My first test driven development function. :DCode:[ RUN ] l10n.getTranslation [ OK ] l10n.getTranslation (0 ms)
My first test driven development function. :DCode:[ RUN ] l10n.getTranslation [ OK ] l10n.getTranslation (0 ms)
It's funny, but I still don't know what you're making. Even after all this time.
As far as I can remember; through every single post you've made while I've been reading WAYWO, through all your locale pain/hard disk crashes/etc, you've never mentioned what any of your projects...actually are?
Eh, I'm trying to make a game, but I'm just so slow at it and I can't really find a concrete idea for it.
Cool who is doing that?
Also did you basically just do:
?
You could make a game where your objectives are given to you in a language you don't understand. You can either put in the time to learn the language just to read what they're saying, or go on a different side-objective to collect some sort of Rosetta stone to translate their dialogue into English or whatever the player's language is.
My second python homework was to
"Make a winter scene with a snow man and a Christmas tree using the graphics import"
Exactly that sentence, nothing more or less said.
The balls change color every 0.5 seconds
I think i went the extra mile. Some comments are references to stuff we went over in class today.
Code:#winter.pyw #July 11, 2012 #Homework 6 from graphics import * from time import * from random import * def main(): #Create Window win = GraphWin("Winter Scene", 400, 200) #Set background to winter color (Light Blue) win.setBackground(color_rgb(173, 216, 230)) #Creating the ground to be snow white. ground = Rectangle(Point(400, 141), Point(0, 200)) ground.setFill("white") ground.setOutline("white") ground.draw(win) #Creating the visual seperation between the ground and the sky groundhorizon = Line(Point(400, 140), Point(0, 140)) groundhorizon.setWidth(2) groundhorizon.draw(win) #Create the snowman body #create 3 circles for the snow man with black outline and white body #The bottom of the snow man largecircle = Circle(Point(60, 146), 33) largecircle.setOutline("black") largecircle.setFill("white") largecircle.setWidth(3) largecircle.draw(win) #The medium (body) of the snow man medcircle = Circle(Point(60, 104), 27) medcircle.setOutline("black") medcircle.setFill("white") medcircle.setWidth(3) medcircle.draw(win) #The head of the snow man smallcircle = Circle(Point(60, 65), 22) smallcircle.setOutline("black") smallcircle.setFill("white") smallcircle.setWidth(3) smallcircle.draw(win) #The smile of the snow man smile1 = Circle(Point(60, 65), 15) smile1.setOutline("black") smile1.setFill("white") smile1.setWidth(3) smile1.draw(win) #The smile of the snow man smile2 = Circle(Point(60, 62), 15) smile2.setOutline("white") smile2.setFill("white") smile2.setWidth(3) smile2.draw(win) #The nose of the snow man nose = Circle(Point(60, 67), 2) nose.setOutline("black") nose.setFill("black") nose.setWidth(3) nose.draw(win) #This is the rim of the top hat tophatbase = Oval(Point(40, 50), Point(80, 40)) tophatbase.setWidth(10) tophatbase.draw(win) #This is part of the cone tophatcone1 = Oval(Point(47, 45), Point(73, 35)) tophatcone1.setWidth(10) tophatcone1.draw(win) #This is a second part of the cone tophatcone2 = Oval(Point(47, 35), Point(73, 25)) tophatcone2.setWidth(10) tophatcone2.draw(win) #The Left Eye leye = Circle(Point(53, 60), 2) leye.setOutline("black") leye.setFill("black") leye.setWidth(3) leye.draw(win) #The Right Eye reye = Circle(Point(67, 60), 2) reye.setOutline("black") reye.setFill("black") reye.setWidth(3) reye.draw(win) #The left arm (Doesn't look good, i scraped it) #lefthand = Line(Point(45, 110), Point(10, 60)) #lefthand.setFill("brown") #lefthand.setOutline("brown") #lefthand.setWidth(2) #lefthand.draw(win) #Creating the trunk of the tree. trunk = Rectangle(Point(319, 173), Point(341, 197)) trunk.setFill("brown") trunk.setOutline("black") trunk.setWidth(3) trunk.draw(win) #The top of the tree toptree = Polygon(Point(329, 100), Point(279, 172),Point(379, 172)) toptree.setOutline("black") toptree.setFill("green") toptree.setWidth(3) toptree.draw(win) #The middle of the tree midtree = Polygon(Point(329, 70), Point(279, 130),Point(379, 130)) midtree.setOutline("black") midtree.setFill("green") midtree.setWidth(3) midtree.draw(win) #The bottom of the tree, I personaly dont like the size, i went in Paint to find better points but i dont know. bottomtree = Polygon(Point(329, 40), Point(279, 88),Point(379, 88)) bottomtree.setOutline("black") bottomtree.setFill("green") bottomtree.setWidth(3) bottomtree.draw(win) #At this point it just looked like a normal tree, and I did not want to put presents so I decided to go with: #The following is Christmas balls, later in the code I plan that they change color and make it animated. ball1 = Circle(Point(307, 77), 5) ball1.setOutline("black") ball1.setFill("red") ball1.setWidth(3) ball1.draw(win) ball2 = Circle(Point(336, 62), 5) ball2.setOutline("black") ball2.setFill("orange") ball2.setWidth(3) ball2.draw(win) ball3 = Circle(Point(306, 111), 5) ball3.setOutline("black") ball3.setFill("blue") ball3.setWidth(3) ball3.draw(win) ball4 = Circle(Point(340, 120), 5) ball4.setOutline("black") ball4.setFill("yellow") ball4.setWidth(3) ball4.draw(win) ball5 = Circle(Point(352, 155), 5) ball5.setOutline("black") ball5.setFill("purple") ball5.setWidth(3) ball5.draw(win) ball6 = Circle(Point(301, 156), 5) ball6.setOutline("black") ball6.setFill("brown") ball6.setWidth(3) ball6.draw(win) #list of colors colorList = ["red", "brown", "blue", "yellow", "orange", "purple"] #At this point in the code I figured instead of using a random integer I could make it go much faster #To shuffle the list. It worked and now i can have the colors change at a 0.5 second rate. #I also chose this method because I could not get 6 (balls) random intervals at the same time, impossible. #while 1 == 1 is an infinite loop. I probably should of not done this, ill accept critisim on how I should of #done it. while 1 == 1: sleep(0.5) shuffle(colorList) ball6.setFill(colorList[5]) ball5.setFill(colorList[4]) ball4.setFill(colorList[3]) ball3.setFill(colorList[2]) ball2.setFill(colorList[1]) ball1.setFill(colorList[0])
That's.. actually an intereseting thought considering the current idea I have. TO PLAN.TXT.
E mega dryd etay
Try having some snowflakes that fall down the screen? That would set it off, I think.
No, I want to slightly automate texture management.
When a texture is bound the method looks for an unused texture unit and binds the texture to that instead of replacing the current binding on the active texture unit.
glBindTexture is supposedly relatively slow and this way I don't have to rebind textures when drawing because they stay bound to the same texture unit.
I'm not sure how practical this is on cards with fewer texture units (mine has around 160) or if it would be better to use a texture manager class instead.
Edited:
You can use the usual VBO for the mesh in object space, then put the transformation matrices in a uniform array or a buffer and draw with instancing, which gives you an index in the vertex shader for each instance of the object that is drawn.
Getting back into game dev, this should be fun.
Finally got my game to import maps from my map editor.
By finally I mean I started working on the map editor around 3 PM yesterday... it's 6:30 AM the next day now, should probably get some sleep :V.
I'm writing a patcher client to use in later projects but one concern I have is where should I store config files. And if I use an installer for my program can I delete the executable and replace it with another(in the case that an update for the binary is available).
Right now I have a config file in the same directory as the binary, it works but I can't help but think about professional applications that use the user folder for these things.
I finally figured out how to have multiple textures so I decided to make the light project textures!
I was just looking through Minecraft's source code to see how it manages entity rendering and from what I can tell, it works something like this:
Each entity essentially has two classes; one for entity logic and one for entity rendering. The rendering class derives from a base 'render' class (although it's possible that this is a result of the decompiler, and the original code has the render class templated instead). There is also a 'RenderManager' class which maps entity classes to their respective renderers.
My question is, what reasons are there for splitting up the entity logic and rendering like this? If each entity has exactly one logic class and exactly one rendering class, doesn't that mean you could essentially just have the logic and rendering for each entity in one single class?
And please, try not to answer just with something like 'notch is a shit coder' or whatever, I am interested in the upsides of doing something like this.
Edited:
Actually, I just thought of one; you only need one instance of a render class to render all entities of that type, rather than having multiple instances, one for each copy of each entity.
Okay, gonna make my first post here.
I wanted to learn the use of for loops in javascript and this is what I got after a few days.
Pretty simple but it was fun to make and I learned a lot of new stuff.
And here is my ball game I've been working on. I kinda stopped working on this because I haven't got the inspiration in a long time.
My latest addition is the main menu which is pretty good I think.
I was going to say something nice but.. fuck you man, fuck you
Now I'm more embarrassed than ever by my lack of stuff as awesome as yours to show off in the last year and a half or so. :(
Don't be.
Wow.. Awesome. Any chance you can put the sources available for download? I would love to learn from those.
Heh, they are pretty messy. It's like handing my dirty underwear to someone.
But, here is the minecraft terrain generator.
https://dl.dropbox.com/u/3975474/perlin.js
Just drop it under an empty gameobject. It will probably give errors because it can't find gameobject called "Cam" but i'm not sure if it stops it from working. If it does, you gotta edit the script a little bit.
You'll also need to define a few gameobjects. The ocean mesh is just a plane and the Block is a 1x6x1 cube.
The ball game looks very nice, did you make the models yourself?
Yes, I'm primarily a 3D artist, so it was a piece of cake. Been using 3dsmax ~4,5 years and xsi few months since I started working at Futuremark.
That menu system is awesome
Well, you've done an excellent job on them!
To be honest, the entire level is made out of just 1 piece of wood and 1 stone + few misc props.![]()
Be that as it may, they are a very sexy piece of wood, stone and assorted miscellaneous props ;)
Actually there's one reason I can think of. If you want two entities to share rendering code without sharing other logic code, it can be a good way to decouple it. It's also a good general approach since it's a step towards component based entities.
It still looksgreatfucking awesome though!
I visit both the 3D thread and the programming thread regularly, so I was confused for a second and thought that Nvidia reposted some old stuff.
They still look lovely as always.
Hell yeah, I like Trine's art style. Also my friend works at Frozenbyte and I've been in their office, cool people, and they gave me beer and hotdogs, can't dislike that.
I was just about to say that. It looks a lot like Trine (Which is a good thing because Trine is a beautiful game)
That also makes a lot of sense. Thank you!
This is no longer a subforum, people!
Uh. I'm fairly sure we've been a forum in our own right for quite some time.
Yeah, I was a little confused too.
(This guy is literally the only reason I ever visit that thread.)
Edited:
we have. We've been shifted down the page a bit, though. Garry promoted a few subforums into their own forums, I think.
I am on a roll with posting misinformation.
Technically you didn't post anything incorrect, so it's fine.
Is the volume of a circle with 8 cm radius now not off by 6 cubic cm anymore?