1. Post #3361
    Philly c's Avatar
    February 2008
    550 Posts
    I'm not sure what you mean by this. OpenGL 3.1 includes everything you'd probably want to use, not just the new stuff. If it was in OpenGL 1.0, and it wasn't removed since, then it's in that header.
    What I meant was, if I am using 3.1, I would probably want to go up to 3.3 functions too, so I would have to do all the getprocaddress-ing or alternative anyway. But that's just my opinion, I didn't mean to say that the header doesn't work.

    I'm saying this from the perspective of using glew though. I don't even have to consider any of this stuff.
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  2. Post #3362
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    I just wanted to say that, regardless of easily being able to do iterative checks to see if functions exist.
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  3. Post #3363
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,504 Posts
    A new star shader.

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  4. Post #3364
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    A new star shader.

    I really enjoy your shader work. Do you have intentional designs or visions for things, do you stumble on happy little accidents, or do you keep tweaking until you've got something you like? And how difficult is it for you?
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  5. Post #3365
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,504 Posts
    I really enjoy your shader work. Do you have intentional designs or visions for things or do you stumble on happy little accidents or keep tweaking until you've got something you like? And how difficult is it for you?
    Thanks. All of the above, actually. I know what I'm doing from the start, but I'll generally find a better way through experimentation. Nothing looks good without a ton of fine-tuning, though.

    It's more like art than programming, and it comes pretty naturally for me.
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  6. Post #3366
    WhatTheEf's Avatar
    November 2010
    532 Posts
    Do you know some good tutorials on shader writing with more concrete examples?
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  7. Post #3367
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,642 Posts
    Linux has glXGetProcAddress, and I'm switching to GLFW which provides glfwGetProcAddress.
    Is it bad that I'm using "#define GL_GLEXT_PROTOTYPES" to get OpenGL extensions in Linux? I've never touched glfwGetProcAddress before, and (I think) I'm using plenty of OpenGL extensions.

    Sorry if the question doesn't make any sense, I'm teaching myself OpenGL without reading books and only skimming over documentation. I barely know what I'm talking about.
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  8. Post #3368
    Bang Train's Avatar
    December 2007
    209 Posts
    What is the best way to procedural generate a fake population area? Perlin noise seems to always be too "narrow". I was hoping for large broad areas.
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  9. Post #3369
    Gold Member
    Lexic's Avatar
    March 2009
    6,116 Posts
    OpenGL Woes
    Use GLEW, it automatically getprocs everything and stores them in global function pointers with the right names.
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  10. Post #3370
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    I'm not even sure if it's going to work yet.
    Unit tests!
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  11. Post #3371
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    What is the best way to procedural generate a fake population area? Perlin noise seems to always be too "narrow". I was hoping for large broad areas.
    I would think you could simply upscale this, and have larger valleys be flatted in some sort of secondary pass to allow for further detail generation.
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  12. Post #3372
    TVC

    April 2010
    300 Posts
    Unit tests!
    I never really understood unit testing, how are you able to test against every possible situation?
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  13. Post #3373
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,787 Posts
    I never really understood unit testing, how are you able to test against every possible situation?
    You test every function against every reasonable behaviour.
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  14. Post #3374
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    integration tests > unit tests
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  15. Post #3375
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    I never really understood unit testing, how are you able to test against every possible situation?
    Just because you can't test every possible situation doesn't mean you should test none of them. I ended up catching a horrible recursion bug within my build system because I wrote a unit test for it. Without it, I would have been scratching my head.
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  16. Post #3376
    Gold Member
    layla's Avatar
    March 2010
    2,492 Posts
    Yeah I send a bunch of positions and health values in one message. I was thinking of just sending a radius and damage falloff so the client can just work it out but I thought i'd do it this way first.
    Okay so I ended up doing this, I kinda had to because It was unplayable with the amount of data being sent over network. Works much better although had to fix some problems with the level going out of sync.

    Also made client draw sprite trails for active grenades in the server



    Also working on making the menus look better, taking inspiration from this http://dl.dropbox.com/u/9330046/thep...mockup_gif.gif



    synthiac did the logo
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  17. Post #3377
    Gold Member
    Darwin226's Avatar
    January 2009
    4,028 Posts
    -snip-
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  18. Post #3378
    Still needs some tweaking, but it looks okay..

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  19. Post #3379
    Gold Member
    NinjaWilko's Avatar
    February 2009
    759 Posts
    Crossposting from the game programming contest thread. I restarted my entry on Sunday, got sidetracked with the Lorenz Attractor and then made this in the space of 12 hours over 3 nights. I used the script from the lorenz attractor to make the eyes and glow on enemies flash with the rhythm of the music, its not very noticeable, but it looks cool at times.


    Download: Mediafire

    My original game was a completely original run and jump game, but I scrapped it because it was shit and I needed a player.
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  20. Post #3380
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    The editor.

    Not completely new or exciting, but it's just what I'm working on.
    I have to have it done by Saturday because that's the release.
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  21. Post #3381
    Gold Member

    March 2005
    3,028 Posts
    Use GLEW, it automatically getprocs everything and stores them in global function pointers with the right names.
    I guess I'll probably have to. I kinda avoided it when I was using OpenGL 2.1 because it was basically '1.X plus shaders' and I didn't use extensions, but I guess the extra dependency is unavoidable at this point.
    Unit tests!
    If I were to write unit tests for the entire OpenGL core profile it would take me months and I wouldn't be able to do anything else.
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  22. Post #3382
    Solece's Avatar
    December 2009
    397 Posts
    Set up a virtual machine running Arch Linux. This is a whole new world to me, as I never used Linux before, or a virtual machine.
    Also learning Python as I go, this is a lot of fun! My first real Python script sends emails using Gmail and SMTP

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  23. Post #3383
    calzoneman's Avatar
    February 2008
    460 Posts
    Set up a virtual machine running Arch Linux. This is a whole new world to me, as I never used Linux before, or a virtual machine.
    Also learning Python as I go, this is a lot of fun! My first real Python script sends emails using Gmail and SMTP

    If that's Python, wouldn't it not work with semicolons? Or does Python not care if you leave them in anymore?
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  24. Post #3384
    Gold Member
    Baldr 2.0's Avatar
    April 2011
    4,017 Posts
    If that's Python, wouldn't it not work with semicolons? Or does Python not care if you leave them in anymore?
    Still needs it, he just show things that doesn't show it (if for etc...).
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  25. Post #3385
    calzoneman's Avatar
    February 2008
    460 Posts
    Still needs it, he just show things that doesn't show it (if for etc...).
    Interesting, Python doesn't require semicolons but it doesn't care if you use them.
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  26. Post #3386
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  27. Post #3387
    Gold Member
    Darwin226's Avatar
    January 2009
    4,028 Posts
    Could you please just try and make the tile selection thing snap to the tile you are mousing over instead of the actual mouse coordinates?

    Just try it, it might look good.
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  28. Post #3388
    SHADERS
    Legend286's Avatar
    October 2008
    9,991 Posts
    Okay so I ended up doing this, I kinda had to because It was unplayable with the amount of data being sent over network. Works much better although had to fix some problems with the level going out of sync.

    Also made client draw sprite trails for active grenades in the server



    Also working on making the menus look better, taking inspiration from this http://dl.dropbox.com/u/9330046/thep...mockup_gif.gif



    synthiac did the logo
    I like it!
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  29. Post #3389
    garry's Avatar
    September 2001
    12,318 Posts
    Properties!



    That's enough fun coding for today.. back to work!
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  30. Post #3390
    Could you please just try and make the tile selection thing snap to the tile you are mousing over instead of the actual mouse coordinates?

    Just try it, it might look good.


    Nah.. It's nice in a different way, but I like the other method more.
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  31. Post #3391
    Gold Member
    Darwin226's Avatar
    January 2009
    4,028 Posts

    Nah.. It's nice in a different way, but I like the other method more.
    What I actually meant is snapping to the tile to the right but I don't think it would look much better.
    Thanks for trying it.
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  32. Post #3392
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    If I were to write unit tests for the entire OpenGL core profile it would take me months and I wouldn't be able to do anything else.
    Write a python script with mako templates to do the work for you!    I generated about 240 unit tests at work using T4 templates in .NET. Total time to write the template: 20 minutes   
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  33. Post #3393
    Gold Member
    Darwin226's Avatar
    January 2009
    4,028 Posts
    Okay so I ended up doing this, I kinda had to because It was unplayable with the amount of data being sent over network. Works much better although had to fix some problems with the level going out of sync.

    Also made client draw sprite trails for active grenades in the server


    Also working on making the menus look better, taking inspiration from this http://dl.dropbox.com/u/9330046/thep...mockup_gif.gif


    synthiac did the logo
    You two are perfect for each other.
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  34. Post #3394
    sim642's Avatar
    July 2010
    1,039 Posts
    Being really bored, I made a game of snake, but a one with portals. It's coded in one evening in C++ using SFML. I made the sounds with Bfxr.
    Here's a pic:

    Here's the download for anyone who wants to play: https://github.com/downloads/sim642/...0rtalSnake.zip
    And the horrible source is on github: https://github.com/sim642/p0rtalSnake
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  35. Post #3395
    Gold Member
    Armandur's Avatar
    March 2009
    666 Posts
    Being really bored, I made a game of snake, but a one with portals. It's coded in one evening in C++ using SFML. I made the sounds with Bfxr.
    Here's a pic:

    Here's the download for anyone who wants to play: https://github.com/downloads/sim642/...0rtalSnake.zip
    And the horrible source is on github: https://github.com/sim642/p0rtalSnake
    F-Secure alerts on start.
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  36. Post #3396
    sim642's Avatar
    July 2010
    1,039 Posts
    F-Secure alerts on start.
    Looks clean to me: https://www.virustotal.com/file/f8ef...is/1330534085/
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  37. Post #3397
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,616 Posts
    Are you going to implement a way for people to make custom controls for vehicles and other things?
    I can see being able to set up buttons and other ui stuff being really useful
    i'm a little confused, could you elaborate on how that would work?

    in it's current state, there's 4 action buttons, A and B on the left side, and C and D on the right side. motors and thrusters have 6 difference states - always off, always on, action A on, action B on, action C on, or action D on. if nothing is using a certain action button, it will be invisible.

    this presents 4 buttons of flexibility to the user, while keeping the simple and effective interface free from any "design your own UI" clutter
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  38. Post #3398
    Icedshot's Avatar
    April 2010
    2,312 Posts
    So, i used the simplification of the beckmann distribution by substituting




    into




    Simply put, the formula simplifies to remove all the trig in the beckmann distribution, which means that the nice football now renderers much faster. In addition, i stopped it from calculating the specular distribution on the wrong side of the football, which fixes that and also makes the whole thing run a little faster

    Simply put, the back of the football is now black like it should be (excluding a lack of self occlusion), and everything runs much faster

    If you're a visual kind of person:



    If you have no idea what i'm talking about:

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  39. Post #3399
    alexaz's Avatar
    October 2010
    272 Posts



    So i started working on the networking with RakNet and a shitty spaceship builder mode :D
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  40. Post #3400
    Bang Train's Avatar
    December 2007
    209 Posts
    The editor.

    Not completely new or exciting, but it's just what I'm working on.
    I have to have it done by Saturday because that's the release.
    You put the space in wrong spot in Bonus Stage.
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