1. Post #721
    krassell's Avatar
    January 2009
    351 Posts
    God-damn ghost pages!
    Finally some post-worthy results...
    It also rotates!
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  2. Post #722
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Edited:

    Unless you're talking about Windows phones?
    I was pointing out that you didn't mention that it wasn't for Windows. Just Mac and Linux, which are PCs.
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  3. Post #723
    Eudoxia's Avatar
    July 2009
    6,009 Posts
    I withdraw my previous statement.
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  4. Post #724
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,905 Posts
    So is Phyzicle going to be for PC as well? My only Android device barely runs Angry Birds and Fruit Ninja is not a possibility so I doubt Phyzicle will run.
    Jeez, what do you have, a 50 MHz ARMv1?

    Edited:

    Try this: http://filesmelt.com/dl/Phyzicle3.apk it's an old beta, if it runs, then great, otherwise, sorry bud!
    Sweet, runs fine on my Android 2.2 (800 MHz ARMv6)!
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  5. Post #725
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,627 Posts
    Sweet, runs fine on my Android 2.2 (800 MHz ARMv6)!
    I'm surprised you didn't see this already, I posted it a while ago :)

    That said, if it runs on my iPod Touch 2G (533 MHz, iOS 4.1), I'm not surprised it runs on your Android device
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  6. Post #726
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,905 Posts
    Yeah I didn't see that you fixed the crash for Android 2.2; this thread is a little hard to follow sometimes. I'm surprised you haven't made a separate thread.
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  7. Post #727
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,627 Posts
    Yeah I didn't see that you fixed the crash for Android 2.2; this thread is a little hard to follow sometimes. I'm surprised you haven't made a separate thread.
    I'm gonna make a thread in General Games Discussion when it's released :) I don't think it's worth making a thread here in the programming section, it'll just die down eventually and I'm fine with posting my updates now and then in WAYWO
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  8. Post #728
    Gold Member
    darkrei9n's Avatar
    November 2007
    5,367 Posts


    Messed around with terrain generator again. Managed to get it from calculating a flat quarter circle for some reason near 0,0; to just a triangle. Have an idea to fix it though.
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  9. Post #729
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    I was pointing out that you didn't mention that it wasn't for Windows. Just Mac and Linux, which are PCs.
    You are being pointlessly pedantic.
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  10. Post #730
    Crescent fresh
    Perl's Avatar
    January 2011
    1,036 Posts
    So what are you bringing new to the table with your language? Anything? Or just a learning exercise?
    Learning exercise, really. Plus the ability to sculpt a scripting language I could use for.. whatever
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  11. Post #731
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
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  12. Post #732
    Crescent fresh
    Perl's Avatar
    January 2011
    1,036 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Works fine on Mobility Radeon HD5730 locked at 60fps.
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  13. Post #733
    Gold Member
    WTF Nuke's Avatar
    March 2009
    4,470 Posts
    How are you generating those maps? I am working on a fallout-esque game and large broken down settlements would be great.
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  14. Post #734
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Works fine on my GTX 570. I'll try it on my linux partition in a bit. I know I had some issues with input/framerate in my OpenTK game on Linux/OSX and I recently figured out how to fix them.

    Edited:

    Runs just fine on Linux.
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  15. Post #735
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,503 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    GTX560ti, solid 60FPS.
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  16. Post #736
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    2,101 Posts
    How are you generating those maps? I am working on a fallout-esque game and large broken down settlements would be great.
    Pretty much just this function. It's a bit messy, so I'll explain it tomorrow after I get some sleep.

    private void Subdivide( District district, int depth,
        int borderLeft, int borderTop,
        int borderRight, int borderBottom, Random rand )
    {
        int nextBorder = depth < 4 ? 3 : depth < 6 ? 2 : 1;
    
        int minHorz = 0;
        bool fitHorz = false;
        int minVert = 0;
        bool fitVert = false;
    
        while ( ( minHorz + nextBorder ) * 2 + borderTop + borderBottom <= district.Height &&
            !( fitHorz = WillFit( district.Width - borderLeft - borderRight, minHorz, true ) ) )
            ++minHorz;
    
        while ( ( minVert + nextBorder ) * 2 + borderLeft + borderRight <= district.Width &&
            !( fitVert = WillFit( minVert, district.Height - borderTop - borderBottom, true ) ) )
            ++minVert;
    
        bool horz = fitHorz && ( !fitVert || rand.Next( district.Width * district.Width + district.Height * district.Height )
            >= district.Width * district.Width );
    
        if ( horz )
        {
            int min = borderTop + nextBorder + minHorz;
            int max = district.Height - borderBottom - minHorz - nextBorder;
            int mid = ( min + max ) / 2;
            district.Split( true, rand.Next( ( min + mid ) / 2, ( mid + max ) / 2 ) );
            Subdivide( district.ChildA, depth + 1, borderLeft, borderTop, borderRight, nextBorder, rand );
            Subdivide( district.ChildB, depth + 1, borderLeft, nextBorder, borderRight, borderBottom, rand );
        }
        else if( !horz && fitVert )
        {
            int min = minVert + borderLeft + nextBorder;
            int max = district.Width - borderRight - minVert - nextBorder;
            int mid = ( min + max ) / 2;
            district.Split( false, rand.Next( ( min + mid ) / 2, ( mid + max ) / 2 ) );
            Subdivide( district.ChildA, depth + 1, borderLeft, borderTop, nextBorder, borderBottom, rand );
            Subdivide( district.ChildB, depth + 1, nextBorder, borderTop, borderRight, borderBottom, rand );
        }
        else
        {
            BlockGenerator gen = GetRandomBlockGenerator( district.Width - borderLeft - borderRight,
                district.Height - borderTop - borderBottom, rand );
            district.SetBlock( gen.Generate( district.X, district.Y, district.Width, district.Height,
                borderLeft, borderTop, borderRight, borderBottom, rand ) );
        }
    }
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  17. Post #737
    Gold Member
    darkrei9n's Avatar
    November 2007
    5,367 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Perfect 60 on a 6870 on Windows 8.
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  18. Post #738
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,758 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Doesn't work at all here.

    Nvidia GTX 260 linux.

    Also crashes when generating a new city
    Code:
    Unhandled Exception: System.Exception: OpenGL hates your guts: InvalidOperation
    at Zombles.Graphics.VertexBuffer.CheckForError () <0x0007a>
    at Zombles.Graphics.VertexBuffer.SetData<single> (single[]) <0x00091>
    at Zombles.Geometry.City.UpdateVertexBuffer () <0x0006e>
    at Zombles.Geometry.Generation.CityGenerator.Generate (int,int,System.Random) <0x0005f>
    I love the error message.
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  19. Post #739
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Fine on GTX460M at 60FPS (Windows 7)
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  20. Post #740
    jung3o's Avatar
    October 2011
    2,166 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    works fine on HD 6620G
    59.90-60 fps
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  21. Post #741
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    Could anyone point me to some garbage collection methods? I've heard about ref-counting before and that seems to fit my needs, but I'd like to learn a bit of a broader basis for this stuff before implementing anything.
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  22. Post #742
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    Could I get some of you to test how well / if my city generator and renderer works on your machines?
    The city generated is very basic at the moment with only one type of building with no detail. I've only tested on nVidia cards so I expect some horrible bug on ATI cards. You should be getting a solid 60 FPS.


    Download

    readme.txt:
    Code:
    Keys:
    
      WASD         - Move camera
      QE           - Rotate camera
      X            - Toggle interior view
      M            - Toggle map view
      Mouse Wheel  - Zoom
    Oh also G to generate a new city.
    Works fine here. 5750 58-60fps
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  23. Post #743
    Gold Member

    March 2005
    3,028 Posts
    Could anyone point me to some garbage collection methods? I've heard about ref-counting before and that seems to fit my needs, but I'd like to learn a bit of a broader basis for this stuff before implementing anything.
    There's basically only two main types; reference counting and mark-and-sweep.
    Reference counting is simple and fast, but it has two big problems:
    1. If you forget to increment or decrement a reference anywhere, everything goes to shit and you end up with a bug that's very difficult to locate.
    2. It fails for reference cycles. i.e. if A references B and B references A, simple reference counting will never free either one, even if both are inaccessible.

    Mark-and-sweep is the process of actually going through and marking which objects can be reached by traversing each object and all its references, but it means that you get the typical 'GC lag' where the GC kicks in and everything just halts while it runs. There are incremental algorithms, but they just distribute the same overhead over time. Mark-and-sweep is generally not acceptable where you have tight time constraints, but it is much more reliable and convenient than reference counting.
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  24. Post #744
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    Can anyone give me the quick run-down on implementing a scripting system for use with entities for a game? I have used GLua before and am somewhat familiar with how that works, but I wouldn't know how to implement from the ground up for a non pre-existing entity system.
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  25. Post #745
    x 1 (list)
    Winner's Avatar
    September 2011
    11,432 Posts
    Just spent the last hour learning Dalvik/smali to modify an Android app
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  26. Post #746
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    Can anyone give me the quick run-down on implementing a scripting system for use with entities for a game? I have used GLua before and am somewhat familiar with how that works, but I wouldn't know how to implement from the ground up for a non pre-existing entity system.
    If you're looking for something similar to GMod's scripted entity system, HL2:SB exists for this purpose.

    You have a bare-bones entity which has its own reference table, and each of your internal methods call the scripted methods, the functions from that table for that entity.
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  27. Post #747
    Gold Member
    ryan1271's Avatar
    February 2008
    1,130 Posts
    The Android tablet I have is the Coby Kyros. (It was free). It has an 800MHz Arm 11 processor but still barley runs Angry Birds. However it does run that beta of Phyzicle well enough. Fluids are a bit slow as well as moving the camera view and stuff but I blame that on the resistive touch screen.
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  28. Post #748
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    There's basically only two main types; reference counting and mark-and-sweep.
    Reference counting is simple and fast, but it has two big problems:
    1. If you forget to increment or decrement a reference anywhere, everything goes to shit and you end up with a bug that's very difficult to locate.
    2. It fails for reference cycles. i.e. if A references B and B references A, simple reference counting will never free either one, even if both are inaccessible.

    Mark-and-sweep is the process of actually going through and marking which objects can be reached by traversing each object and all its references, but it means that you get the typical 'GC lag' where the GC kicks in and everything just halts while it runs. There are incremental algorithms, but they just distribute the same overhead over time. Mark-and-sweep is generally not acceptable where you have tight time constraints, but it is much more reliable and convenient than reference counting.
    You're forgetting generational and concurrent. .NET (and as of their most recent release, Mono) use a generational garbage collection system. It's pretty neat, but the literature on the subject is quite large, however it's sits mostly in academic papers, and aside from the many closed source systems (or undocumented/not widely used system's like Mono's SGen) there are very few real world examples of it. Mark and sweep doesn't actually dictate that the GC needs to halt the program, it just happens to be that most mark and sweep systems out there are of the stop-the-world (and my heart </3) type. You've also got a trend recently in parallel garbage collection (parallel and concurrent doesn't always mean at the same time ). In a parallel system, you can simply mark (and sweep!) multiple objects at the same time, but the world is still stopped. Think of it as delegating 16 free tasks within a task pool. They're all going to be run, but the task pool needs to finish freeing all 16 tasks before it will continue executing others that have been queued.

    In the end though all garbage collectors basically work the same: determine objects that are unreachable and then get rid of them. Whether they do this with lock free structures, runtime bounds checking, stack scanning (blech!), or a number determining if the object is in a given generation, is entirely up to the author, and in the case of some VM's (the JVM Hotspot collector comes to mind) will switch depending on the situation. The type of garbage collection, as well as assumptions about how objects are used/treated is also a result of a weak vs strong and static vs dynamic typing system.

    Sometimes however, some systems just give up and go back to ref counting (see: ObjC's ARC vs the ObjC 2.0 garbage collector). In games, ref counting is fairly popular because it's easy to know when an object is allocated or deallocated within a system (and is easier to see within a debugger). Something like an incremental system can interfere with that as the actual run/behavior of the system will vary between repeated runs.

    I've got a book sitting here next to me actually called "The Garbage Collection Handbook" there is a really old printing run from the 90's (which is VERY out of date), but they recently published a newer edition in 2011 (with all the algorithms you could ever want on parallel and concurrent gc's). I'll leave the amazon search for it up to the reader. It's expensive (about 66 USD) but I think it's worth it if you're interested enough in the subject. (which I was )
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  29. Post #749
    voodooattack's Avatar
    October 2009
    1,994 Posts


    I love my new monitor.
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  30. Post #750
    Gold Member
    WTF Nuke's Avatar
    March 2009
    4,470 Posts
    Why's it on the side?
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  31. Post #751
    voodooattack's Avatar
    October 2009
    1,994 Posts
    Why's it on the side?
    Code visibility.

    That's the second one by the way, dedicated to IDEs and console prompts.
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  32. Post #752
    Zombiedance's Avatar
    June 2009
    243 Posts
    Aight I'm working on a really simple horror game in XNA and am curious how I would add a simple flash light to my game. By simple I mean like cut and dry flash light no shadows or anything. More a less like a mask. I will gladly post up my game after I get this part done. Besides that it's pretty much done.
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  33. Post #753
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,573 Posts
    Ok guys. I'm making another XNA game here. This time an isometric viewpoint game.

    I really don't have a clue about techniques and I'm probably doing a lot of things wrong.. However:

    Each Tile is its own tile in its own class.
    There is grid class that holds a 2d array of the Tile class.

    Each Tile is a sprite that looks like this:

    When displaying the grid I just moved them around to fit nicely.

    When using rectangles, how can I put them at an angle without disturbing the sprite that is attached to the rectangle?

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  34. Post #754
    chimitos's Avatar
    September 2010
    2,378 Posts
    Aight I'm working on a really simple horror game and am curious how I would add a simple flash light to my game. By simple I mean like cut and dry flash light no shadows or anything. More a less like a mask. I will gladly post up my game after I get this part done. Besides that it's pretty much done.
    Just draw a huge black image with a clear part in the middle for where the 'light' is supposed to be.

    iso stuff
    http://www.wildbunny.co.uk/blog/2011...he-modern-way/
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  35. Post #755
    Zombiedance's Avatar
    June 2009
    243 Posts
    Just draw a huge black image with a clear part in the middle for where the 'light' is supposed to be.
    I did that but it doesn't look to nice.
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  36. Post #756
    chimitos's Avatar
    September 2010
    2,378 Posts
    -snip-
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  37. Post #757
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,573 Posts
    Just draw a huge black image with a clear part in the middle for where the 'light' is supposed to be.


    http://www.wildbunny.co.uk/blog/2011...he-modern-way/
    Seems like it could be of value! Thanks!
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  38. Post #758
    usa
    Developer
    usa's Avatar
    December 2011
    2,299 Posts
    Textures as promised, the developers at vatra have had some nice photoshop fun:

    Some placeholders


    Entity zone tag images


    Beretta with bump map
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  39. Post #759
    Kate Adams
    COBRAa's Avatar
    June 2009
    980 Posts
    GTX560ti, solid 60FPS.
    GTX 560 Ti master race!

    Honestly though, it's a (very) decently priced card to performance ratio.
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  40. Post #760
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    GTX 560 Ti master race!

    Honestly though, it's a (very) decently priced card to performance ratio.
    8800GT represent

    best card ever
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