I've updated my game on Google Play. It's not much but its a complete game.
It now uses opengl for rendering and has pinch-to-zoom and high scores.
Have a download, its free
I made a small modification to the IOPool thing I talked about earlier. Now you can pipe data directly from one IOPool to another, so you don't have to manually push them from one thread to the other.
// One pool gets a float and returns an integer. IOPool<float, int> stage1(st1, threads); // This pool gets the integer from the first operation, performs some more operations, and returns a float. IOPool<int, float> stage2(st2, threads); // Pipe data directly from stage 1 to 2. stage1 >> stage2; // Pass inputs into the pool. Inputs is a vector of ints. stage1 << inputs;
Layla might have to take you up on that offer of assisting me with the animation.
Since OCR still really interests me (mainly because I want MathApp to work well one day) I wanted to try grabbing the questions and answers from a game show recording. While the player on the website uses SilverLight, I managed to find a WMV url using the Charles web debugging proxy. Only one problem: the WMV file is unplayable.
I've just downloaded the SilverLight binaries and I've decompiled them with dotPeek. Luckily they weren't obfuscated in any way. I found that they use the MediaElement class to actually display the video, now I just need to find out what they do to the file that makes it playable.
Edit: Turned out that I just had to query a specific file for the video URL and as it turned out, it also offers H.246. Much better.
glBlendFunc) and I found that none of the combinations worked 100% correctly. Some were better than others, but all had these problems to various degrees:
- Full white pixels rendered on top of existing pixels are rendered transparent
- Saturated pixels lose some amount of opacity
Not sure what to do. I guess this means that it is impossible to render one image that has transparent colors, full white and black pixels correctly, unless you were to split it up and change blend-modes according to what kind of color/alpha the pixels have? I think the problem lies in that the background of the framebuffer is fully transparent, but having it be fully opaque would defeat it's purpose... Bummer!
Are you using the agents library or plain concrt components?
I think I have a priority queue template buried somewhere in that ton of code. I could try to find it if you'd like to use it. Oh, and a recursive mutex class I had to write to keep my sanity.
Hell, I was going for co-routines but decided against it at the time.
PowerBot, unlike Nexus never really had a sophisticated means of traversing the world just by giving a coordinate and the fact it's been rewritten for the fourth time doesn't help. So I decided to take things into my own hands and give it a go.
All Nexus' web really did was traverse a graph. Developers would contribute code that mapped out certain areas of the game and over time the bot could travel almost anywhere. Walkable links would just be a plain edge, and anything more complex such as a door/portal/obstacle could be handled by overwriting methods of an edge.
And it actually handles quite well. That's the surprising part.
And as a quick update:
I finished to where I wanted on the bug tracker, so now the testers can write bugs and the developers can review, fix, and edit them. Feedback between to the two is also done. I really want to get going on the chat room but I'm just deciding on how I should do it exactly, I have a few ideas so I'll have to play around with them until I find which one I like the best.
And I would give it about 2 weeks for a download? It's changing so quickly and I haven't created an updater yet for it. (Which I want to do for the server files, not as much the client). But when I release it I will have a basic version of all the tools for the entire team working that way I can have you guys help me build it from there.
Does it run on Linux?
I'm just using the standard C++ threads and atomics, as well as the concurrent_queue included in MSVC. I started out using a mutex, but it was way too slow when you had 8 threads fighting over access to the same queue, so I tried my hand at writing my own concurrent queue using atomics, but after getting nowhere with that, I found out that Microsoft had already written one, based on Intel code, so I just used that one instead. You should hit me up on Steam, it sounds like you're way deeper into this than I am!
Concurrency Runtime (concrt). If so, you're missing on a whole lot.
Sadly, I can't add you to steam. I haven't made a purchase yet and they're quite strict about that. (Just reclaimed stuff that came with my nVIDIA card, and apparently that doesn't count)
If you use it, you can contact me via Skype or gtalk, same nickname on both.
Still learning graphics programming :)
Remember my last post?
I added some things since that post.
I use C++ and a combination of OpenGL and SFML 2 (latest snapshot) to code a demo.
Currently, I'm using SFML's own audio system, but I will most probably change it
to either minifmod or bassmod before I release it. I just hope that I can setup the graphics/sound synchronization with these.
Anyways, this is the current state:
It is still incomplete, and I think it will take some months until I finish it.
No visual change to my IQM loader, however before I had a list of meshes where each mesh could only have one image.
Now all meshes are loaded into the 1 model class and I use multiple textures
I don't mean zero as in negligible. I mean zero.
i just tested - the assembly generated at O3 is the exact same
Another improvement, my game now has gamepad support. :) Yay.
I'm not a windows "fanboy" but I honestly love the system and it's what I'm familiar with. *prepares to get flamed*
If you guys have NICE api suggestions for xplatform development let me know. Something managed preferably. I'm not a fan of lower level languages because my brain does not operate that way.
Another thought, if I get this version up and running maybe someone would be kind enough to port it to other platforms so I don't have to. Horrible I know but that's life for me when I work two full time jobs and school ;D
EDIT: Also if you guys have any ideas or things that YOU would love to see please tell me so I can incorporate them asap.
Working on item attributes.
This is a very balanced weapon.
Working with Unity and lighting with my Receiver modding
All I have is a spotlight
Unfortunately the last two might be wrong. Some combo of one and zero and not the source colour or alpha. I always forget exactly how they work.
Spent a lot of time getting things to work in multiplayer, and there's no real way to show that, but I figured I'd post a screenshot of the few things we've done since the last update...
I haven't gotten around to animation yet (you can still see mrfixit in the T-pose, I'll get to it soon), but I did blend in a 3rd texture to the terrain, with support for a 4th texture. I implemented OpenAL for sound and set it up with our component/entity system, I added the ability to draw rays for a specified amount of time to help debug raycasting and weapons, and I added a new HUD layer that currently just tracks useful information like player position, player health, player breath, etc. I also added the ability to add debug boxes and spheres but I haven't implemented drawing the spheres yet, so I'll share a nice screenshot of an explosion with a debug radius when I have that done.
Meanwhile my friends built up the logic for guns, explosives/grenades, triggers, and jetpacks and did most of the work regarding networking.
We got a website and I set up a wordpress blog on there, in a few days I'll have it all set up as a dev blog and we'll be posting to it more frequently than I am sharing screenshots here. (I'll also be posting reposting the screenshots here and providing links to the full articles if the blog posts are long)
Decided I wanted my host scanner to put the results in a database instead of a CSV file. Thought if I am going to doing that I might as well have it upload to a remote database via a web server.
('SUCCESS' is it sending results to the server)
Results are stored with an apikey/userid so that scans cannot be overwritten by someone else. Got to tidy up a few things and then I am going to leave it running for 24 hours. Planning on making a statistics page along with a database download.
Anyone give me any pointers on how to get source like blend textures in SFML?
I'm guessing its some kind of masking but to my knowledge SFML 2 doesn't support masking.
You just need to mix two textures in shader. If SFML doesn't support shaders (for some bizarre reason) then I have to question why you'd want to use SFML for this.