1. Post #401
    hOnK :o)
    i300's Avatar
    December 2009
    3,985 Posts
    Results are in. Dlaor didn't win (Still got a prize though)



    Also, I tried to convince my CS Teacher that Hungarian Notation is a bad practice and we should stop. She told me that if I thought she was doing a poor job then why am I still here... What the actual fuck. Hungarian Notation is like being kicked in the balls, and even that's better than listening to my shitty out-dated VB tutor.
    I really can't believe I won. It was super fun though, and I will definitely enter again next time!
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  2. Post #402
    Gold Member
    Chris220's Avatar
    May 2008
    5,325 Posts
    I really can't believe I won. It was super fun though, and I will definitely enter again next time!
    Congratulations!
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  3. Post #403
    Gold Member
    Nikita's Avatar
    April 2005
    1,691 Posts
    Guys, you're all awesome. You know that right? Every time I click "show thread's images" it motivates me right back into action :>
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  4. Post #404
    Gold Member
    Jookia's Avatar
    July 2007
    5,957 Posts
    [jookia@jookia-arch l10n]$ make 1>/dev/null && ./bin/l10n
    source/l10n.c: In function ‘switchEncoding’:
    source/l10n.c:58:3: warning: ISO C90 forbids mixed declarations and code [-pedantic]
    source/l10n.c:65:3: warning: format ‘%x’ expects a matching ‘unsigned int’ argument [-Wformat]
    source/l10n.c:13:50: warning: unused parameter ‘to’ [-Wunused-parameter]
    source/l10n.c:15:10: warning: unused parameter ‘outData’ [-Wunused-parameter]
    source/l10n.c:15:27: warning: unused parameter ‘outDataLen’ [-Wunused-parameter]
    UTF8-RAW: Tésting! 𨌀

    Tésting! 𨌀

    T,54 �,e9 s,73 t,74 i,69 n,6e g,67 !,21 ,20 `,d860 ,df00
    ,a 0
    UTF-32->UTF-8: (null)
    ..Tada? (AKA it prints a UTF8 string, then again, then a dump of it's hex of the UTF-16 conversion.)
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  5. Post #405
    MXbd6tWTxB's Avatar
    September 2011
    57 Posts
    that looks pretty complex. ... I don't even know where to start with that

    i don't even know what language that is in

    Edited:



    So i need to figure out how to do scores on this game that I'm making...
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  6. Post #406
    Gold Member
    Greenen72's Avatar
    September 2009
    8,098 Posts
    Hot damn, I forgot gamemaker existed
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  7. Post #407
    Gold Member
    Jookia's Avatar
    July 2007
    5,957 Posts
    Game maker gets the job done.
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  8. Post #408
    Map in a box's Avatar
    July 2009
    5,791 Posts
    Got a VFS set up, now it can load content from the quake PK3-- if it doesn't detect the file there then it checks physical files.
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  9. Post #409
    Gold Member
    Ortzinator's Avatar
    May 2005
    1,645 Posts
    She told me that if I thought she was doing a poor job then why am I still here...
    When you get owned you don't tell people about it.
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  10. Post #410
    Map in a box's Avatar
    July 2009
    5,791 Posts

    Filesystem listing at work

    Edited:

    The bottom two are on the actual drive, not the pk3 file
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  11. Post #411
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    Game maker gets the job done.
    The games made with it could be worse, but I still don't recommend it


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  12. Post #412
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    1,311 Posts
    The games made with it could be worse, but I still don't recommend it



    Edited:

    Damn you and your snipping!
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  13. Post #413
    Der Führer
    Quark:'s Avatar
    January 2011
    3,154 Posts
    The games made with it could be worse, but I still don't recommend it


    Honestly, it's better than most stuff people make. If he's having fun, why put him down? :I

    Oh you snipped your post so you didn't look like a hugh jittiot
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  14. Post #414
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    1,311 Posts
    Better for OS Dev: VirtualBox or VMWare?
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  15. Post #415
    Richy19's Avatar
    May 2010
    4,850 Posts
    Better for OS Dev: VirtualBox or VMWare?
    How does the software you use for your virtual machine matter in your programming?
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  16. Post #416
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    1,311 Posts
    How does the software you use for your virtual machine matter in your programming?
    Because one or the other might have better virtualization or debugging tools. It doesn't matter in my programming, but I need to choose one to write the OS.
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  17. Post #417
    Map in a box's Avatar
    July 2009
    5,791 Posts
    Because one or the other might have better virtualization or debugging tools. It doesn't matter in my programming, but I need to choose one to write the OS.
    You just said it doesn't matter, so why do you care?
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  18. Post #418
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    1,311 Posts
    You just said it doesn't matter, so why do you care?
    It doesn't matter in the programming; because I can code for either one. But I don't know which has better debugging or support for types of IO
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  19. Post #419
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    Better for OS Dev: VirtualBox or VMWare?
    I prefer VirtualBox because you don't have to sign up for it/it's better supported in arch linux.
    It also comes with more functions like state snapshots, which VMWare player you have to pay for.
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  20. Post #420
    Map in a box's Avatar
    July 2009
    5,791 Posts
    Bochs might be useful if you want to debug, iirc
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  21. Post #421
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    1,311 Posts
    I prefer VirtualBox because you don't have to sign up for it/it's better supported in arch linux.
    It also comes with more functions like state snapshots, which VMWare player you have to pay for.
    I guess I'll use VBox then. I don't use Bochs much/at all, so I don't have any experience with it. If I run into problems I'll try it.
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  22. Post #422
    amazer97's Avatar
    October 2009
    842 Posts
    I'm thinking of attempting to write a ray-caster in C++, anyone with any experience want to help explain how to get started?
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  23. Post #423
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    I read this and saw it as a great resource for raycasting.

    http://www.permadi.com/tutorial/raycast/rayc1.html
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  24. Post #424
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,079 Posts
    Buttons!


    And unless Supahvee has added rocket launchers to his game, I have won this contest of "who gets it done first" that he never agreed to.
    And again, I wish I had an artist.

    Also while recording that I accidentally stomped the goomba TWICE.
    I guess I'll have to add Aperture Science Goomba Dispensers™

    Makes me wish I was one as well

    maybe you should find one somewhere on fp
    Bah, they didn't want to work with me when I was (thinking I was) making Mario HD, they have no right to leech off my super awesome fame now.

    Edited:

    Indicator light things!


    Edited:

    Supahvee acts all nice but really he's a big meanie.

    SupahVee posted:
    vee: gonna add rockets.
    Maurice: we'll see about that
    vee: my code isn't shit so it will take minutes
    Maurice: woah-oah
    vee: :3
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  25. Post #425
    Gold Member
    Dlaor-guy's Avatar
    October 2008
    3,838 Posts
    Results are in. Dlaor didn't win (Still got a prize though)

    This is very familiar. Remember the first game competition? Turb beat my Stereo Pong with like 4 votes with PongOS
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  26. Post #426
    SirCrest Sexual Enthusiast
    wingless's Avatar
    August 2008
    13,288 Posts
    I made a text encrypter. :toot:

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  27. Post #427
    TheAnyInbox's Avatar
    November 2010
    158 Posts
    I made a text encrypter. :toot:

    Did you just multiply the string and XOR the shit out of it?
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  28. Post #428
    SupahVee's Avatar
    December 2007
    1,042 Posts
    And unless Supahvee has added rocket launchers to his game, I have won this contest of "who gets it done first" that he never agreed to.
    :(
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  29. Post #429
    SirCrest Sexual Enthusiast
    wingless's Avatar
    August 2008
    13,288 Posts
    Did you just multiply the string and XOR the shit out of it?
    It's AES, I used this.

    Edited:



    Features!
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  30. Post #430

    August 2011
    192 Posts
    I'm thinking of attempting to write a ray-caster in C++, anyone with any experience want to help explain how to get started?
    wrote a full raycaster with refraction and photon mapping (it was in java though and pretty slow ;p didn't use oct trees and such)


    raycaster are a lot simpler than scanline algorithms as you simple use the world space to cast rays. (no matrix manipulations which are sometimes hard to understand for someone without math background)

    idea is simple:
    set up the view space and the object list before the main loop

    cast rays per pixel
    check for collisions
    if collision exists calculate color (phong shading for example)
    if not max recursion cast new rays from that collision point in direction of reflection AND refraction (recursive here!)
    and draw pixel on a frame
    repeat

    I separated the collision detection from color calculation because you can use the collision detector for photon mapping later.

    so what you need is a line->polygon line->sphere collision detection
    and a way to calculate the color (phong shading, phong reflection model)

    but start with spheres, a lot simpler and faster, you can see results within minutes if you manage to set up the worldspace and collision detection (although there are so many resources on that topic, you shouldn't have trouble finding a suitable algorithm)

    what you have to understand is color calculation is the same as with scanline algorithms you can use phong shading/reflection or flat shading as it works the same. the only difference is that you don't use matrix manipulation to project the 3d world on a screen, you simply use rays and find the first object they collide with and calculate the color from there.
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  31. Post #431
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    Buttons!


    And unless Supahvee has added rocket launchers to his game, I have won this contest of "who gets it done first" that he never agreed to.
    And again, I wish I had an artist.

    Also while recording that I accidentally stomped the goomba TWICE.
    I guess I'll have to add Aperture Science Goomba Dispensers™



    Bah, they didn't want to work with me when I was (thinking I was) making Mario HD, they have no right to leech off my super awesome fame now.

    Edited:

    Indicator light things!


    Edited:

    Supahvee acts all nice but really he's a big meanie.
    damn, thought you actually got an artist. Those sprites are looking mighty fine good sir.
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  32. Post #432
    SupahVee's Avatar
    December 2007
    1,042 Posts


    Added "customizable" bullets.

    Here's how the rocket looks:
    Rocket = new VSOutlineProjectile
                {
                    Name = "Rocket",
                    Description = "Description",
                    Image = Game.Data.Images["b-rocket.png"],
                    Life = 170,
                    DamageMultiplier = 10f,
                    SpeedMultiplier = 0.3f
                };
    
                RocketShrapnel = new VSOutlineProjectile
                {
                    Name = "Rocket Shrapnel",
                    Description = "Description",
                    Image = Game.Data.Images["b-rocketshrapnel.png"],
                    Life = 28,
                    DamageMultiplier = 1,
                    SpeedMultiplier = 1
                };
    
                Rocket.OnDestroy += delegate(VSLBullet mBullet) 
                { 
                    for(int i = 0; i < 24; i++)
                    {
                        new VSLBullet(mBullet.Game, mBullet.Parent, mBullet.Body.Position, (360f / 24f)*i, RocketShrapnel.Clone(), 6500);
                    }
                };
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  33. Post #433
    Nigey Nige's Avatar
    June 2010
    1,131 Posts
    Is there some kind of top-secret WAYWO method for doing awesome 2D collision detection and platformer physics? Everyone else's seems so perfect whereas mine is just:
    1) scroll through everything
    2) check everything else
    3) ????
    4) profit (13fps)

    Yes Layla, I know it's dumb. That's why I'm asking.
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  34. Post #434
    Wyzard's Avatar
    June 2008
    1,242 Posts
    if not max recursion cast new rays from that collision point in direction of reflection AND refraction (recursive here!)
    This makes it a ray tracer, not a ray caster.
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  35. Post #435
    SupahVee's Avatar
    December 2007
    1,042 Posts
    Is there some kind of top-secret WAYWO method for doing awesome 2D collision detection and platformer physics? Everyone else's seems so perfect whereas mine is just:
    1) scroll through everything
    2) check everything else
    3) ????
    4) profit (13fps)
    Use a spatial partitioning algorithm
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  36. Post #436
    Gold Member
    Chris220's Avatar
    May 2008
    5,325 Posts
    If it's tile based just figure out which tile the player's on (player pos / tile size), then check the tiles in that area. The number you should check depends on how big your player is.
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  37. Post #437

    August 2011
    192 Posts
    This makes it a ray tracer, not a ray caster.
    oh yes sry I get those two confused ;p

    wiki posted:
    Ray casting is not a synonym for ray tracing, but can be thought of as an abridged, and significantly faster, version of the ray tracing algorithm. Both are image order algorithms used in computer graphics to render three dimensional scenes to two dimensional screens by following rays of light from the eye of the observer to a light source. Ray casting does not compute the new direction a ray of light might take after intersecting a surface on its way from the eye to the source of light. This eliminates the possibility of accurately rendering reflections, refractions, or the natural falloff of shadows; however all of these elements can be faked to a degree, by creative use of texture maps or other methods. The high speed of calculation made ray casting a handy rendering method in early real-time 3D video games.
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  38. Post #438
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,079 Posts
    Is there some kind of top-secret WAYWO method for doing awesome 2D collision detection and platformer physics? Everyone else's seems so perfect whereas mine is just:
    1) scroll through everything
    2) check everything else
    3) ????
    4) profit (13fps)
    That's what I'm doing too!
    Well, I'm handpicking the world tiles to check stuff against, but other than that I don't do any of SupahVee's fancy spatial partitioning stuff because he's a bad coder.
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  39. Post #439
    sim642's Avatar
    July 2010
    1,038 Posts
    Many of you probably don't know it, but today is Programmers' Day: http://en.wikipedia.org/wiki/Programmers_Day
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  40. Post #440
    DONT KNOW WHETHER YOU GUYS ARE AWARE BUT UNITY3D COSTS LOTS OF MONEY AND THE FREE VERSION ISNT VERY GOOD
    SteveUK's Avatar
    May 2005
    2,192 Posts
    Also, I tried to convince my CS Teacher that Hungarian Notation is a bad practice and we should stop. She told me that if I thought she was doing a poor job then why am I still here... What the actual fuck. Hungarian Notation is like being kicked in the balls, and even that's better than listening to my shitty out-dated VB tutor.
    Good luck getting a job.
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