1. Post #1841
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts


    Oh gawd, multi colors and buttons. The buttons are a complete hack, but I don't give a shit! Using HTML5 and javascript for blackberry apps is fun.
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  2. Post #1842
    Strong Member
    thelinx's Avatar
    January 2007
    8,019 Posts
    Submitted the Unicode window title patch to SFML developer. Nope. Guess I'm moving my entire codebase back to SDL.
    yeah, because sdl is known to be more progressive
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  3. Post #1843
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts
    Submitted the Unicode window title patch to SFML developer. Nope. Guess I'm moving my entire codebase back to SDL.
    So, the SFML developer rejected it then? I guess that's what you get for trying to make something better and more usable.
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  4. Post #1844
    Gold Member
    danharibo's Avatar
    July 2006
    4,432 Posts
    Submitted the Unicode window title patch to SFML developer. Nope. Guess I'm moving my entire codebase back to SDL.
    Why did they reject it?
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  5. Post #1845
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    yeah, because sdl is known to be more progressive
    It has Unicode support. Even if it's god damn awful, it has what I need.

    Edited:

    So, the SFML developer rejected it then? I guess that's what you get for trying to make something better and more usable.
    Why did they reject it?
    You can read more about it at the Github pull request.

    Note: The reason why I'm changing isn't that they won't pull it. It's because they don't have the feature that I need.
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  6. Post #1846
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,389 Posts
    Never heard the song :D I just came up with the name when thinking my game is about finding new lands.

    The song is quite good, though.
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  7. Post #1847
    Off to a great start

    Fuck
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  8. Post #1848
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts
    It has Unicode support. Even if it's god damn awful, it has what I need.

    Edited:





    You can read more about it at the Github pull request.

    Note: The reason why I'm changing isn't that they won't pull it. It's because they don't have the feature that I need.
    Wait a sec, what's the feature? If it was unicode titles then surely you just added that?
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  9. Post #1849
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    require "md5" without .lua
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  10. Post #1850
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Wait a sec, what's the feature? If it was unicode titles then surely you just added that?
    I added Unicode window titles, sent the guy code, he won't put it in SFML2. I kind of have a 'no modifying third party libraries unless having the patch on their side' rule, otherwise you could end up in a vicious cycle like Desurium where they have multiple libraries all patched in their source tree, with no record of the changes, or some being a fork.
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  11. Post #1851
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts
    I added Unicode window titles, sent the guy code, he won't put it in SFML2. I kind of have a 'no modifying third party libraries unless having the patch on their side' rule, otherwise you could end up in a vicious cycle like Desurium where they have multiple libraries all patched in their source tree, with no record of the changes, or some being a fork.
    Could you clarify that a bit more please, why does it matter if you modify a your copy of the source code to suit your means?
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  12. Post #1852
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,044 Posts


    Got some cool, basic lighting going on, with help from Boomer678.
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  13. Post #1853
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    It has Unicode support. Even if it's god damn awful, it has what I need.

    Edited:





    You can read more about it at the Github pull request.

    Note: The reason why I'm changing isn't that they won't pull it. It's because they don't have the feature that I need.
    They won't pull it for an entirely valid reason though. It's not a bullshitter - if you're going to implement Unicode, do it right and do it thoroughly. Not partially, not partially with updates coming soon, not partially with solid code, completely and well thought out while conforming to their design goals and code guidelines.

    The reason they rejected your code is the same reason I reject code for Half-Life 2: Sandbox, and why every other anal project in the world (read: solid) rejects implementations.

    Hentie gave me a 4000+ line patch once for Half-Life 2: Sandbox, and out of all of his changes and implementations I implemented one function which was useful, which came out to be a whopping total of ~5 lines of code. At the most, .125% of his work was suitable for the project.

    That's life.
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  14. Post #1854
    Programming King and Most Patient Member 2013
    r0b0tsquid's Avatar
    December 2008
    1,159 Posts
    Been away from home for too long :/ adding 3d polar plots in (r, theta, phi). Here's a sphere:

    Not quite
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  15. Post #1855
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    There is no escape from it.

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  16. Post #1856
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    They won't pull it for an entirely valid reason though. It's not a bullshitter - if you're going to implement Unicode, do it right and do it thoroughly. Not partially, not partially with updates coming soon, not partially with solid code, completely and well thought out while conforming to their design goals and code guidelines.

    The reason they rejected your code is the same reason I reject code for Half-Life 2: Sandbox, and why every other anal project in the world (read: solid) rejects implementations.

    Hentie gave me a 4000+ line patch once for Half-Life 2: Sandbox, and out of all of his changes and implementations I implemented one function which was useful, which came out to be a whopping total of ~5 lines of code. At the most, .125% of his work was suitable for the project.

    That's life.
    I didn't say the reason was invalid -- I said that if they don't have the feature, I'm using something that does.

    Edited:

    There is no escape from it.

    because we all take you seriously now

    Edited:

    Could you clarify that a bit more please, why does it matter if you modify a your copy of the source code to suit your means?
    It doesn't. It matters that it's modified upstream.
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  17. Post #1857
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Why don't you fork it, add what you need and use that? You can always pull in new code from upstream later
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  18. Post #1858
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,044 Posts
    Messing with lighting:
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  19. Post #1859
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Why don't you fork it, add what you need and use that? You can always pull in new code from upstream later
    I considered this, but because at this stage it's a design issue, my changes may be fucked over by his.
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  20. Post #1860
    Programming King and Most Patient Member 2013
    r0b0tsquid's Avatar
    December 2008
    1,159 Posts
    There we go, just a missing cos when I was converting to cartesian space. Fixed the lighting too - decided to do it after coordinate conversion, saved a lot of headaches:

    Code:
    r = theta * phi + sin(time)
    I have no idea why it makes that shape. Polar relations mess with my brain
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  21. Post #1861

    January 2012
    414 Posts
    Polar relations mess with my brain
    Enter reason why I got a terrible grade in multivariate calculus.
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  22. Post #1862
    It's a boomer! Watch out!
    boomer678's Avatar
    March 2009
    1,518 Posts

    Making some dungeon generator thing using C++ and sfml. It still needs some improvement

    edit:
    fixed it a bit,heres a pic showing the hallways in blue
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  23. Post #1863
    Gold Member

    March 2005
    3,028 Posts
    Do you have any demo showing HDR + tonemapping because my previous implementation used osgPPU witch used mipmaps to do tonemapping. I really have no idea how to use mipmaps with glsl (can't find info on this anywhere) and it's the only thing preventing mefrom porting real HDR.
    glGenerateMipmap(GL_TEXTURE_2D) is sufficient to generate the mip chain, which I'm guessing is all you need if you're applying some sort of local operator (or building a histogram, etc.). This function is core as of OpenGL >=3.0, but it should be pretty common as an extension, even on older cards, as it is part of GL_ARB_framebuffer_object. If you actually need filtering for some reason, it's just a matter of a few calls to glTexParameteri().

    I don't know about mipmap access from GLSL. Filtering is done transparently so, as far as I know, GLSL has no knowledge of mipmapping. (Edit: The textureLod() functions appear to allow access to individual mip levels within GLSL)
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  24. Post #1864
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    There is no escape from it.

    I'll race you to finishing my build system.

    Edited:

    You rated me zing robo_donut, but I'm actually working on it again. (And I've actually got it working this time. 2 years? PFFFT More like 8 hours)
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  25. Post #1865
    Gold Member
    Sir Whoopsalot's Avatar
    August 2010
    22,003 Posts

    Making some dungeon generator thing using C++ and sfml. It still needs some improvement

    edit:
    fixed it a bit,heres a pic showing the hallways in blue
    Why highlight the hallways?
    Other than that and the fact that the hallway highlighting at the edge looks kinda stupid, it's pretty fucking nice work.
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  26. Post #1866
    It's a boomer! Watch out!
    boomer678's Avatar
    March 2009
    1,518 Posts
    Why highlight the hallways?
    Other than that and the fact that the hallway highlighting at the edge looks kinda stupid, it's pretty fucking nice work.
    I just made them blue for now so i can see them easier and debug problems with them
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  27. Post #1867
    Gold Member
    Xystus234's Avatar
    July 2008
    2,097 Posts

    They're making wobbly pink polygons at the moment, but it's at least a start. Next to the weapons programming.
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  28. Post #1868
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts


    I added highlighting and the ability to clear the page. As you can see that is a beautiful picture of a blue winter forest by the hilles, next to a long valley that gushes with a strange yellow water. I guess I could it was NSFW, but then again - that is true art.



    Now to package and test on the VM. Then onto submission!
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  29. Post #1869
    Mon
    Mon's Avatar
    April 2011
    4,102 Posts
    boner while taking a piss
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  30. Post #1870
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts
    boner while taking a piss
    That is awfully crude of you.


    Also it seems that I may have wasted my time. Apparently you had to regester as a vendor before the 15th to be eligble. I've tweeted at BlackBerryDev to ask about it, but it seems I'm too late. That sucks, why would you make it so you need to be registered on the 15th but submit by the 2nd of March?
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  31. Post #1871
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,616 Posts
    That is awfully crude of you.


    Also it seems that I may have wasted my time. Apparently you had to regester as a vendor before the 15th to be eligble. I've tweeted at BlackBerryDev to ask about it, but it seems I'm too late. That sucks, why would you make it so you need to be registered on the 15th but submit by the 2nd of March?
    processing vendor registrations takes quite a bit of time in some cases, some vendors are required to fax or email government-issue ID before they're approved
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  32. Post #1872
    Gold Member
    DoctorSalt's Avatar
    January 2009
    2,632 Posts
    Why highlight the hallways?
    Other than that and the fact that the hallway highlighting at the edge looks kinda stupid, it's pretty fucking nice work.
    Well, I'd imagine it would help quite a bit for debugging, as that difference is usually made with your generation algorithms.

    -Well, ninja'd by the person himself :]
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  33. Post #1873
    Gold Member
    HiredK's Avatar
    November 2006
    415 Posts
    glGenerateMipmap(GL_TEXTURE_2D) is sufficient to generate the mip chain, which I'm guessing is all you need if you're applying some sort of local operator (or building a histogram, etc.). This function is core as of OpenGL >=3.0, but it should be pretty common as an extension, even on older cards, as it is part of GL_ARB_framebuffer_object. If you actually need filtering for some reason, it's just a matter of a few calls to glTexParameteri().

    I don't know about mipmap access from GLSL. Filtering is done transparently so, as far as I know, GLSL has no knowledge of mipmapping. (Edit: The textureLod() functions appear to allow access to individual mip levels within GLSL)


    Alright I got mipmaps working correctly, The textureLod() did the job. It's weird because in osgPPU they output a buffer for each mipmap level... It's seem a little overkill since you can simply re render a quad while changing the mipmap LOD for each pass since it's only needed for the brightpass.
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  34. Post #1874
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts
    processing vendor registrations takes quite a bit of time in some cases, some vendors are required to fax or email government-issue ID before they're approved
    If I'm reading correct it says I have to submit my registration by the 15th, which I have not done. :(
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  35. Post #1875
    HQRSE FUCKER
    ief014's Avatar
    September 2009
    3,047 Posts
    Fixed grid issues, and implemented screen panning!

    and for content, here's me making an SS:MM:H timer:

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  36. Post #1876
    simie's Avatar
    March 2008
    131 Posts
    Fixed grid issues, and implemented screen panning!

    and for content, here's me making an SS:MM:H timer:

    Are you planning to open source this? I'd love to see how you handled the wire layout.
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  37. Post #1877
    HQRSE FUCKER
    ief014's Avatar
    September 2009
    3,047 Posts
    Are you planning to open source this?
    Planning, yes. (I really want to clean up the code first though. It's not messy, it's just bad variable names and that kind of crap)

    I'd love to see how you handled the wire layout.
    There is no wire class at all. The only things that represent wires are just the array of points, and drawing lines. Data like "what components are are connected to" and output values are stored in Input and Output port arrays inside the Lua Component (buttons, chips, screens, etc) class.

    If it's sending data you're looking for, it's actually pretty simple for the most part, but I've also implemented some safety mechanisms to prevent things like infinite loops.
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  38. Post #1878

    August 2011
    192 Posts
    health/mana/xp bar
    mobs now drop loot (mainly health/mana potions)

    level up works (no animation as of yet) but the exp system is pretty much finished.

    next up: skilltree (finally some real action!)
    but I'll be probably refactoring the next few days. lots of things I'm not happy with!
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  39. Post #1879
    voodooattack's Avatar
    October 2009
    1,933 Posts
    Damn you Dwarf Fortress. It's all I've been working on lately.

    Arrrgh.
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  40. Post #1880
    Moderator Illuminati
    Hexxeh's Avatar
    June 2006
    5,091 Posts
    Improved my track dumping implementation some more, figured out the maximum substream block size we can request is 1MB, so now we're asking for the largest possible every request.

    This brings down the download time for a 3:30 320k MP3 to roughly 3 seconds down from over 10 seconds. Epic optimisation, go!
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