thread numbering.
when it was disabled we just went to monthly threads, We can switch back easy.
[QUOTE=benjojo;39733109]Oh wow, The forgotten thread.
Also this means all the thread numbers are wrong.[/QUOTE]
You could just change the numbers, none of the threads after "the forgotten thread" have their version number in the thread title.
[vid]https://dl.dropbox.com/u/99717/ColorPicker.webm[/vid]
Finally got around to finish the 3D colour picker.
I've been procrastinating from doing work on my game and made some changes to my [URL="https://github.com/Torrunt/AS3-Developer-Console"]AS3 Developer Console[/URL].
I made types and parameters show as different colours in the suggestion box, added a Fullscreen option (with a nice little slide animation like the open/close one), HOME/END keys now scroll to the top/bottom of the console and I fixed a little problem.
[IMG]http://i.imgur.com/9jPUKuE.png[/IMG][IMG]http://i.imgur.com/4EnFcaO.png[/IMG]
I managed to do a bit of work on my game today though. I added Hats, that fly off your head when you pick up another one. They also have a 5% chance to fly off every time you get hit (and fade away after a while) so you have to be careful if you want to keep your hat. We're planing of making them each have a little passive buff, similar to items in The Binding of Isaac. They are going to spawn randomly in levels, in unmarked crates or even on the heads of common zombies.
[IMG]http://i.imgur.com/CwmrGH5.jpg[/IMG]
I got into the highlight post
now it's my time to shine
[editline]27th February 2013[/editline]
On a project related note, I'm about to start the great code refactoring of my game. This includes:
- Changing all my drawing code to be interface-independent, so I can switch between say, OpenGL 2 and 3 (or DirectX if I port it to windows and implement it)
- Adding support for OpenGL 3, which also means adding GLSL support as well.
- Implementing LuaJIT.
- Refactoring existing engine code if I see fit.
This is going to be a major pain.
existing code: [url]http://code.google.com/p/soringame/source/browse/trunk[/url]
[vid]https://dl.dropbox.com/u/9618970/objLoadingYay.webm[/vid]
.obj loading, normal + tangent + bitangent generation working :D
I wonder how well one can utilize the g-buffers for picking or screen based ray-casting or.. I don't know. Since I'm recreating the world position for each fragment in the lighting pass, I should be able to reconstruct the world position outside the gpu too no? Time to read back dem depthbuffer!
Had to do an assignment to implement RPG mechanics into an existing game that doesn't have them. I chose Pacman!
[media]http://www.youtube.com/watch?v=1-IIIBNxHCE&hd=1[/media]
[QUOTE=Zyx;39733604][vid]https://dl.dropbox.com/u/99717/ColorPicker.webm[/vid]
Finally got around to finish the 3D colour picker.[/QUOTE]
Picking ingame objects by colors with an extra render-pass is an awesome idea!
But remember to disable anti-aliasing for the color pass.
[QUOTE=Conna;39734730]Had to do an assignment to implement RPG mechanics into an existing game that doesn't have them. I chose Pacman!
[media]http://www.youtube.com/watch?v=1-IIIBNxHCE&hd=1[/media][/QUOTE]
The first time it was for shits 'n' gigs. What happened?
[QUOTE=Darwin226;39734767]The first time it was for shits 'n' gigs. What happened?[/QUOTE]
I didn't feel the need to bore you with the details, but this time I did! But I guess it just isn't as cool as saying shits 'n' giggs.
[QUOTE=Bladezor]Been having issues with precompiled headers. But it seems to be generating everything nicely other than that. Here's my script so far:[/QUOTE]
The pchsource and pchheader thing from my script didn't work?
[MEDIA]http://www.youtube.com/watch?v=tI_qYS5jEsI&feature=youtu.be[/MEDIA]
Floating trees galore
Ported [URL="https://github.com/dajoh/OpenSteamClient"]OpenSteamClient[/URL]'s TcpConnection class to POSIX today, which means that you can now make bots/clients who run natively on Linux! (and perhaps OSX too, but I haven't tested that)
[IMG]http://i.imgur.com/f0pFwnv.png[/IMG]
[QUOTE=Felheart;39734743]Picking ingame objects by colors with an extra render-pass is an awesome idea!
But remember to disable anti-aliasing for the color pass.[/QUOTE]
I imagine the only downside to this is having more objects than colors, however considering there's 2^32 combinations I really doubt you'd ever have a collision, especially considering the worst case scenario would be an object per-pixel, and that's still much smaller than 2^32.
Now what would be REALLY interesting, is if you combined that with a separate buffer that stored information where each pixel corresponds to an object's model or world-space coordinates at that point (depending on your need). No need for ray-casting. In theory, you wouldn't even need a separate buffer.
[QUOTE=Bladezor;39735344]I imagine the only downside to this is having more objects than colors, however considering there's 2^32 combinations I really doubt you'd ever have a collision, especially considering the worst case scenario would be an object per-pixel, and that's still much smaller than 2^32.
Now what would be REALLY interesting, is if you combined that with a separate buffer that stored information where each pixel corresponds to an object's model or world-space coordinates at that point (depending on your need). No need for ray-casting. In theory, you wouldn't even need a separate buffer.[/QUOTE]
You can divide up the view-port in to 400 million pixel chunks to avoid collisions.
[QUOTE=Bladezor;39735344]I imagine the only downside to this is having more objects than colors, however considering there's 2^32 combinations I really doubt you'd ever have a collision, especially considering the worst case scenario would be an object per-pixel, and that's still much smaller than 2^32.
Now what would be REALLY interesting, is if you combined that with a separate buffer that stored information where each pixel corresponds to an object's model or world-space coordinates at that point (depending on your need). No need for ray-casting. In theory, you wouldn't even need a separate buffer.[/QUOTE]
If you had 2^32 objects and each of those would only take up one byte, that would still take up 4GB or RAM. I don't really think that's gonna happen :D
I think you guys misunderstood my post, I wasn't criticizing it.
It's a great method. :D
Your color would only be 24bit. If you also use the alpha component then you'd get mixed colors if your background isn't {0,0,0,0}
And you also couldn't have overlapping objects. So in reality theres "only" space for 2^24 different objects if you want to be on the safe side :P
Well the typical resolution is 1920x1080 = 207360 pixels.
While: 2^24 = ~16 million
So even if you'd use the retarded high resolution 4K:
3840x2160 = ~8 million
So yeah, the amount of combinations will never be your limit :v:
[QUOTE=gparent;39734820]The pchsource and pchheader thing from my script didn't work?[/QUOTE]
Nah, I also noticed that your source and header pch's are in different places than the rest of your stuff so that might be why. VS kept giving me errors about not including the header even though it was, so I dunno.. I'll take a look again today.
Just got tanks implemented into my game(Ignore the temporary name).
[IMG]http://img560.imageshack.us/img560/6041/wargame1.png[/IMG]
Also its multiplayer, using the UDP servers I made a while back. I still need to implement TCP for sending packets other than game updates though.
[editline]27th February 2013[/editline]
Also the terrain is destructible, forgot to add that.
[img]http://puu.sh/29oeR[/img]
[img]http://puu.sh/29oPe[/img]
Woo! Finally i added _graphics_ to it.
However, it seems i forgot to rotate it correctly.
Do any of you have any good resources on developing multiplayer for games? Like structure, architecture, writting the server, classes...
[img]http://puu.sh/29ptW[/img]
Okay, good, i replaced textures with sprite entities, so i can rotate, clip, flip, mirror them...
I have been doing a lot of boilerplate stuff in love2d if you guys want to hear about it. I'm probably going to make a nice platformer "engine" with a tilesystem, collisions, and a nice powerful editor.
Since this is my first time programming something from scratch the hardest part for me is not making it a huge mess
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