we're hoping to make a full game and release it some day but there is a lot of work to be done
there'll be a facepunch multiplayer beta when we're ready
we're hoping to make a full game and release it some day but there is a lot of work to be done
there'll be a facepunch multiplayer beta when we're ready
It's nothing special, but hey
The "A" is the controllable player
This should be the correct url?:
http://s13.postimage.org/t3hp236et/workingon.gif
Fixed it. It was the hosting that was messing up for whatever reason.
Rounding things off for hand-in on tuesday
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Do you create new buffers with the new position data on each draw call?
Just got a 20" widescreen.
Coding is now 1.5x easier.
Well, not exactly...I'm pretty sure everything that I use is deprecated OpenGL, because I'm a 100% terrible person etc etc
My main monitor (TV, 22") stopped working yesterday. Down to my secondary 17" monitor.
1280x1024, aw yeah.
I'm getting a 29" next.. just waiting for the money from this project I'm working on.
This will be the secondary one, I'll install it vertically (in portrait mode) and dedicate it to coding.
Can't wait to finish it.
I have to wait until my sister cleans her room completely empty, since she just moved to her own apartment. When that happens, i will move into that room, which is the same size as mine right now, and as my computer table would be under my bed (bunk bed), i will have tons of free space for stuff. And with tons of free space, ill get another monitor, helping with coding as i can have VS on the main screen and some tutorials or WAYWO in the other screen. 2x Full HD 1920x1200 monitors side by side = my eyes will be twisted.
Also i can setup my 7.2 speakers correctly, surround sound fuck yes! So it will be awesome when that happens. Which should happen as summer vacation begins.
Pink walls, fuck yeah!
I'm so glad I wrote my code in C# first. It's extremely easy to convert to Java on Android, unlike C++ for example. In fact, the code is so similar that I can keep both codebases up to date at the same time without much effort.
The reason that I'm using C# on my desktop and Java on Android is because I'm not giving up Visual Studio as IDE.
that's a fancy little light you got going there
Not really. White.
I thought the PS Vita ran Android?
So, my primary monitor died, then again it's a good excuse to buy a new 22" IPS 1080p monitor. Besides that I learned to use premake, it's brilliant. Now my code should compile on OS X, Linux and Window. Except I don't have anything running Linux or OS X and VirtualBox only supports OpenGL 2.0 :( Wonder how many days into May someone will post the MAY Waywo...
I don't know why, but I enjoy programming on my laptop much more than my desktop...
I've gotten lots of backend stuff done in my android game engine.
For example, now I can call this from just about anywhere and have it draw any of the loaded sprites.
It's not that exciting, but once the base engine is done, it will only take a few weeks to build a full game.Code:draw.drawSprite(sprite_index,x,y,rotate_x,rotate_y,x_scale,y_scale,image_angle,image_alpha)
I think everybody has this idealised view of game engine development, it rarely ever works though
I doubt anybody would remember this, but I've spent a good 4 years with Game Maker. (shutup)
I have quite a few projects stockpiled from that time.
I'm basing my engine's overall structure on game maker's. The important parts of it anyway.
What I'm getting at here is that once I'm done with the engine, I can almost copy/paste the gml and have it work on android.
Now rate me![]()
I was just wondering, does anyone here know a good alternative for large scale terrain texturing? I looked around a bit and found out that texture splatting from a alpha map would be the way to go however I'm still facing the 16 texture limit issue. Now I guess I could do a simple pass using 1 alpha map enabling the use of 3 textures but I would really like to be able to use more material. I tough of using 2 alpha maps enabling the use of 6 textures but since I want to do normal mapping I would need to bind 15 texture for one pass, it's way too much. I could also split a 1024x1024 texture into 4 smaller one (Texture Atlas) but there's no clean way to do this without loosing the filtering. I just can't believe there's no common way to do this without either doing multiple passes or using procedural shading![]()
It doesn't. Perhaps you're thinking of the Xperia Play?
What're you using that has a 16 texture limit?
Working on textured blocks now.
You could use Array textures, http://www.opengl.org/wiki/Array_Texture
You'll also want to organize terrain tiles into passes that use the smallest set of textures.
Put some work into designing the pause menu for my game today.
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Oh man, this already lags like shit. I need some way to do this which is efficient.
Instancing dont know how you do it in DX tho
EDGE: Reversible triggers
Always fun to look back at concepts...
Final:
Concept:
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You should change the star to look a bit more "drafted". It looks waaay to correct compared to everything else.
I don't know what word I'm looking for but it's 3 in the morning so blah.
It looks better on an iPad (unless your monitor is set to 132 PPI)
Just working on a track for a game I'm trying my hand at making.
What I have done so far is here.
Grr, just found another bug in Vala.
I really hope they fix this one.
That painful moment when you develop and create an engine and start designing and building a game on top of it and then realize, "Oh it would be cool if I could do this... shit, I didn't plan it in with the Engine... Welp, back to the drawing board."
My first try at using geometry shaders.
Here is a basic cubic voxel engine. Each block is represented by a single point in memory, the block faces are generated by the geometry shader. I also use a 3D texture of block IDs so that the geometry shader can tell if it has any neighbours. Here is a view clipped into a block so you can see it hides invisible faces:
It's much faster than the standard way of doing it, because the CPU simply uploads a list of positions of blocks to the GPU as well as a texture, both of which are very fast to generate. The GPU does all the heavy lifting.
All of the existing Java libraries for turning LaTeX math formulas in something pretty are way too heavy or simply don't work well, so I think I'm going to write one myself. Oh well, wish me luck!
How would you make a king work in checkers? My partner said it is really complicated but what would be the easiest way of going about it