1. Post #2921
    Gold Member

    March 2005
    3,028 Posts
    Dammit!
    Anyways, It will still speed up A*
    It's not really a quadtree, either, since the root node has way more than four children. It's kinda more like a uniform grid of quadtrees... maybe?
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  2. Post #2922
    Gold Member
    Orki's Avatar
    February 2005
    1,843 Posts

    I wasn't planning on pulling an allnighter, it's 8.30 am here now

    This is fun, everything is just plowing forward in a good pace!
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  3. Post #2923
    Gold Member
    Bluefire's Avatar
    August 2007
    323 Posts
    Started porting the library Game Music Emu to .NET because why not?

    I dislike wrappers, so I thought I'd just fully port it over. I want to make a player for Nintendo NSF, SNES SPC, etc files, so that's why I'm doing it. Also .NET has very little game music libraries out there, so why not help that area expand a little bit more?

    Most of what I have done is here
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  4. Post #2924
    Team Hamster
    jalb's Avatar
    December 2009
    558 Posts
    This was one of my more... frustrating endeavours. Nevertheless, it works!

    Working on a framework in C++ using OpenGL. I originally started on this framework to make my life easier at my university (most the stuff we do is graphical and in C++). However I made it in DirectX because that's primarily what we use there. I immediately threw out any hopes of portability. However a professor of mine is picking me up on a side project and we will be using JavaScript + WebGL. So just as I figured out DirectX, time to make the switch to OpenGL.

    Additionally I thought "why the hell not try to make it on linux too?" And fuck, I should of just stuck with Windows. Luckily the difficult stuff is done. Anything I write from here on using OpenGL should just work on both I'm (probably incorrectly) assuming.

    But enough words, have some less-than-impressive pictures:




    The whole thing is open source and hosted over at github. Fair warning though: The linux stuff was written on a "just make this shit work" basis, so it's really messy at the moment.
    https://github.com/JoshuaBrookover/C...HelloWorld.cpp

    edit: the screenshots are slightly more impressive if you look at the code behind it
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  5. Post #2925
    Gold Member
    dije's Avatar
    December 2008
    4,743 Posts
    I actually made something like that quite some time ago in another game. Although not as perfect as in your example, which I don't know how to do it.


    Also, the map size in the pokemon themed world is at 100*100 and quite unlaggy. Loads of space!
    My world editor can save worlds up to 1000*1000 at least, but it can only load up to 100*100 for some reason. Shit be strange son.
    My engine can generate, save and load up to 8000x8000 without any seeable lag
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  6. Post #2926
    zachcalhoun's Avatar
    June 2009
    26 Posts


    Presenting you Fat Tetris, I call it that way because it's wide. Fixed all down collision checking, now I have problems checking sideways collisions, once I fix that, I'll add the line checking and removing, and a scoreboard. Then I'm going to atempt to call it a Indie game and sell it for 5$ a piece on the internet.
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  7. Post #2927
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    Then I'm going to atempt to call it a Indie game and sell it for 5$ a piece on the internet.
    You have to get an indie hat first.
    I recommend the latest in hipster trilbies.
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  8. Post #2928
    Jaykin Bacon: Episode 3
    SteveUK's Avatar
    May 2005
    2,412 Posts
    I need an artist.
    Why? Too lazy to make your own art? Let's not forget you troll YouTube comments for UDK and CryEngine videos saying how people are lazy for relying on middleware to make games.
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  9. Post #2929
    Gold Member
    Darwin226's Avatar
    January 2009
    4,055 Posts
    I usually do something like this.

    local seed=1function rnd(min, max) seed=seed*love.timer.getTime()/5 return math.random(min,max)end
    You're making a seed and then not using it. What am I missing?
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  10. Post #2930
    Facepunch Staff
    layla's Avatar
    March 2010
    2,523 Posts
    Why? Too lazy to make your own art?
    Because I'm not an artist. I wish I was.
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  11. Post #2931
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    You're making a seed and then not using it. What am I missing?
    What the hell are you people doing anyway?
    math.randomseed(os.time());math.random();math.random()
    Simple as that.

    Edited:

    Oh he said he tried that. Nevermind then.
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  12. Post #2932
    Gold Member
    Parakon's Avatar
    November 2008
    8,520 Posts
    I just got so lost in programming that when I went to go take a sip of my coffee the last 1/3 of it had gone cold. A bitter sweet moment.
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  13. Post #2933
    What the hell are you people doing anyway?
    math.randomseed(os.time());math.random();math.random()
    Simple as that.

    Edited:

    Oh he said he tried that. Nevermind then.
    That's happening default in Love 0.8 now
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  14. Post #2934
    Gold Member
    NinjaWilko's Avatar
    February 2009
    762 Posts
    Started working on my contest game and got bored so I made a music synced Lorenz Attractor in Unity instead.


    The quality is crap because I try to upload anything big Telstra cut my net off for the day.
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  15. Post #2935
    Gold Member
    esalaka's Avatar
    July 2007
    10,114 Posts
    This was one of my more... frustrating endeavours. Nevertheless, it works!

    Working on a framework in C++ using OpenGL. I originally started on this framework to make my life easier at my university (most the stuff we do is graphical and in C++). However I made it in DirectX because that's primarily what we use there. I immediately threw out any hopes of portability. However a professor of mine is picking me up on a side project and we will be using JavaScript + WebGL. So just as I figured out DirectX, time to make the switch to OpenGL.

    Additionally I thought "why the hell not try to make it on linux too?" And fuck, I should of just stuck with Windows. Luckily the difficult stuff is done. Anything I write from here on using OpenGL should just work on both I'm (probably incorrectly) assuming.

    But enough words, have some less-than-impressive pictures:




    The whole thing is open source and hosted over at github. Fair warning though: The linux stuff was written on a "just make this shit work" basis, so it's really messy at the moment.
    https://github.com/JoshuaBrookover/C...HelloWorld.cpp

    edit: the screenshots are slightly more impressive if you look at the code behind it
    Interesting. I would've probably personally opted for a bit more separation by making the Window class have most of the implementation-specifics in virtual functions that would then be implemented by subclasses and have a factory create the window based on what platform the code has been compiled on.

    Of course, this is a much simpler way to do it.
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  16. Post #2936
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,825 Posts
    I made some homing enemies:


    Also, facepunch seems to go down quite a lot lately.
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  17. Post #2937
    Goodthief's Avatar
    December 2009
    5,967 Posts
    I made some homing enemies:
    Make their paths like some sort of a parabola so they don't follow you in a conga line
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  18. Post #2938
    garry's Avatar
    September 2001
    12,363 Posts
    Making a GUI designer in GWEN for gwen/derma. Done the easy stuff.. now for the real work.. gulp.

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  19. Post #2939
    Person
    geel9's Avatar
    June 2008
    5,578 Posts
    Making a GUI designer in GWEN for gwen/derma. Done the easy stuff.. now for the real work.. gulp.

    I wanted to make one of those for YoGUI--using YoGUI--but figured that it wasn't worth it. Good luck with this, though.
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  20. Post #2940
    1996Langley's Avatar
    May 2011
    67 Posts
    Finished work on a level editor for my remake of Chairmaggedon.
    That should make things much easier.

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  21. Post #2941
    ..............
    nekosune's Avatar
    February 2009
    1,827 Posts
    Well now with world set to:
    Code:
    colors = [['red', 'green', 'green', 'red' , 'red'],
              ['red', 'red', 'green', 'red', 'red'],
              ['red', 'red', 'green', 'green', 'red'],
              ['red', 'red', 'red', 'red', 'red']]
    and the measurements it detects are:
    Code:
    measurements = ['green', 'green', 'green' ,'green', 'green']
    with motions:
    Code:
    motions = [[0,0],[0,1],[1,0],[1,0],[0,1]]
    with accuracy
    Code:
    sensor_right = 0.7
    
    p_move = 0.8
    I get the result:
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  22. Post #2942
    Moderator Illuminati
    Hexxeh's Avatar
    June 2006
    5,091 Posts
    Can anyone recommend a decent C library for writing ID3v2 tags?
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  23. Post #2943
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,396 Posts
    Well now with world set to:
    Code:
    colors = [['red', 'green', 'green', 'red' , 'red'],
              ['red', 'red', 'green', 'red', 'red'],
              ['red', 'red', 'green', 'green', 'red'],
              ['red', 'red', 'red', 'red', 'red']]
    and the measurements it detects are:
    Code:
    measurements = ['green', 'green', 'green' ,'green', 'green']
    with motions:
    Code:
    motions = [[0,0],[0,1],[1,0],[1,0],[0,1]]
    with accuracy
    Code:
    sensor_right = 0.7
    
    p_move = 0.8
    I get the result:
    Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is so miniscule I couldn't even click the rating.
    Seriously though, what is that?
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  24. Post #2944
    ..............
    nekosune's Avatar
    February 2009
    1,827 Posts
    Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is so miniscule I couldn't even click the rating.
    Seriously though, what is that?
    it is 2D locilazation, basically the code is given a perfect map of the area , what movements the robot attempts to make (80% chance it moves, 20% chance it just stays where it is) and what it senses each step (70% accuracy) based on that info the code can work out WHERE on the map the robot is with the most likelyhood without having to know where it started and allowing for sensor/movement errors.
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  25. Post #2945
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    Usually I'd rate artistic because I have no idea what's going on, but in this case the amount that I understand of this post is so miniscule I couldn't even click the rating.
    Seriously though, what is that?
    I'm gonna take a guess and say it's got something to do with AI or pathfinding. But really I have no clue either.

    god damn it ninjad but I was right
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  26. Post #2946
    Gold Member
    Bluefire's Avatar
    August 2007
    323 Posts
    Can anyone recommend a decent C library for writing ID3v2 tags?

    The only one I know of that is full blown C is mplib. If you're fine with a library that has a C binding, then TagLib also works as well.
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  27. Post #2947
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    I'm beginning to get more than a little annoyed with SFML. I've tried everything I can think of and I still can't get it to clear the sf::RenderTexture I'm using for my light map. The .clear() method doesn't seem to do anything at all. None of my raw opengl calls work either, despite my using setactive. Shit is whack.



    Looks like I'll have to live with drawing a black rect over the screen instead
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  28. Post #2948
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,050 Posts
    Using the rotMG textures for a second.

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  29. Post #2949
    Gold Member
    Darwin226's Avatar
    January 2009
    4,055 Posts
    I'd really like to get into ruby but everything I want to seems so much simpler in C#.
    And I don't mean the syntax. I mean the actual preparations.
    For example, I wanted debuging in an IDE so I got Aptana and tried to debug. I need something called a ruby-debug-ide gem.
    So I do gem install ruby-debug-ide.
    A million errors about failing to build native something.
    After messing with that for a bit, I decide to say fuck it and just use Notepad++ and ruby -rdebug for debugging. But at this point (although this works) I start to wonder why I would even want that since debugging in an IDE is clearly superior.

    I'm far from quitting but it seems so hard to see the benefits of Ruby when noting is straight forward.

    I also searched for OpenGL bindings but that too is a gem that won't install and seems really really complicated to setup.
    I also wonder how any of those things can be packaged if I want to send it to someone.
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  30. Post #2950
    Fabulous!
    Jack Trades's Avatar
    April 2010
    6,483 Posts
    I had a very boring morning so I decide to play around with ragdolls, my custom shader and here are the results.

    http://www.mediafire.com/?9mzi5132086j1vh
    You can drag them around with the mouse.
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  31. Post #2951
    Progress on the map editor!



    It won't be a seperate app or something, but an option available from in-game.
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  32. Post #2952
    Richy19's Avatar
    May 2010
    5,374 Posts
    Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw?
    http://dl.dropbox.com/u/18453712/Release1.zip
    All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe
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  33. Post #2953
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw?
    http://dl.dropbox.com/u/18453712/Release1.zip
    All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe
    Dunno how you expect people on linux to run a windows exe, or how you expect people on windows to run it without the csfml dlls
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  34. Post #2954
    Richy19's Avatar
    May 2010
    5,374 Posts
    Dunno how you expect people on linux to run a windows exe, or how you expect people on windows to run it without the csfml dlls
    its a .net assembly, so with mono.
    And this is just to test if its my laptop or mono, so I dont need windows people to test it :)
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  35. Post #2955
    Gold Member
    synthiac's Avatar
    June 2007
    1,090 Posts
    I wanted to make one of those for YoGUI--using YoGUI--but figured that it wasn't worth it. Good luck with this, though.
    people actually use that?
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  36. Post #2956
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    its a .net assembly, so with mono.
    And this is just to test if its my laptop or mono, so I dont need windows people to test it :)
    Ah that makes more sense. I'd try it on my linux box but I'm not installing mono on it :x
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  37. Post #2957
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,674 Posts
    Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw?
    http://dl.dropbox.com/u/18453712/Release1.zip
    All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe
    This is what happens when I run it.
    http://67.177.47.177/files/output.log

    Edited:

    Oh yeah I have a nvidia GTX260 graphics card with up-to-date drivers.
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  38. Post #2958
    Gold Member
    Programmer's Avatar
    February 2012
    98 Posts
    Ah that makes more sense. I'd try it on my linux box but I'm not installing mono on it :x
    What's so bad about mono?
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  39. Post #2959
    Richy19's Avatar
    May 2010
    5,374 Posts
    This is what happens when I run it.
    http://67.177.47.177/files/output.log

    Edited:

    Oh yeah I have a nvidia GTX260 graphics card with up-to-date drivers.
    Thanks for testing it, think im just going to stick with C++ atleast untill an official release of SFML2.0
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  40. Post #2960
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,674 Posts
    What's so bad about mono?
    All programs coded in mono generally don't follow any kind of Linux specifications, and you have to run them through mono. Which is generally a bad experience compared to real native applications.
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