It's not really a quadtree, either, since the root node has way more than four children. It's kinda more like a uniform grid of quadtrees... maybe?
It's not really a quadtree, either, since the root node has way more than four children. It's kinda more like a uniform grid of quadtrees... maybe?
I wasn't planning on pulling an allnighter, it's 8.30 am here now
This is fun, everything is just plowing forward in a good pace!
Started porting the library Game Music Emu to .NET because why not?
I dislike wrappers, so I thought I'd just fully port it over. I want to make a player for Nintendo NSF, SNES SPC, etc files, so that's why I'm doing it. Also .NET has very little game music libraries out there, so why not help that area expand a little bit more?
Most of what I have done is here
This was one of my more... frustrating endeavours. Nevertheless, it works!
Working on a framework in C++ using OpenGL. I originally started on this framework to make my life easier at my university (most the stuff we do is graphical and in C++). However I made it in DirectX because that's primarily what we use there. I immediately threw out any hopes of portability. However a professor of mine is picking me up on a side project and we will be using JavaScript + WebGL. So just as I figured out DirectX, time to make the switch to OpenGL.
Additionally I thought "why the hell not try to make it on linux too?" And fuck, I should of just stuck with Windows. Luckily the difficult stuff is done. Anything I write from here on using OpenGL should just work on both I'm (probably incorrectly) assuming.
But enough words, have some less-than-impressive pictures:
The whole thing is open source and hosted over at github. Fair warning though: The linux stuff was written on a "just make this shit work" basis, so it's really messy at the moment.
https://github.com/JoshuaBrookover/C...HelloWorld.cpp
edit: the screenshots are slightly more impressive if you look at the code behind it
My engine can generate, save and load up to 8000x8000 without any seeable lag![]()
Presenting you Fat Tetris, I call it that way because it's wide. Fixed all down collision checking, now I have problems checking sideways collisions, once I fix that, I'll add the line checking and removing, and a scoreboard. Then I'm going to atempt to call it a Indie game and sell it for 5$ a piece on the internet.
You have to get an indie hat first.
I recommend the latest in hipster trilbies.
Why? Too lazy to make your own art? Let's not forget you troll YouTube comments for UDK and CryEngine videos saying how people are lazy for relying on middleware to make games.
You're making a seed and then not using it. What am I missing?
Because I'm not an artist. I wish I was.
What the hell are you people doing anyway?
Simple as that.math.randomseed(os.time());math.random();math.random()
Edited:
Oh he said he tried that. Nevermind then.
I just got so lost in programming that when I went to go take a sip of my coffee the last 1/3 of it had gone cold. A bitter sweet moment.
That's happening default in Love 0.8 now
Started working on my contest game and got bored so I made a music synced Lorenz Attractor in Unity instead.
The quality is crap because I try to upload anything big Telstra cut my net off for the day.
Interesting. I would've probably personally opted for a bit more separation by making the Window class have most of the implementation-specifics in virtual functions that would then be implemented by subclasses and have a factory create the window based on what platform the code has been compiled on.
Of course, this is a much simpler way to do it.
I made some homing enemies:
Also, facepunch seems to go down quite a lot lately.
Make their paths like some sort of a parabola so they don't follow you in a conga line
Making a GUI designer in GWEN for gwen/derma. Done the easy stuff.. now for the real work.. gulp.
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I wanted to make one of those for YoGUI--using YoGUI--but figured that it wasn't worth it. Good luck with this, though.
Finished work on a level editor for my remake of Chairmaggedon.
That should make things much easier.
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Well now with world set to:
and the measurements it detects are:Code:colors = [['red', 'green', 'green', 'red' , 'red'], ['red', 'red', 'green', 'red', 'red'], ['red', 'red', 'green', 'green', 'red'], ['red', 'red', 'red', 'red', 'red']]
with motions:Code:measurements = ['green', 'green', 'green' ,'green', 'green']
with accuracyCode:motions = [[0,0],[0,1],[1,0],[1,0],[0,1]]
I get the result:Code:sensor_right = 0.7 p_move = 0.8
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Can anyone recommend a decent C library for writing ID3v2 tags?
Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is so miniscule I couldn't even click the rating.
Seriously though, what is that?
it is 2D locilazation, basically the code is given a perfect map of the area , what movements the robot attempts to make (80% chance it moves, 20% chance it just stays where it is) and what it senses each step (70% accuracy) based on that info the code can work out WHERE on the map the robot is with the most likelyhood without having to know where it started and allowing for sensor/movement errors.
I'm gonna take a guess and say it's got something to do with AI or pathfinding. But really I have no clue either.
god damn it ninjad but I was right![]()
The only one I know of that is full blown C is mplib. If you're fine with a library that has a C binding, then TagLib also works as well.
I'm beginning to get more than a little annoyed with SFML. I've tried everything I can think of and I still can't get it to clear the sf::RenderTexture I'm using for my light map. The .clear() method doesn't seem to do anything at all. None of my raw opengl calls work either, despite my using setactive. Shit is whack.
Looks like I'll have to live with drawing a black rect over the screen instead![]()
Using the rotMG textures for a second.
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I'd really like to get into ruby but everything I want to seems so much simpler in C#.
And I don't mean the syntax. I mean the actual preparations.
For example, I wanted debuging in an IDE so I got Aptana and tried to debug. I need something called a ruby-debug-ide gem.
So I do gem install ruby-debug-ide.
A million errors about failing to build native something.
After messing with that for a bit, I decide to say fuck it and just use Notepad++ and ruby -rdebug for debugging. But at this point (although this works) I start to wonder why I would even want that since debugging in an IDE is clearly superior.
I'm far from quitting but it seems so hard to see the benefits of Ruby when noting is straight forward.
I also searched for OpenGL bindings but that too is a gem that won't install and seems really really complicated to setup.
I also wonder how any of those things can be packaged if I want to send it to someone.
I had a very boring morning so I decide to play around with ragdolls, my custom shader and here are the results.
http://www.mediafire.com/?9mzi5132086j1vh
You can drag them around with the mouse.
Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw?
http://dl.dropbox.com/u/18453712/Release1.zip
All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe
Dunno how you expect people on linux to run a windows exe, or how you expect people on windows to run it without the csfml dlls![]()
its a .net assembly, so with mono.
And this is just to test if its my laptop or mono, so I dont need windows people to test it :)
people actually use that?
Ah that makes more sense. I'd try it on my linux box but I'm not installing mono on it :x
This is what happens when I run it.
http://67.177.47.177/files/output.log
Edited:
Oh yeah I have a nvidia GTX260 graphics card with up-to-date drivers.
What's so bad about mono?
Thanks for testing it, think im just going to stick with C++ atleast untill an official release of SFML2.0
All programs coded in mono generally don't follow any kind of Linux specifications, and you have to run them through mono. Which is generally a bad experience compared to real native applications.