1,744 Results
[QUOTE=MegaJohnny;45966161]My friend told me an idea for a settler game with rabbits that breed and pass down their traits to the offspring. The original idea was that a rabbit would have one of a list of preset patterns; spots, stripes, etc. I thought to myself, though, what ...
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Does anyone know how to draw the mesh preview's that are present when you are looking at mesh assets in an editor window GUI? I mean this: [img]https://dl.dropboxusercontent.com/u/3715122/ShareX/2014/07/2014-07-21_16-04-58.png[/img] [img]https://dl.dropboxusercontent....
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[QUOTE=supersnail11;45447642]r0b0tsquid (I think it was him?) wrote a really cool one a while ago, but I can't find it anymore.[/QUOTE] I think I remember that knocking around here. Probably the reason I asked here if anyone had seen one. [QUOTE=Ott;45447713]You could al...
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Does anyone know of a decent graph plotter tool that you can quickly adjust function parameters with sliders in real time? Like if you had: f(x) = 1.0 - A*(x+B) Where I want to adjust A and B on the fly (Trying to write a shader/Debug an equation). Been looking for on...
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Got texture splat painting working pretty smoothly on my custom terrain engine: [vid]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/Unity%202014-07-13%2023-32-58-40.webmsd.webm[/vid] For some reason the mouse position is being flipped vertically and I have no i...
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Day/Night cycle, currently the sky is only a simple dynamic gradient shader made but hoping to delve into some kind of scattering shader eventually but this will do for now: [vid]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/Unity%202014-07-12%2017-22-16-35.webms...
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Wrote a vertex shader for some water I have been working on: [vid]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/Unity%202014-07-07%2000-04-27-86.webmsd.webm[/vid] Not sure I'm totally happy with it can anyone give me any ideas for improving it and making it lo...
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Some low poly terrain I've been working on again: [img_thumb]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/terrain2.PNG[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/3715122/Coding/Unity/terrain3.PNG[/img_thumb] Pretty pleased with the improv...
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Does anyone know how to make it so a gameobject isn't saved to disk in the scene? Currently I have a custom terrain system but the meshes and splat maps are using too much space for our source control. I tried using HideFlags but this gave me problems with serialization betwee...
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Can't believe this game mode keeps getting resurrected every now and then. Really nice to see the community keeping it functional after all these years :') I'll make it clear again that I really don't mind people using the code/doing whatever with it. It's not something I a...
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My laptop's (Dell Precision M6500) boot drive is kaput and I was thinking about replacing it with a small 60-120gb SSD for the OS. Can anyone recommend any brands/what form factor I should be looking for to fit in the laptop properly. I'm not 100% sure if the laptop supports S...
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[img]https://dl.dropboxusercontent.com/u/3715122/Coding/Uv_help.PNG[/img] Playing around with creating a procedural equilateral triangle mesh. Anyone got an idea on how to UV this thing? Trying to make some flat shaded terrain and couldn't figure out how to make the defa...
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[QUOTE=hypno-toad;42068758]These two things seem almost indistinguishable to me, but perhaps I'm not understanding the highly articulated techno-babble[/QUOTE] I assume he means third party devs did not have any input on the tech behind the Wii U and the specifications bef...
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I can imagine a scenario similar to this. Superman is the angel summoner... [video=youtube;zFuMpYTyRjw]http://www.youtube.com/watch?v=zFuMpYTyRjw[/video]
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[QUOTE=Em See;41375578]you mean, each point sitting in its own cell or whatever? can't you drop the bin size down to one[/QUOTE] I mean right now each object in the tree is just a 2D vector but I want to query objects with a finite sized AABB.
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Made a Quad Tree: [img]https://dl.dropboxusercontent.com/u/3715122/Coding/QuadTree.PNG[/img] Want to use it for faster render culling for static geometry. Although I am not sure how to make the points have a bounding box? Should I just add 4 points to the tree for each e...
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Steam offline never works properly. You have to check in when you start steam and only then can you play offline. I have not been able to play my single player games due to not having Internet for a bit many times. Why is steam seen in such a different light when Xbox was tryi...
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[quote] Someone needs to post the video where she cums while on the phone with her mother [/quote] That is one specific fetish.
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Hosting a MVM server for FP people. It is a listen server hosted in the UK, tends to not be too laggy :) Type: connect 81.159.110.45; password fp_only into the console to get in! Full already!
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[QUOTE=Netsc;37270511]Can someone try: connect 213.81.69.220 in console?[/QUOTE] Bad password.
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[QUOTE=Jack Trades;36987975]So basically your justification for Apple purposefully removing features from their products is because [B]you[/B] don't need them? I don't use any of Apple products anymore because they're extremely limited with what they allow me to do and with...
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Who reckons those copper leaf things will be set on fire in some awesome way?
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[QUOTE=Occlusion;36964506]I'm confused though, wasn't beijings like 3 hours long?[/QUOTE] It isn't over... This is 3 hours along as well. Also that was so fucking cool, I was bit like "oh no" at the beginning bit with all the people just chilling in a field but then it ...
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[QUOTE=Dead Madman;36826070]Pretty cool. But I'm sure it only takes like 15 minutes in a video editing software to do this, rather than have this (which I have alot of doubt in because it most likely fucking sucks) do it for you.[/QUOTE] It is unlikely to suck. Google's fa...
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I think it's important to note the difference between second hand physical copies and second hand digital copies. There is really no distinction between a second hand digital copy and a 'store bought' one. The reason why the second hand market works because as physical goods a...
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He posted some more information and answered some questions in the comments: [quote] I'm seeing a lot of the same questions, so Ill do my best to answer them here. Coins: As you can see, there's more than 4 cents on the floor in the giant FU picture. I mistakenly tho...
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Pretty much everyone drives 90mph on the motorways in England, on a highway it isn't that fast. Come on everybody speeds a little bit...
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Stick it on Dropbox :)
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[QUOTE=atttapi0;36646236]My father's been blind all of his life, for some reason you can't get an eye transplant. It won't work if you've been blind for a really long time or something.[/QUOTE] It's because if you are blind since birth or for ages your brain doesn't know h...
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[QUOTE=BlkDucky;36589746]Why? No-one checks the OP unless it's a new thread anyway.[/QUOTE] I suppose so. Probably best to put them in a new thread: [vid]https://dl.dropbox.com/u/3715122/Coding/OSE/OSE%202012-07-02%2014-46-17-77.webmvp8.webm[/vid] Dynamic lighting! I...
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[QUOTE=Gran PC;36589488]I've been thinking - why don't we just start collecting highlights from the very beginning so we don't have to do it in the last minute once WAYWO has already been closed?[/QUOTE] Stick the highlights for the current thread in the current OP? When t...
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Just added animations to my game! I went with simple spritesheet based animations because in a top down view bone animation is a bit overkill for the small amount of movement you will see in a typical humanoid bone structure: [vid]https://dl.dropbox.com/u/3715122/Coding/OSE...
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I hand drew loads of new textures for the game: [img_thumb]https://dl.dropbox.com/u/3715122/Coding/OSE/NewResources.PNG[/img_thumb] [i]Click to enlarge[/i] Pretty proud of the player and zombie sprites, thought drawing in the plan view perspective would be much harder t...
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[QUOTE=Overv;36495351]I am aware of this, but he was asking about out of the box performance. What's up with the missing 1,5 seconds in STATE_TICK?[/QUOTE] The sub categories of STATE_TICK aren't fully comprehensive, I don't profile every stage of STATE_TICK only th...
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[QUOTE=thomasfn;36491472]That's a nice profiler, I wish I could be bothered to make one for all my game projects.[/QUOTE] I can post it if you want but it requires SFML's sf::Clock which might be a problem.
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Is there a fast way to calculate an AABB? Right now I am taking the Object Orientated Bounding Box in local space, converting it to global space<-VERY SLOW then taking the four corners of the OOBB and finding the Top-Left and Bottom-Right corners of the OOBB to get an AABB. Th...
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Today I made a performance profiler for my game, realised that my renderer was the main bottleneck in my engine, so I made the renderer cull objects not on screen (should have really done that a long time ago). Managed to speed things up a little bit, here's some lovely stats:...
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Success, blend textures working great! Right now I am passing it to a fragment shader and just loading a black and white perlin noise texture and repeating it but I am eventually going to make it so that you can paint on terrain: [vid]https://dl.dropbox.com/u/3715122/Coding...
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[QUOTE=Jenox;36469524]You just need to mix two textures in shader. If SFML doesn't support shaders (for some bizarre reason) then I have to question why you'd want to use SFML for this.[/QUOTE] It supports OpenGL shaders. Cheers, I'll look into how to write shaders now.
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Anyone give me any pointers on how to get source like blend textures in SFML? [img]https://dl.dropbox.com/u/3715122/Coding/creating_blend_textures_for_displacements_2.jpg[/img] I'm guessing its some kind of masking but to my knowledge SFML 2 doesn't support masking.
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[QUOTE=ShaunOfTheLive;36456926]Based on the position of the error, it looks like a problem with the "Vector2" type. Where/how is that declared?[/QUOTE] It isn't the vector2 type, I managed to get it compiling by swapping the order of includes in Camera.cpp to: [cpp] #i...
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[QUOTE=WeltEnSTurm;36456700][video=youtube;lTx3G6h2xyA]http://www.youtube.com/watch?v=lTx3G6h2xyA[/video][/QUOTE] When I saw madeon do this song live he wasn't using that thing nearly as much, just twiddling nobs. This video is of him in a studio, he doesn't have to synch ...
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Anyone know why this is refusing to compile? I am forward declaring BaseObject in the header and then including it properly in the .cpp file but it just errors out with: 1>c:\users\connor\documents\programming\projects\ose\ose\engine\Camera.h(9): error C2146: syntax error...
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Has anyone here used Mini-XML? I'm trying to load a pretty simple XML file and then set attributes to a class from it but I keep getting memory errors and I am not sure what's going on: [cpp] #include "XMLParser.h" FILE* XMLParser::mFile; mxml_node_t* XMLParser::mTre...
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[QUOTE=Funley;36441185]The boxes should crack and break when damaged, not just get darker and darker.[/QUOTE] Yer all the art is temporary, setting colour was just a way to show they are damaged :)
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Working on a kind of 2D zombie survival game, got the engine working great. Need to add lighting and map loading but then its just down to content! [vid]https://dl.dropbox.com/u/3715122/Coding/OSE%202012-06-22%2013-37-40-62.webmvp8.webm[/vid]
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Been coding for too long need a fresh pair of eyes. Any idea why this joint is flat out not getting created? [cpp] b2WeldJointDef joint; std::cout << "A: " << bodyA << " B: " << bodyB << "\n"; joint.Initialize(bodyA, bodyB, bodyA->GetPosition()); mWorld->CreateJ...
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How is your vector math? I made my own physics engine using the following resources: [url]http://www.metanetsoftware.com/technique/tutorialA.html[/url] - Explains the separating axis theorem well. [url]http://chrishecker.com/Rigid_Body_Dynamics[/url] -- VERY VERY USEFUL ...
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Or you could just limit yourself to once a week, and only look at soft stuff. The point is your brain is only going to get rewired if you are doing this shit every day. Moderation is more likely to succeed and you won't feel like shit. You're only every going to get these sym...
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[QUOTE=Gabe Newell;35484450]I don't understand what the coordinates are doing.[/QUOTE] Top and Left are for defining the position of the rectangle (where the top left hand corner will be) Width and Height are for defining the dimensions. If you were to do Rect(0,0,ScreenWid...
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[QUOTE=Gabe Newell;35483565][/QUOTE] Like this: [cpp] sf::Rect<float> a = sf::Rect<float>(5,5, 10, 10); [/cpp] It is a template so you can have any numerical type in between the angular brackets. Also its (left,top, width, height) for the argument order. [QUOTE=NovembrDo...
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[QUOTE=Hypershadsy;35471916]Perhaps I'm over-thinking this, but I recall an algorithm that takes a 2D array (of pixels, in your case) and splits them up into the minimal amount of squares. I don't remember what it's called, though. [img_thumb]http://dl.dropbox.com/u/21571661/...
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[QUOTE=Hypershadsy;35461117]Are you counting completely transparent pixels?[/QUOTE] Yes, it is just a rough estimate whether or not the sprite should draw.
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What is a fast way to figure out if a sprite is on screen or not? I want a fast way of culling non-visible entities from the draw queue, was going to just do AABB checks for each sprite but that sounds really inefficient.
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[url=http://en.wikipedia.org/wiki/Kepler_orbit]Kepler Orbits![/url] [vid]http://dl.dropbox.com/u/3715122/Coding/Intergalactic%202012-04-05%2016-54-58-66.webmvp8.webm[/vid]
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[vid]http://dl.dropbox.com/u/3715122/Coding/Intergalactic%202012-04-04%2023-11-44-91.webmvp8.webm[/vid] Progress on the starfield, now if you zoom in it fades in smaller stars so you get more detail, and it fades out when you completely zoom out. Also completely stable circu...
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Added some stars: [img]http://dl.dropbox.com/u/3715122/Coding/Stars.png[/img] [img]http://dl.dropbox.com/u/3715122/Coding/Stars2.png[/img] All procedural of course! Now to make the planets follow pre set orbits!
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This is more of a conceptual question really but I can't think of the best way to implement Box2D into my game, right now I am defining Box2D bodies like this: [cpp] void Player::Spawn() { float width = 20; float height = 25; GetRenderer()->SetTexture(std::string("ship.png...
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[QUOTE=Neo Kabuto;35417544]Are your paths for planets going to be static ellipses/circles? You could just make a function for moving them along a set path, like KSP does for objects not under acceleration.[/QUOTE] Hmm that is probably the simplest way, then I can just simula...
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Playing around with Box2D and SFML, the ship can orbit around stars and planets which is kinda fun I guess: [img]http://dl.dropbox.com/u/3715122/Coding/Orbits.png[/img] Right now the orbits are done with just the 1/r^2 law of gravity, anyone got any pointers on how to im...
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Try this: [cpp] float percent = (float(integerList.Count/delta) * 100.f); [/cpp] I'm not certain on that one but it is because integerList.Count and delta are both integers so the compiler will round it down to 0 unless you specifically say you want a float. If that doesn't...
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Theres 3 services with that PID: > FontCache - Windows font cache service > SCardSvr - Smart Card > SSDPSRV - SSDP Discovery I am guessing the one responsible for all the traffic is the SSDP one, is this nothing to worry about?
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AVG, Malware Bytes, Spybot and Hijack this. I think it happens in safe mode to I will check in a bit.
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Computer is constantly downloading data.
conman420 Hardware & Software Thread
About a week ago I noticed that my bandwidth monitoring program was showing that my laptop was downloading data more than usual, normally when idling on the desktop there would be a flat graph with the occasional spike but nothing more than 30kB/s. Now however my laptop is con...
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Never really been hungover. Nearly threw up in a lecture in freshers that's about it haha.
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If anyone willing to pick this up wants any explanation of the code I will try and help them figure it out. I don't remember it being commented too well.
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I am going insane here, my accessor function returns an uninitialized value but accessing the variable directly returns the correct one, this is definitely going to be one of those DUH moments but I need a fresh pair of eyes to look at it: Variable declaration: [cpp] class Ba...
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Reading these highlights reminded me to ask how do you guys make these awesome gifs?
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Can anyone see what is wrong with this game loop? It crashes most of the time when I call pWindow->Close(), can't see why: [cpp] //Main Game loop! void GameController::Run() { //Running = true; while (GetRunning()) { Tick(); Draw(); // Process events ...
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[QUOTE=Darwin226;32055296]But it only has 250 views![/QUOTE] I know :S oh well, not going to question it.
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Maurice [b]I love you[/b], my video: [media]http://www.youtube.com/watch?v=czQqOjiC4_A[/media] Has been piggy backing off the success of Mari0 somehow (it has referrals from huge game blogs that have been linking to Mari0 tests) and now youtube offered to pay me money for it...
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Quick update on the tank game. I added some HUD elements such as a health bar and score which gives the whole thing a bit more purpose, tanks also drop health packs. I also implemented static walls that are placed randomly in the map, this is when I realised that my physics e...
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Someone spoiled Episode 2 for me, ruined the impact of the ending because it was one of those endings where the death just happened out of the blue. However this study seems to focus on books and not games there is probably a big difference to how we react to them.
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[QUOTE=BlkDucky;31971221]He certainly didn't make the AI. And I'm not even sure that's the same Infinite Mario.[/QUOTE] Its a modified version of infinite mario which notch made: [quote] We are basing the competition on a heavily modified version of the Infinite Mario Bros g...
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[QUOTE=jalb;31922891]-Helpful Post-[/QUOTE] Ah thanks for putting me on the right track, I've been put off implementing function pointers because I still don't quite understand what to use them for. The second solution you posted seems pretty close to what I had in mind. Th...
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Progress! [img]http://dl.dropbox.com/u/3715122/Coding/TankWars.PNG[/img] All the crates and tanks are physically simulated with my physics engine :) I'm amazed how stable the whole thing is. You can crash into a system of about 10 crates without any jittering, which is prett...
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I am trying to code a kind of I/O system for entities. I have an std::map of function pointers: [cpp] std::map<std::string, InputFunc> Inputs; [/cpp] I also have two functions called 'Fire' and 'RegisterInput'. Fire is what will call the function in the std::map with the ass...
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My physics engine is done for now, It uses the Separate axis theorem for collisions and then impulse based collision response, it is surprisingly stable for what it is (had to use a rather hacky method to get the collision point). It's current limitations are that it doesn't h...
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[QUOTE=ROBO_DONUT;31885491]direction = normalize(edge2 - edge1) result = edge1 + dot(point1 - edge1, direction) * direction[/QUOTE] Yes! Thank you so much!
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Having a bit of trouble with vector math, trying to find the projection of a point onto a line in global space, everything I try seems to be slightly offset and isn't working. Completely stuck on this one so any help from people who know about vector math would be appreciated:...
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Anyone got any resources for how to quickly get the point of collision when using the separating axis theorem? My current method is to try and find the closest point to the edge that gave the minimum translation vector but it's very unreliable on large edges and edge/edge coll...
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Heres the link to the song they used: [url]http://www.youtube.com/watch?v=7zuAOomfiCc&feature=BFa&list=UUTOmrdmqYgu-4nGVHqNzbGg&index=2[/url] Pretty cool stuff.
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[QUOTE=ROBO_DONUT;31799517]It's a single dot-product and a scalar subtraction... It's seriously like four instructions without SIMD.[/QUOTE] I am doing point-line segment distance which is a bit more complicated. Well heres the implementation I found online: [cpp] ...
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[QUOTE=COBRAa;31793154]Any demo/video?[/QUOTE] I may release one once I get performance issues sorted out. If anyone is interested I can post the resources I found helpful to get this far, coding your own physics engine is a lot of fun :D
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Yay! After debugging my physics engine for days turns out I was mixing up global coordinates with local ones, everything is much less erratic now! Also rotational impulses work flawlessly. Next on the agenda is contact resolving, penetration fixing and implementing a separati...
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[QUOTE=sgman91;31749708]I never quite understood how these tests work over there. Do you HAVE to get decent grades on them to get into college/university?[/QUOTE] The majority of students in the UK get conditional offers based on your target grades, if you don't meet those gr...
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Need A*AA, definitely didn't get the a-star, going to ring Manchester on Thursday to beg.
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Implemented vertex-edge collision detection, right now it only applies linear force when the two bodies collide and not angular but I'm hoping to add that functionality later. Its a little bit buggy as well and suffers from some pretty bad tunneling but I never imaged I would ...
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[QUOTE=thf;31711901]I just think it's good training to try to make your own physics functions, even if you end up using a library. Also, I'm not entirely sure how the line thingy works. Is the blue square attached to the "void" in it's middle, and the small red line is "welded...
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Been researching rigid body dynamics all day, was daunted by the maths but after sitting down with several pages of diagrams I've managed to get torque forces working on my game. Probably not a huge feat but I am really happy that I managed to figure it out without just copyin...
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[img]http://dl.dropbox.com/u/3715122/TankEngineHyperSpeed.PNG[/img] Fixed the tank engine. Accidentally left the sf::Image in the flying grass entity, it wasn't doing anything but it must have been slowing down the game a lot seeing as I can now get 10,000 flying grass entiti...
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[QUOTE=SupahVee;31674893]I would avoid sorting by draw order every frame. Just sort whenever a new entity is created. (If you want to optimize it even more, have something like an hashtable<int, vector<entity>>, and then draw in the order of the hashtable keys. Insert entitie...
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I'm running in release. Debug mode is much much slower though. [cpp] void EntityManager::Tick() { double NewTime = double(CurTime.GetElapsedTime()) / 1000; if (DrawSortRequired) { Entities.sort(EntityManager::CompareDrawOrder); DrawSortRequired = false; } //Remove th...
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[QUOTE=SupahVee;31673263]That's not good at all unless you have a very complex game logic. Are you culling offscreen objects?[/QUOTE] Nothing is off screen for now. What should I expect from 3000 sprites? The sf::Image for the grass sprite is shared so I am not duplicating im...
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Just got my game to a working and fast state (I hope!), using SFML2. [img]http://dl.dropbox.com/u/3715122/TankEngine.PNG[/img] 3000 entities and still running at 30 fps, I am pretty pleased with that! The grass is 3000 sprites bouncing around the world.
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