1. Post #361
    garry's Avatar
    September 2001
    12,372 Posts
    Garry, I'm in love with your GUI usage. What is that?
    I was using wxWidgets but I dumped it, because even though it all worked and stuff, it looked like ass. And I have no intention of making my shit work on any other platform, so my tools are all coded in managed c++ with .net now.

    The only downside is that the dotnetbar dll is as big (if not bigger) than the wxwidgets dll. It's pretty annoying because you can compile it from the source and it will be 1/10th the size - but the dll you have to distribute is all encoded and shit (the real word for it excapes me right now) - which adds a lot of extra size. Cunts.

    Edited:

    The particle editor is sweet


    Quick question - Why does the launcher.exe use 25% of my Quad core even though there's no bugs in there?
    Probably cuz it's pumping out about 2000 fps!
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  2. Post #362
    Gold Member
    ZomBuster's Avatar
    June 2006
    2,001 Posts
    I want to make a simple raytracer so I started out with making pictures using some random math formulas


    trippy
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  3. Post #363
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,015 Posts
    Probably cuz it's pumping out about 2000 fps!
    Doing what? It should have minimal CPU usage when there is nothing to do.

    Anyway, friggen awesome. The curvey lines are epic, I like it how the red lines for random range 'move' as you change an early point.

    Great job. I hope you make it free for use or open source.

    Edited:

    I will obey.
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  4. Post #364

    June 2009
    94 Posts
    I want to make a simple raytracer so I started out with making pictures using some random math formulas


    trippy
    You should put that in media tags or something because that just hurt my eyes like fuck.
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  5. Post #365
    You'll have to speak up. I'm wearing a towel.
    omfgnex's Avatar
    January 2007
    762 Posts
    You should put that in media tags or something because that just hurt my eyes like fuck.
    It's horrible when scrolling
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  6. Post #366
    garry's Avatar
    September 2001
    12,372 Posts
    Doing what? It should have minimal CPU usage when there is nothing to do.
    Its always spins as fast as it can. It's in development, I want to see how high the FPS is.
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  7. Post #367
    Gold Member
    jjjohan's Avatar
    January 2005
    731 Posts
    Wow pumping out a pure blue screen in D3D is giving me strange thoughts.
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  8. Post #368
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts

    Quick video I made to show the map maker. It's pretty simple.
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  9. Post #369
    Gold Member
    jjjohan's Avatar
    January 2005
    731 Posts
    Ooh, stylish :).
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  10. Post #370
    Gold Member
    Jallen's Avatar
    December 2007
    7,533 Posts
    Cool. I'd make the eraser tool appear over the top of the blocks so you can see what you are deleting. Also a straight line tool would be useful where you click one point, hold down shift and click somewhere else or something.
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  11. Post #371
    garry's Avatar
    September 2001
    12,372 Posts
    How does fraps and shit capture video of gameplay so quickly? I tried to dump screenshots in my engine and could barely reach 10fps.
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  12. Post #372
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    An extremely low compression rate?
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  13. Post #373
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts
    Cool. I'd make the eraser tool appear over the top of the blocks so you can see what you are deleting. Also a straight line tool would be useful where you click one point, hold down shift and click somewhere else or something.
    Actually the brush does that as well, I still need to fix that. Thanks for noticing :D. And this is something I'll definately try, thanks for the idea.

    Ooh, stylish :).
    Thanks :).
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  14. Post #374
    DrDaxxy's Avatar
    October 2007
    491 Posts
    An extremely low compression rate?
    Fraps doesn't compress videos at all.
    And it still lags.
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  15. Post #375
    garry's Avatar
    September 2001
    12,372 Posts
    An extremely low compression rate?
    No, the saving shit didn't take any time at all, it was the actual capturing that took the time.
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  16. Post #376
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    No, the saving shit didn't take any time at all, it was the actual capturing that took the time.
    Oh, hmm...
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  17. Post #377
    Gold Member
    lazyV's Avatar
    July 2005
    445 Posts
    I'm working on picking up C#. Nothing interesting to show really.
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  18. Post #378
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    You might want to look at the FOSS Fraps-like Taksi. (to Garry)
    http://taksi.sourceforge.net/
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  19. Post #379
    Gold Member
    Xeon06's Avatar
    September 2005
    1,222 Posts
    No, the saving shit didn't take any time at all, it was the actual capturing that took the time.
    Well, if you are capturing at 2000 FPS...
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  20. Post #380
    garry's Avatar
    September 2001
    12,372 Posts
    You might want to look at the FOSS Fraps-like Taksi. (to Garry)
    http://taksi.sourceforge.net/
    That looks good, but it seems to be low fps judging from the screenshots. Fraps can capture 1024 x768 at 60fps.. it must be doing some crazy shit I guess..
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  21. Post #381
    NovembrDobby's Avatar
    April 2007
    1,146 Posts
    taksi is old and doesn't record sound
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  22. Post #382
    Gold Member
    MADmarine's Avatar
    July 2006
    589 Posts
    There's a shitload of tutorials out there, I remember following a really good one but I can't find it anymore.

    Edited:

    Here, by the end of part 4 of this one you should have a nice maze:
    http://dirkkok.wordpress.com/dungeon...rticle-series/
    Thanks dude, looking through that has been really helpful! As soon as I finish getting this game how I want it I'm gonna start work on random mazes using this.
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  23. Post #383
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    Doesn't matter as it is - sound is treated separately from capturing the actual frames.

    I doubt Botch even has sound output as it is. But yes, it's limited.
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  24. Post #384
    Gold Member
    jjjohan's Avatar
    January 2005
    731 Posts
    That looks good, but it seems to be low fps judging from the screenshots. Fraps can capture 1024 x768 at 60fps.. it must be doing some crazy shit I guess..
    Technically you could have a look at the demo recording function from the Source engine just to see how it really works.
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  25. Post #385
    Gold Member
    noctune9's Avatar
    April 2008
    1,515 Posts
    That looks good, but it seems to be low fps judging from the screenshots. Fraps can capture 1024 x768 at 60fps.. it must be doing some crazy shit I guess..
    What about storing the position of the sprites, particle effects, etc. in a file and then rendering that file to a video after you are done recording?

    I think that's how the source demo thingy works.
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  26. Post #386
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts
    Yeah it does and then plays it back at a slow framerate but saving all of the frames. Then you put them together in VirtualDub or anything like that. You can get libraries that record things into frames. Look into that.
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  27. Post #387
    garry's Avatar
    September 2001
    12,372 Posts
    Yeah but why bother doing all that shit if you can have a button that captures it to video straight away..
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  28. Post #388
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts
    Well if you did all of that and then made a button in your program that recorded then you would be set up for life :buddy:.

    I'm pretty sure some of them can encode as well.
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  29. Post #389
    garry's Avatar
    September 2001
    12,372 Posts
    But you're still at the same problem, except you're making it less obvious.

    Your Method: Record all action to a file, at end encode to movie file (slowly)
    My Method: Record all action to a movie.

    I'll just use fraps.
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  30. Post #390
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts
    Good idea :D.

    I would only really do what I suggested if I was releasing some sort of commercial application that people were likely going to want to record. That way it's easier for the user.
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  31. Post #391
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts


    Scaled portals are proving to be a pain in the ass. Notice how it's not 100% seamless like non-scaled portals... It's the same object, but the lighting calculations are slightly different between the two different sized worlds, so it's being a bitch. Fuck.
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  32. Post #392
    Gold Member
    ZeekyHBomb's Avatar
    June 2006
    3,577 Posts
    Couldn't you make what you did for the old engine and let the light go through through the portals? Or is this really expensive?
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  33. Post #393
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts
    Or blur the seam?
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  34. Post #394
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Couldn't you make what you did for the old engine and let the light go through through the portals? Or is this really expensive?
    The problem is that I do indeed do this. It's just that scaled portals totally fuck everything up, including the light that passes through. It's hard to explain - I'll just have to keep working on it and see where it goes.
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  35. Post #395
    Gold Member
    Jallen's Avatar
    December 2007
    7,533 Posts
    The problem is that I do indeed do this. It's just that scaled portals totally fuck everything up, including the light that passes through. It's hard to explain - I'll just have to keep working on it and see where it goes.
    This sounds like one of those really fun parts of programming.

    Not.
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  36. Post #396
    Gold Member
    nos217's Avatar
    December 2006
    2,663 Posts
    This might sound stupid, but is there not away to just make the scale of the portals not affect light at all? Or would that just mess things up?
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  37. Post #397
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    This might sound stupid, but is there not away to just make the scale of the portals not affect light at all? Or would that just mess things up?
    Uh. If there was, we wouldn't be having this conversation ;)
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  38. Post #398
    Gold Member
    gparent's Avatar
    January 2005
    3,949 Posts
    But you're still at the same problem, except you're making it less obvious.

    Your Method: Record all action to a file, at end encode to movie file (slowly)
    My Method: Record all action to a movie.

    I'll just use fraps.
    Well, the demo thing makes it possible to take multiple angles, different views, etc., and so is a hundred times better for people who make movies using the engine.

    If you do a straight recording then that becomes impossible.

    You decide if it's worth it.
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  39. Post #399
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Anyways, considering the frustration scaled portals bring, I enjoyed some other stuff:
    if that doesn't work:
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  40. Post #400
    Gold Member
    Jallen's Avatar
    December 2007
    7,533 Posts
    Anyways, considering the frustration scaled portals bring, I enjoyed some other stuff:
    if that doesn't work:
    Cool. So wierd how gravity is affecting it in 2 directions relative to the object :psypop:

    Have you thought about adding magnets or anything? :buddy:
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