(You rotate the screen and pacman tumbles about in the game.)
Finally decided after a few months of frustration to give learning Python another crack.
The coolest bit so far is finding a use for my TV while I'm on my PC. Now I can have the help guides and tutorials display on my TV with powershell, Notepad++, and the python shell on my laptop screen. Pretty neato.
Since when does steam allow for game maker games?
I remember not so long ago they said that games made with game making tools werent allowed
Unless of course you are put on there for some weird reason such as for this:
Valve didn't put that on there and wanted it off.
And for those who don't know, IIRC the player physics in Source are mostly hardcoded to give it a nice feeling.
ERROR: GAMEMODE: 'Initialize' Failed: ...rcemods\hl2sb\gamemodes\sandbox\gamemode\cl_ini t.lua:16: bad argument #1 to 'SetFontGlyphSet' (font or fontcontainer expected, got fontcontainer)
The fact that you can halt movement while in the air by pressing W or S really doesn't sound like a normal rigid body to me either.
I think havoks character controller just handles it.
I tried making a mirror with the latest chapter of open.gl. It would probably work with back face culling and a clip plane but I want to use proper depth checking to make it work with more complicated scenes.
I can't get depth clearing to work.
Ok so it goes like this:
Spacecraft computers read image data (I hacked a thing together with OpenGL and X-Plane for rendering), gets an array of brightness values. Converts these into binary data and encodes them using MPEG-1 codec.
Then the spacecraft downlinks raw MPEG-1 stream. The ground stations route this stream to disk (write it down), and stream it over a TCP port.
The stream can be decoded with any real tools that will work on a MPEG-1 stream. This picture is taken from a virtual rocket about 250 km above planet, you can see some clouds there.
Everything is so shitty cause the bandwidth is only about 384 kbits/sec and MPEG-1 requires a lot of bandwidth (it doesn't actually fit into 384 kbits well, which causes more glitches). I'll need to switch to a better codec if quality would need improving.
Spacecraft is virtual, the radio transmission/propagation is simulated (I actually took few frames which actually HAVE nice data in them).
Another picture (the rocket rotates in space so it gets all of these pictures):
Why are you transmitting a video of Earth from a rocket if the rocket is virtual? Is it just about the simulation (because that's awesome in it's own right) or am I missing something.
There is a special version of this simulator called VSFL - Virtual SpaceFlight Network ( http://vsfl.wireos.com ). It runs 24/7 in realtime, and it additionally simulates satellites and persists state of objects in orbit. Essentially it is virtual space (only near-Earth right now, moon included).
Okay, so the rocket is virtual. I wrote guidance software for it. My simulator runs inside X-Plane (to get some rendering), and X-Plane generates picture you see.
This is about: simulating internal systems of a rocket, guidance software that gets rocket to orbit, server software that processes and receives image, radiotransmission/propagation model I wrote (which calculates how digital signals travel, very basic model right now), and the VSFL server itself (which I use to conduct "virtual flights").
In simple words: yeah it's about the simulator
This also goes for Russia, ESA, UK. And I don't have money to build actual stuff right now, so modelling is all I can do at this point.
Because why not work on something stupid instead of getting on with everything else that needs doing?
Oh hey, it's another one of those 'so I got bored...' projects...
It's a 'falling sand game'! :D
Creating one of my own is making me feel like I wanna get back into it all again, just like back in 2007.
I made one once too
I made one mod where you could make mountains and stuff, then populated them with "people" and "dragons" (green particles that spawned fire). Then you could fire meteorites, make force fields etc. Pretty fun.
I quite liked the underwater base mod myself, had some fun with that one
Stop it guys I'm getting overwhelmed by nostalgia
Finally got Artemis# to play nicely with Gwen.NET. Now I can instantiate, manage, and tie UI controls to any entity through the EntityWorld instance.
That means that with very little code, I could tie any entity to a property tree control and edit its components at any given moment; or alternatively get a UI element to follow an object on screen, etc.
Next up is getting the physics, geometry, and rendering components implemented.
This is fun.
I still play those at school because they're really lightweight and surprisingly fun.
(I remember trying to make a falling sand game when I was younger - copied a tutorial and couldn't figure out how to do anything else)