It joins the FP Programmer chat.
Edited:
Lamest pageking ever
It joins the FP Programmer chat.
Edited:
Lamest pageking ever
Look at the hill in the background. I probably notice it a lot more than you guys though, since I've seen the full uncompressed version as well as the game itself.
Oh and by the way, adding a screenshot key to your game makes it SO much more convenient to grab screenshots of the game, and it's extremely simple to do, at least with C#/OpenTK:
using (Bitmap bmp = new Bitmap(ClientSize.Width, ClientSize.Height)) { BitmapData data = bmp.LockBits(new Rectangle(0, 0, ClientSize.Width, ClientSize.Height), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format24bppRgb); GL.ReadPixels(0, 0, ClientSize.Width, ClientSize.Height, OpenTK.Graphics.OpenGL.PixelFormat.Bgr, PixelType.UnsignedByte, data.Scan0); bmp.UnlockBits(data); bmp.RotateFlip(RotateFlipType.RotateNoneFlipY); bmp.Save(fileName, ImageFormat.Png); }
After the AP exam my teacher wants the 4 of us to make our own program of sorts. I decided I would make a simple platformer game where the core mechanic was the ability to flip gravity. I started to work on the art work with my shit drawing, here's the map that will show up when selecting a level:
I have no idea what I wanna do for a splash screen. I don't have a name for the game, so a logo would suck but I also don't know how to make it in the likes of SMW where a computer plays Mario across a level.
Also my game spans across 3 regions but I have no idea what the white region will be(The brown area will be a castle, green a forest(yes I'm going to update the picture some more)).
Installing linux to use valgrind..
I wish it worked on Windows.
why are you inlining a 1920x1080 image anyway?
Edited:
a png, too.
Well that only took about six hours of screaming frustration to port.
Now I just need to find out why the mouse input doesn't work, what's wrong with that wall and why the font loader seems to think all my files are 1 byte shorter than they actually are.
Also, I was getting bored of my code working exactly the same on multiple platforms. I'm glad Apple were kind enough to introduce me to MACRO HELL.
Edited:
...Hey, where the hell is the floor and FPS counter? Argh.
you have defines to use the shortest version of the code for different compilers but that makes the code like 3 times as long(and confusing as fuck), why not just use iterators?
Does anyone here know of any 2d game development libraries for java? When I google it there seems to be so many choices and I was just wondering if anyone uses any and had a recommendation.
Link to theme please?
Because I like Lambdas and I'll be damned if I'll let a stupid bug in a toolchain that's due for an update soon on a poncy platform I never intended to support in the first place stop me using core language features.
I suspect I will disagree with this when I next look at that code but fuck the future.
Edited:
desert.vim
try :colorscheme desert first though, it should be preinstalled.
Or utilise inheritance. Have a CollisionManagerApple etc that do platform specific tasks. Then the only #ifdef you need is when creating the instance.
Dude, check out libGdx it's a badass library for a lot of game-related things with java. Also when you're ready with your game it makes porting to other platforms (mainly Android) a lot easier.
Well, with the exception of two strange, horizontal and vertical lines, my new rendering method works fairly well
When i say fairly well, i mean that rendering time has gone from 80 ms, to 40 ms. There is now no cpu involvement either, and no data needs to be read back to host at any point.
Image (2 million triangles roughly)
It wasn't the most complex change. The kernel that writes depth information now also writes interpolated lighting normals and UVW coordinates to two screenwidth*screenheight textures. Depth information is also written, though to a regular buffer rather than a texture (need of atomic operations)
These textures are passed to the next kernel which runs threads for every pixel on the screen, then calculates lighting and colour information based on the buffers passed previously
This is a massive improvement over the previous "one thread per triangle approach" as the load is now always balanced properly, and there aren't a lot of wasted non drawn pixels having their depth values checked in the slower kernel
Edit:
The thing keeps disappearing as well which is unhelpful. I suspect memory corruption somewhere is causing these issues
Hooray! OBJ file loading! (Excuse the lag ;)
removed
Edit: Dropbox bandwidth limit
So I am working currently on a cool gayme its called "hi postal"
Wait a few days for LLVM 3.1 to come out (release date is currently the 14th). Clang finally has lambdas. Finally.
(also, why not just use a functor in the meantime? You won't be ripping your hair out)
I usually record in .wmv format, convert it using this tool and then upload it to my ftp-server.
I'd like to do things with it but I don't know the slightest bit of javascript which makes it a bit difficult.
When can we expect to see the first GNU/JSOS distribution?![]()
With enough patience, I think you can actually start doing one now. Although there's no Xorg-like system for it yet (?)
And hopefully not ever.
wayland.js
Working with my Server->Client networking for maps and entities and going for an endless world type of map generation, My idea so far, is to piece the map together in chunks on the client using the seed ( which will always be the same ) so all terrain will be generated on the client, and the server will only send things that have "changed" for that specific chunk of the map ( persistent world ), Does this sound like a good approach to this sort of thing? Or are there better more efficient ways of doing it?
It's got a mode 13h driver at the moment (320x200, 256 colors) but that's not really enough for a GUI.
Edited:
:c
To get anything better your going to need realmode and VBE.
I can execute machine code in real mode with Kernel.realExec()
Here's how I swap to mode 13h: https://github.com/charliesome/jsos/...vers/vga.js#L8
Edited:
If you're knowledgable about this kind of stuff I'd be thrilled if you could contribute some better VGA code!
THIS I would like to see. Although it probably wouldn't be wayland.
My point wasn't about Xorg or Wayland though, but just a system like X or Wayland.
geeui.js
It would be wondrous
today I spent learning regex - a tool whose usefulness i've long acknowledged but which I'd never adopted due to how incomprehensible it looked.
learning to write regular expressions did not unfortunately teach me to read them
It never really gets easier.
yes it does, you're just not very good at them
Well, I spent most of last night installing Debian with a dual boot setup, after I installed the NVIDIA drivers it stopped recognising my second monitor (the one I installed vertically), I tried to fix it by editing my X configuration file to no avail.. grrr.
This sucks, but I guess I'll have to make-do.
I meant you can't just look at a regex and instantly understand what it does; it still requires a good amount of thought.
Anyone know of some popular applications made in .net that aren't free? Just wondering as I don't know of many(I use mainly freeware). I have a feeling digging through the 0day releases is going to come up with a bunch of obscure applications that no one uses.
Have you tried actually reading the regex? Outside of parenthesis balancing it's not too difficult to read unless it's a particularly lovecraftian regex.
It's not DIFFICULT, but it still requires thought.
Pretty sure you can apply that flawed logic to anything.
Take not shitting yourself, for example. It's not difficult, it just requires some thought.
I hate making regexs, they're so useful it's insane, but it's like one of those things that I don't use often enough to really keep in my brain. So I am always sort of relearning regex. I still keep like the 'gist' of how it works but forget the syntax rules and such.