Hey, sorry but i have a quick question, where do you guys get your art from? i'm just looking for some placeholder sprites ( tiles ) for a small game project.
edit:
my bad, that was a terrible page-king
Hey, sorry but i have a quick question, where do you guys get your art from? i'm just looking for some placeholder sprites ( tiles ) for a small game project.
edit:
my bad, that was a terrible page-king
Most people make their own "programmer art" till they can get some nicer stuff to replace it.
I think a couple of FPers uses these free non commercial sprites http://www.squidi.net/pixel/char.community.php (there is a dungeon tile set link on the left)
I got fed up with missing tools and dependencies working with MinGW, so I wrote this tiny bash script that installs ALL of them:
#!/bin/sh mingw-get update && mingw-get install msys-sed 2> /dev/null && PACKAGES=$(mingw-get list | sed -ne \ "s/\(^Package\:\)[[:blank:]]\?\([[:alnum:][:punct:]]\+\).*$/\2\\n/p")\ && echo -en\ "\nInstalling packages:\n\n$(echo $PACKAGES | tr ' ' '\n' | sort -d | pr -3 -atT)\n\n"\ && echo -en "Package Count: $(echo $PACKAGES | tr ' ' '\n' | wc -l -- | tr -d '[:space:]' && echo)\n\n" \ && read -p "Press return to install" -s && mingw-get --verbose=2 install $PACKAGES
Differentiation!
I haven't shown it here, but you can differentiate an expression with respect to any variable.
You can also chain it up as many times as you like:
I'm not too happy with the syntax, but I can't really use "d x " or anything because that would stop people from using any variables called "d", which would be an issueWhat do you guys think? Would you change it?
cant you just change the syntax to something like:
y = f(x)
y = f'(x)
y = f''(x)
y = f''''(x)
y = f(N number of primes)(x)
how did you do this? i tried to do smoothing ages ago and failed horribly.
opengameart.org has some nice art.
You mean the physical collision surfaces being smoothed, correct?
In regular marching squares, you just assume that the lines pass halfway through each of the sides - this is why you get all of the hard angles. To "smooth out" the angles, you need to work out where along each side the edge passes through.
It's simplest to assume that values interpolate linearly between known points - so, when the line crosses the threshold, a(1 - t) + bt = threshhold, where a and b are the values at each end and t is the proportional distance between them.
Making t the subject, we get t = (threshold - a)/(b - a); this gives us how far between the two vertices the line passes through, giving us a more accurate position. Sorry if this is a bit rushed, tea now :S
I'm using the accent color. It's just that it is red by default on the emulator.
Yeah I could do it that way as well, but at the minute differentiation works on whole expressions rather than just functions, and I'm not sure how I'd extend that syntax to expressions - the only conceivable way of doing it would be to have two different forms of syntax that do the same thing, which is probably worse than where it is now to be honest. (i.e. f'(x) but dif x x^2)
Edited:
A bit more free time now, have a terrible MS Paint diagram:
t is a measure of how far you are between the two grid points: it is equal to the difference between the value at the first point and the threshold, divided by the distance between the values at the second and first points. Imagine the height of the threshold above the first value being "scaled down" by the size of the interval between the first and second values, mapping it to the interval 0<=t<=1.
http://dl.dropbox.com/u/33076954/Cloth.rar
3d cloth simulator, based off that 3d, mostly software, renderer i wrote before
uhjk to apply a force to one point on the cloth, as well as g to apply a force towards the camera and f is away. wasd and the arrow keys control the camera, which is on rails rather than independent of movement
Would anyone like to know how it was done? I made up the entire process myself
Edit:
For the mildly paranoid: a pic
Also, the cloth does no self intersection checks at the moment, so it is quite capable of going through itself
Thanks, Visual Studio, for not warning me I assigned a variable to the same variable. Does that not work for enumeration types?
Menus are more or less done:
I added a name entry thingy for high scores. Before (in C#) it used Environment.UserName, but now it can be anything. I also decoupled the text entry stuff from the console, it's pretty simple to make text boxes now:
(everything's kind of squished, on my netbook)
I can use local app data now instead of common app data (will make it easier to port too).
Incidentally, for anyone who remembers, this happened two years ago today in this very thread
Turns out that 70% of the processing time is spent actually drawing stuff, so its nice to know that the cloth simulation itself is reasonably quick
Ill go and fix all the software crap to be faster
Edit:
Now runs more than twice as fast. Or something
I'd love a program which can track how long you have spent on a project.
So I was working on a language transliteration of something Voidy wrote in the Open Steamworks thread.
Specifically this code:
int main() { SetDllDirectory("C:\\Program Files\\Steam\\"); eInitError errorCode; if (!Steamworks_Init(eInitSteamClient, errorCode)) { std::string errMsg = "Unable to init steamworks : "; errMsg += EnumString<eInitError>::From(errorCode); errMsg += "\n"; Error(errMsg); } int error; ISteamClient008 *steamClient = (ISteamClient008 *)CreateInterface(STEAMCLIENT_INTERFACE_VERSION_008, &error); if (!steamClient) Error("Unable to get steam client.", error); HSteamPipe hSteamPipe = steamClient->CreateSteamPipe(); HSteamUser hSteamUser = steamClient->ConnectToGlobalUser(hSteamPipe); ISteamFriends001 *steamFriends = (ISteamFriends001 *)steamClient->GetISteamFriends( hSteamUser, hSteamPipe, STEAMFRIENDS_INTERFACE_VERSION_001 ); HSteamCall hSteamCall; CallbackMsg_t CallbackMsg; while (true) { if (Steam_BGetCallback(hSteamPipe, &CallbackMsg, &hSteamCall)) { if (CallbackMsg.m_iCallback == FriendChatMsg_t::k_iCallback) { FriendChatMsg_t *chatMsg = (FriendChatMsg_t *)CallbackMsg.m_pubParam; EFriendMsgType msgType; // allocate data for message char *pvData = new char[256]; memset(pvData, 0, 256); // i have no clue if steam dellocates this or if we should const char *friendName = steamFriends->GetFriendPersonaName(chatMsg->m_ulOtherID); steamFriends->GetChatMessage(chatMsg->m_ulSteamID, chatMsg->m_iChatID, pvData, 256, &msgType); if (msgType & k_EFriendMsgTypeTyping) { //steamFriends->SendMsgToFriend(chatMsg->m_ulOtherID, k_EFriendMsgTypeChatSent, ""); std::cout << "* " << friendName << " is typing a message..." << std::endl; } else std::cout << "* Message from " << friendName << ": " << pvData << std::endl; // clean up delete [] pvData; } Steam_FreeLastCallback( hSteamPipe ); } Sleep(1); } // yeah we never get here, sue me Steamworks_Shutdown(); return 0; }
Which in Lua (with my lopensteamworks module) looks like this:
require( "lopensteamworks" ) local hSteamPipe = ISteamClient012.CreateSteamPipe(); local hSteamUser = ISteamClient012.ConnectToGlobalUser(hSteamPipe); local steamFriends = ISteamClient012.GetISteamFriends( hSteamUser, hSteamPipe ); local b; local CallbackMsg; while(true) do local b, CallbackMsg = Steam_BGetCallback(hSteamPipe) if (b) then if (CallbackMsg.m_iCallback == 805) then local chatMsg = CallbackMsg.m_pubParam; local msgType; -- i have no clue if steam dellocates this or if we should local friendName = steamFriends:GetFriendPersonaName(chatMsg.m_ulSenderID); local _, pvData, msgType = steamFriends:GetFriendMessage(chatMsg.m_ulSenderID, chatMsg.m_iChatID); if (msgType == k_EFriendMsgTypeTyping) then print( "* " .. friendName .. " is typing a message..." ); else print( "* Message from " .. friendName .. ": " .. pvData ); end -- clean up pvData = nil; end Steam_FreeLastCallback( hSteamPipe ); end end
I am fully aware of the nonsensical translations from C++ to Lua that I have included, such as an incorrect reading of flags (msgType == k_EFriendMsgTypeTyping as msgType & k_EFriendMsgTypeTyping) and "cleaning up" variables which do not need explicit deleting. The idea was for me to just take C++ code, translate it to pure Lua, then get the module function properly around the code.
Anyway, everything works, except for one problem with accessing steamFriends which is ISteamFriends011. When I pass a pointer to the interface, due to scope and memory issues, by the time I use any methods on the interface, the pointer is somehow invalid or something.
I figure I might be able to fix it if I add the pointer to a static map, and access the map instead of directly passing the pointer - a dynamic/auto pointer of sorts (if I were to also remove the pointer from the map in the __gc method for this object), but I haven't tried that yet.
The binding in question where my issues start:
static int ISteamClient012_GetISteamFriends(lua_State *L) { lua_pushsteamfriends011(L, (ISteamFriends011 *)pSteamClient->GetISteamFriends(*luaL_checksteamuser(L, 1), *luaL_checksteampipe(L, 2), STEAMFRIENDS_INTERFACE_VERSION_011 )); return 1; }
Other than this issue, it does read callbacks properly from Steam and all that neat stuff!
Meh. I've always coded it on and off, sometimes there were months where I didn't touch it. I've been on a full-time uni course since before I started too![]()
Ever programmed until you hit some bugs that would take significant code restructuring and just was like "Okay, that's enough programming for today, I'll get back to this later."?
I'm having one of those moments. :(
I think I don't have any other choice but to redo lopensteamworks to only use VERSION_SAFE_STEAM_API_INTERFACES strictly, and not give you the choice to use anything else.
All the goddamn time![]()
I am forced to work in A8 Gamestudio and I have some odd bugs which frustrate me. So I gave up for today.
Don't think I've ever had a project where I didn't.
Made some highlight system to make it easier to see what move will be removed:
![]()
Didn't nullsquared make one?
I think it just used the oldest "Date Created" and latest "Date Modified" to guess.
I run into the problem of: "Okay, this works." and then I leave it.
Then I come back to actually use it later "Oh fuck, this isn't fully fleshed out and isn't what i need it to be" which sets back whatever I was going to do a lot by having to finish that feature.
I think they're similar problems. v:
Made a console program that looks at what you're listening to ( only Winamp for now ), finds the lyrics on lyrics.com and displays them.
Perfect for all the amateur singers out there
Only problem is this:
:/
I'm gonna make a song with that as lyrics
I have the urge to make a chess application the shows you possible moves instead of being playable
You could use a commit log. Then you have how it has changed over time as well.
I'm fast
That's what she said.
Edited:
Sorry, I had to
No you didn't.
I meant that that was extremely fast compared my average speed at getting things done
Which is almost indistinguishable from being completely still
Never thought I'd see my resources be used in a Triple A game.
I'm happy to be the person who changed that, good sir.
Edited:
Contact Austech :)