Oh god what is happening.
Oh god what is happening.
This really does make my stomach feel uneasy![]()
Interesting
Maurice, your work on portal projecting is really cool and all, but I'm having a hard time seeing how that could be used in a game effectively. Pretty much everyone is saying how disorienting and nauseating it is, and it doesn't read well at all to me.
Or maybe you'll prove me wrong in like 5 posts and have something awesome I dunno.
I think it's more like for learning experience. And then maybe he will find some use for it.
I wish
I would assume it's useful when the opposite end of a portal is off screen. Infinite loops are almost always disorienting and nauseating.
Yeah, that's what I said too back in high school when I sucked that guy's d... dorito chip.
I'm not sure how odd it is but when scrolling through this happened: (I swear I didn't frame this)
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Heh, just spent a few hours trying to see / get a workable google voice api for python but there's nothing. pygooglevoice is broken, because they've changed how they handle authentification, and they still haven't released an official API for it.
Does anyone know of any documentaries of videos similar to the Coding with notch one?
I too would like to know. I like that video.
The comments of the video gave me cancer
YouTube comments are the bottom of the barrel. It's best to just ignore them.
This is a beautiful video - the closest thing I know would be software development screencasts. Destroy All Software is great.
Do you know if they have any screencasts on game dev?
Nope, DAS doesn't. I'd be interested in finding some game dev ones as well.
If you only watch one DAS talk, and aren't that fussed about actual high level content, Wat is pretty good.
Am I a bit late for the whole grid thing?
By the way how do you guys make/post all those high quality and smooth gifs? Which recorders and image hosts are you using? I had to sacrifice a lot of quality to get this to work.
They're not gifs, they're WebM videos in vid tags :)
I noticed I have 99 posts, I wanted my 100th one to be in the WAYWO thread because you guys are awesome and I love all of you. <3
I haven't been posting much here though sadly, been busy with school and whatnot, but I do enjoy seeing what everyone is up too.
Keep up the good work everyone.![]()
Tried to add lightmaps, think I'll need a custom shader though since I can't find a way to render only a portion of a texture using BasicEffect.
Also found an old screenshot of layla's engine...makes me hopeful
(Is there an easy way to quote locked threads btw, that was a pain)
He would kill you if he heard you use that word
What should I call it then? "layla's collection of technologies"?
I'd love to work a bit more on it now that I can go really knee deep in the Source codebase. One thing I'd do first is mounting GCF files because it sucks to copy and paste loads of assets across.
I am trying to get OpenGL 2.0 working on Android. Fucking hell, I tell you. And that fucking java shit, everything is different to C#.
- Create a class that extends GLSurfaceView.
- Activity.setContentView(new YourSurfaceView())
- Create a class that extends GLSurfaceView.Renderer.
- YourSurfaceView.setRenderer(new YourRenderer())
- YourRenderer.OnDrawFrame <-- Use GLES20.glFunction and draw everything in there.
What's so hard about that?
BUT HOW WILL I CODE WITHOUT MY PRECIOUS STACK OVERFLOW???
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I'm currently using exceptions in my project for the first time ever. Our Java assignments at school require exception handling so I realized they are actually quite useful, and now I fully understand how they work unlike before.
I touched processing again
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I would love you if you gave me the source. I'm trying to learn Processing atm
Code:float noiseScale=0.02; PVector[] points; void setup() { size(800, 600); background(0); loadPixels(); points = new PVector[50]; for (int i = 0; i < 50; i++){ points[i] = new PVector(random(0, 800), random(0, 600)); } for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { int loc = x + y * width; PVector t = new PVector(x, y); PVector d1 = new PVector(-10000, -10000); int d1i = -1; PVector d2 = new PVector(-10000, -10000); int d2i = -1; PVector d3 = new PVector(-10000, -10000); int d3i = -1; for (int i = 0; i < 50; i++){ if (t.dist(points[i]) < t.dist(d1)) { d1 = points[i]; d1i = i; } } for (int i = 0; i < 50; i++){ if (t.dist(points[i]) < t.dist(d2) && i != d1i) { d2 = points[i]; d2i = i; } } for (int i = 0; i < 50; i++){ if (t.dist(points[i]) < t.dist(d3) && i != d1i && i != d2i) { d3 = points[i]; d3i = i; } } float r = 255 - t.dist(d1); float g = 255 - t.dist(d2); float b = 255 - t.dist(d3); float br = noise(r * noiseScale, g * noiseScale, b * noiseScale); float br2 = noise(r*br*noiseScale, g*br*noiseScale, b*br*noiseScale); color c = color(br2*r, br2*g, br2*b); pixels[loc] = c;//color(n1 * 255, n2 * 255, n3 * 255); } } updatePixels(); }
Sorry, couldn't resist to animate it, distanceScale controls the amount of pixels the vectors move on, so the higher it is the more "jumping" will be noticeable, so if you want it really smooth set it to 1, I think 5 is good enough for an 800, 600 resolution.
I'll leave it rendering over night, by my calculations 5 minutes of it at 1280x720 resolution and 30 frames per second, with each frame rendering on average at a 3 second interval, it will take around 7 and a half hours
Code:float noiseScale = 0.02; int distanceScale = 5; PVector[] points; Random rand; void setup() { size(800, 600); background(0); loadPixels(); points = new PVector[50]; rand = new Random(); for (int i = 0; i < 50; i++) { points[i] = new PVector(random(0, width), random(0, height)); } } void draw() { for (int i = 0; i < 50; i++) { if(rand.nextInt() % 4 == 0) if(points[i].x + distanceScale < width) points[i].x += distanceScale; noiseScale += 0.01; if(rand.nextInt() % 4 == 1) if(points[i].x - distanceScale >= 0) points[i].x -= distanceScale; noiseScale += 0.01; if(rand.nextInt() % 4 == 2) if(points[i].y + distanceScale < height) points[i].y += distanceScale; noiseScale -= 0.01; if(rand.nextInt() % 4 == 3) if(points[i].y - distanceScale >= 0) points[i].y -= distanceScale; noiseScale -= 0.01; } for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { int loc = x + y * width; PVector t = new PVector(x, y); PVector d1 = new PVector(-10000, -10000); int d1i = -1; PVector d2 = new PVector(-10000, -10000); int d2i = -1; PVector d3 = new PVector(-10000, -10000); int d3i = -1; for (int i = 0; i < 50; i++){ if (t.dist(points[i]) < t.dist(d1)) { d1 = points[i]; d1i = i; } } for (int i = 0; i < 50; i++){ if (t.dist(points[i]) < t.dist(d2) && i != d1i) { d2 = points[i]; d2i = i; } } for (int i = 0; i < 50; i++){ if (t.dist(points[i]) < t.dist(d3) && i != d1i && i != d2i) { d3 = points[i]; d3i = i; } } float r = 255 - t.dist(d1); float g = 255 - t.dist(d2); float b = 255 - t.dist(d3); float br = noise(r * noiseScale, g * noiseScale, b * noiseScale); float br2 = noise(r*br*noiseScale, g*br*noiseScale, b*br*noiseScale); color c = color(br2*r, br2*g, br2*b); pixels[loc] = c;//color(n1 * 255, n2 * 255, n3 * 255); } } updatePixels(); }
Still working on the RTS. 3D terrain working now, but I might have more to do on the art. Kinda blocky but then again I'm using height-mapped tiles. Looks like voxels! Plus working fog of war.
What it looks like on the bitmap that generates the level:
Deceptively simple, you say? Too simple? I'll explain. I basically draw the levels out in MS Paint. On loading the level, it gets the color of each pixel and generates a tile for it. When the pixel scanner runs across a pixel with that red and green value, or the color brown as you can see, it takes the blue value and turns it into a heightmap value, and then draws walls for every tile, then raises and scales the tile according to the z heightmap value.Then through a complicated pixel filling function it draws the walls of the cliff from a texture. When the image making up the level is processed for the minimap, it simply overwrites the image in memory to a healthier looking brown and white color.
Obviously I need to optimize the code a bit more and work on the art a little.
Brethren, today is the day when Willy (That's what I named my plane) is going to fly during lecture. I will try to film it myself and get some other people to film it as well.
I finally finished my lil' chat program!
It's the first program I've ever really felt accomplished about.
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Here's a better image showing the cliffs and stuff. Soon I shall have a video.
Also ran a few improvments that boosted the FPS to around a 100 frames per second. Extra win.
I'm curious on what you plan to use the left section of blocks for, I can't really tell. The right icons are most likely actions such as moving and attack-move. Are the left icons planned for spells/special moves or just more space?