1. Post #401
    Gold Member
    esalaka's Avatar
    July 2007
    10,201 Posts


    This took way longer than it should have.
    So you wrapped X windows?

    Excellent.
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  2. Post #402
    Gold Member

    July 2006
    1,953 Posts
    What IDE/Theme is that?
    It's Sublime Text 2 with the Soda Dark theme and Monokai Dark Soda color scheme. The font is Ubuntu Mono.
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  3. Post #403
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Whenever I have to do anything with X, I look at the SFML source. It is way more informative and useful than the "documentation".
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  4. Post #404
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,412 Posts
    I noticed a map piece position generation error that caused alot of troubles with collisions and some more stuff, so it actually took a while to figure out how to change the vertice generation. Now to figure out how to create 4 bounding boxes around the player, each turning when the player moves and each representing a side and then checking on how to move the player. Damn i hate collisions.

    Also, is it 'vertice' or 'vertex'? Have i been saying it wrong all the time?
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  5. Post #405
    Crescent fresh
    Perl's Avatar
    January 2011
    1,022 Posts
    I noticed a map piece position generation error that caused alot of troubles with collisions and some more stuff, so it actually took a while to figure out how to change the vertice generation. Now to figure out how to create 4 bounding boxes around the player, each turning when the player moves and each representing a side and then checking on how to move the player. Damn i hate collisions.

    Also, is it 'vertice' or 'vertex'? Have i been saying it wrong all the time?
    Vertex in singular, vertices in plural.
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  6. Post #406
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,412 Posts
    Vertex in singular, vertices in plural.
    Well shit
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  7. Post #407
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Whenever I have to do anything with X, I look at the SFML source. It is way more informative and useful than the "documentation".
    To add on this: The only windowing library that does fullscreen windowing correctly for games is
    SDL 2. The rest just steal the focus and break alt+tabbing and whatnot from the window manager, while SDL 2 lets the window manager manage fullscreen support.
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  8. Post #408
    Richy19's Avatar
    May 2010
    5,401 Posts
    To add on this: The only windowing library that does fullscreen windowing correctly for games is
    SDL 2. The rest just steal the focus and break alt+tabbing and whatnot from the window manager, while SDL 2 lets the window manager manage fullscreen support.

    Yea... about that:
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  9. Post #409
    Gold Member
    ZenX2's Avatar
    February 2009
    5,046 Posts
    I'm having some problems with spritebatches in love



    Edited:

    Those lines are there regardless of the tileset, and whatever I do argegeggehgh
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  10. Post #410
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    I'm having some problems with spritebatches in love



    Edited:

    Those lines are there regardless of the tileset, and whatever I do argegeggehgh
    Wrong scaling filter?
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  11. Post #411
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Yea... about that:
    Interesting. SDL 1 and SFML 1 & 2 don't do that.

    After browsing the source, I saw that GLFW uses the window manager fullscreen method, just like SDL 2.
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  12. Post #412

    August 2007
    550 Posts
    Yea... about that:
    -glfw gif-
    I love glfw soooo much, its way better then trying to do it my self or having to include a larger project like sdl or sfml.
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  13. Post #413
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    I'm having some problems with spritebatches in love



    Edited:

    Those lines are there regardless of the tileset, and whatever I do argegeggehgh
    Try adding 0.5 to every coordinate.
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  14. Post #414
    Gold Member
    dije's Avatar
    December 2008
    4,754 Posts

    Also, how do I create .webm movies?
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  15. Post #415
    ditoway's Avatar
    May 2012
    5 Posts
    Just finished up a script to tell me what song is playing in iTunes.


    Github link if you want to fork it or something:
    https://github.com/iryw/Playing
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  16. Post #416
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,412 Posts

    Also, how do I create .webm movies?
    To simply say,
    1. Record video.
    2. Download Miro Video Converter.
    3. Use Miro to convert video into WebM.
    4. Download Dropbox.
    5. Paste video into Dropbox 'Public' folder.
    6. Copy video file's public link from Rightclick->Dropbox->Copy Public Link.
    7. Paste link in (vid)(/vid) tags. (Replace '()'s with '[]'s)
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  17. Post #417
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    I love glfw soooo much, its way better then trying to do it my self or having to include a larger project like sdl or sfml.
    I found GLFW to be perfect, except for the fact that it doesn't have a function to get the window's position. Weird that the person who made it forgot about that!
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  18. Post #418
    ditoway's Avatar
    May 2012
    5 Posts
    I found GLFW to be perfect, except for the fact that it doesn't have a function to get the window's position. Weird that the person who made it forgot about that!
    Why not write it yourself and make a pull request?
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  19. Post #419
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    Why not write it yourself and make a pull request?
    Hopefully it won't come to that. im not good with computer
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  20. Post #420
    Richy19's Avatar
    May 2010
    5,401 Posts
    Also, how do I create .webm movies?
    If you have ffmpeg you can use this:
    Code:
    #!/bin/sh
    resolution=460x225
    fps=15
    ffmpeg -i $1 -f webm -vcodec libvpx -acodec libvorbis -ar 44100 -ab 64000 -b 1000k -r $fps -s $resolution -maxrate 2000k -pass 1 -y /dev/null  -async $fps $2.webm
    ffmpeg -i $1 -f webm -vcodec libvpx -acodec libvorbis -ar 44100 -ab 64000 -b 1000k -r $fps -s $resolution -maxrate 2000k -pass 2 -async $fps $2.webm
    But seeing as your on windows your probably better getting Miro Converter
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  21. Post #421
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    I found GLFW to be perfect, except for the fact that it doesn't have a function to get the window's position. Weird that the person who made it forgot about that!
    I found GLFW to be perfect, except for the fact that it doesn't have any kind of debugging information what so ever. Apparently she's fixed that in v3 though.
    What do you need the window position for?
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  22. Post #422
    Gonna learn Java    the hard way   



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  23. Post #423
    T3hGamerDK's Avatar
    January 2011
    2,551 Posts
    Regarding Java, I thought about something.. There's been a lot of talk about Java VM being stack-based (somehow slower?) and Lua and Parrot using register-based VM. So my question is this: Is Java VM faster than Parrot VM? I'm talking about the virtual machines themselves, not the languages that run on them. Because Java has been implemented in Parrot, so if Parrot performs better, I'd totally try programming Java in Parrot, just for the kicks.
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  24. Post #424
    Gold Member
    esalaka's Avatar
    July 2007
    10,201 Posts
    Gonna learn Java    the hard way   



    We had to do this at school.

    Luckily I had gVim and love working on a CLI
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  25. Post #425
    ben1066's Avatar
    August 2009
    1,076 Posts

    Why didn't I use XNA before, it's so nice to use :D Took about 15 minutes to get a teapot loading and drawing with a normal shader. Wonder if XNA 5.0 will be DirectX 10/11... Geometry shaders would be nice.
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  26. Post #426
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    We had to do this at school.

    Luckily I had gVim and love working on a CLI
    Vim + CLI = Multilanguage IDE. Works wonders.
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  27. Post #427
    voodooattack's Avatar
    October 2009
    1,988 Posts
    Writing a flash screenvideo encoder.
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  28. Post #428
    Richy19's Avatar
    May 2010
    5,401 Posts
    Does anyone have a simpler explanation of this? http://gafferongames.com/game-physic...your-timestep/
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  29. Post #429
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Does anyone have a simpler explanation of this? http://gafferongames.com/game-physic...your-timestep/
    I honestly don't think you can get much simpler than that.
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  30. Post #430
    Gold Member
    Foda's Avatar
    April 2006
    2,738 Posts

    Why didn't I use XNA before, it's so nice to use :D Took about 15 minutes to get a teapot loading and drawing with a normal shader. Wonder if XNA 5.0 will be DirectX 10/11... Geometry shaders would be nice.
    I doubt we will ever see XNA 5.0
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  31. Post #431
    Gold Member
    HeroicPillow's Avatar
    July 2009
    4,708 Posts
    Does anyone have a simpler explanation of this? http://gafferongames.com/game-physic...your-timestep/
    Here's an alternative explanation?
    http://www.koonsolo.com/news/dewitters-gameloop/
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  32. Post #432
    Nigey Nige's Avatar
    June 2010
    1,341 Posts
    I want to go back to java but I know I'll kill myself if I have to deploy anything ever again
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  33. Post #433
    Richy19's Avatar
    May 2010
    5,401 Posts
    I honestly don't think you can get much simpler than that.
    I think its the fact he uses t and dt, also does it mean that every drawn object needs to be times by the accumulator?

    Edited:

    Also started working on a little framework for OpenGL to wrap Image loading (via SOIL), window creation and input(via GLFW) and 3d maths(via GLM).
    The result is this:

    
    #include <iostream>
    
    #include <soglf/BaseProgram.hpp>
    #include <soglf/Window.hpp>
    #include <soglf/WindowSettings.hpp>
    
    using namespace SOGLF;
    
    class Program : public BaseProgram
    {
    public:
        Program(){}
        ~Program(){}
    
        virtual bool Initialize()
        {
            ///Init some stuff here
            SOGLF::WindowSettingsClass::Settings.Title = "Test Window";
            SOGLF::WindowSettingsClass::Settings.Width = 1024;
            SOGLF::WindowSettingsClass::Settings.Height = 576;
            SOGLF::WindowSettingsClass::Settings.OGLMajor = 2;
            SOGLF::WindowSettingsClass::Settings.OGLMinor = 1;
    
            ///Initialize base class at the end
            return BaseProgram::Initialize();
        }
    
        virtual bool LoadContent()
        {
            ///Load content here
            return  true;
        }
    
        virtual void Update()
        {
            ///Update stuff here
        }
    
        virtual void Draw()
        {
            SOGLF::WindowClass::Window.Clear();
    
            ///Draw stuff here
    
            SOGLF::WindowClass::Window.Display();
        }
    };
    
    int main()
    {
    
        Program p;
        if(p.Initialize())
            if(p.LoadContent())
                p.Run();
    
        return 0;
    }
    

    It reminds me of a mishmash between XNA and SFML
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  34. Post #434
    Gold Member
    ace13's Avatar
    August 2006
    957 Posts
    Creating a (evil) programming language in Ruby for an assignment.

    test.evil:
    Code:
    plan NoteThat(A, B)
         print(A, ": ", B, "\n").
    finished.
    
    NoteThat("Hello", "World").
    NoteThat("5+5", 5+5).
    $ ruby wmd.rb test.evil:
    Code:
    Initializing Weapons of Mass Destruction.
    Executing file test.evil...
    Parsing program...
    Program parses to: #<EvilStatements:0x7f159ac8b228 @statements=[#<EvilPlan:0x7f159acab0a0...
    Running program.
    "Hello": "World"
    "5+5": 10
    Stopping system.
    We hope you enjoyed this bout of world domination.
    (Yes, I know about the redundant string literals in the output. It's because I'm cheating at the moment and running the ruby print function directly)

    Edit:
    Added static typing and a better parsed program output

    test.evil:
    Code:
    plan Math(string A, int B)
         print(A, "=", B, "\n").
    finished.
    
    plan NoteThat(string A, string B)
         print(A, ": ", B, "\n").
    finished.
    
    NoteThat("Hello", "World").
    Math("5+5", 5+5).
    
    NoteThat("5/0.5", 5/0.5). # Will cause a crash
    $ ruby wmd.rb test.evil:
    Code:
    Initializing Weapons of Mass Destruction...
    Executing file test.evil...
    Parsing program...
    Program parses to:
    plan Math(string A, int B) print(A, "=", B, "\n"). finished.
    plan NoteThat(string A, string B) print(A, ": ", B, "\n"). finished.
    NoteThat("Hello", "World").
    Math("5+5", 5+5.).
    NoteThat("5/0.5", 5/0.5.).
    
    
    
    Running program.
    "Hello": "World"
    "5+5"=10
    ERROR! Mismatching type for argument B; int given, string expected
    Stopping system.
    We hope you enjoyed this bout of world domination.
    Dunno where all those empty lines are coming from, but it's not that big an issue.
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  35. Post #435
    voodooattack's Avatar
    October 2009
    1,988 Posts
    Creating a (evil) programming language in Ruby for an assignment.

    test.evil:
    Code:
    plan NoteThat(A, B)
         print(A, ": ", B, "\n").
    finished.
    
    NoteThat("Hello", "World").
    NoteThat("5+5", 5+5).
    $ ruby wmd.rb test.evil:
    Code:
    Initializing Weapons of Mass Destruction.
    Executing file test.evil...
    Parsing program...
    Program parses to: #<EvilStatements:0x7f159ac8b228 @statements=[#<EvilPlan:0x7f159acab0a0...
    Running program.
    "Hello": "World"
    "5+5": 10
    Stopping system.
    We hope you enjoyed this bout of world domination.
    (Yes, I know about the redundant string literals in the output. It's because I'm cheating at the moment and running the ruby print function directly)
    If you ever add numerical literal suffixes make sure you add MILLIONDOLLARS in the mix.
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  36. Post #436
    Map in a box's Avatar
    July 2009
    7,349 Posts
    I want to go back to java but I know I'll kill myself if I have to deploy anything ever again
    I keep telling you I'll show you how to properly deploy
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  37. Post #437
    origamiguy's Avatar
    September 2011
    181 Posts
    First publicly-available custom EDGE map:

    http://willkirkby.me/uploads/edge/edge_wk_helix.zip

    edit: install.txt refers to a file "mapping.xml".. this is inside /levels in the game's install dir.
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  38. Post #438
    hOnK :o)
    i300's Avatar
    December 2009
    3,987 Posts
    this is really impressive! are you going to release tools / documentation on how to make these?
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  39. Post #439
    Gold Member
    thomasfn's Avatar
    July 2008
    2,964 Posts
    I tried to make ambient occlusion, but it came out as some kind of funky border detector:



    Guess it needs some more work.
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  40. Post #440
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    -shnip-
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