1. Post #2361
    quality poster
    Kopimi's Avatar
    August 2009
    11,805 Posts
    Are you planning on making this publicly available at any point? I'd love to play!
    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
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  2. Post #2362
    gman_beeman's Avatar
    December 2007
    576 Posts
    It's nothing special, but hey

    The "A" is the controllable player
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  3. Post #2363
    HeroicPillow's Avatar
    July 2009
    2,463 Posts
    It's nothing special, but hey
    http://s13.postimage.org/fzc4peed1/workingon.gif
    The "A" is the controllable player


    This should be the correct url?:
    http://s13.postimage.org/t3hp236et/workingon.gif
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  4. Post #2364
    gman_beeman's Avatar
    December 2007
    576 Posts
    Fixed it. It was the hosting that was messing up for whatever reason.
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  5. Post #2365
    NovembrDobby's Avatar
    April 2007
    1,121 Posts
    Rounding things off for hand-in on tuesday

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  6. Post #2366
    Richy19's Avatar
    May 2010
    4,851 Posts
    Do you create new buffers with the new position data on each draw call?
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  7. Post #2367
    voodooattack's Avatar
    October 2009
    1,661 Posts
    Just got a 20" widescreen.

    Coding is now 1.5x easier.
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  8. Post #2368
    NovembrDobby's Avatar
    April 2007
    1,121 Posts
    Do you create new buffers with the new position data on each draw call?
    Well, not exactly...I'm pretty sure everything that I use is deprecated OpenGL, because I'm a 100% terrible person etc etc
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  9. Post #2369
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,136 Posts
    Just got a 20" widescreen.

    Coding is now 1.5x easier.
    My main monitor (TV, 22") stopped working yesterday. Down to my secondary 17" monitor.
    1280x1024, aw yeah.
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  10. Post #2370
    voodooattack's Avatar
    October 2009
    1,661 Posts
    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.
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  11. Post #2371
    Funley's Avatar
    May 2010
    918 Posts
    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.
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  12. Post #2372
    Gold Member
    thejjokerr's Avatar
    December 2007
    1,585 Posts
    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!
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  13. Post #2373
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    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.
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  14. Post #2374
    D33Jay's Avatar
    January 2012
    63 Posts
    It's nothing special, but hey

    The "A" is the controllable player
    that's a fancy little light you got going there
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  15. Post #2375
    Gold Member
    Spero78's Avatar
    August 2010
    198 Posts

    Haven't posted in the Programming WAYWO before but I got the PlayStation Vita SDK working :) this should be fun

    Says "Hello Facebook" because i posted this to my college course's facebook group first
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  16. Post #2376
    Funley's Avatar
    May 2010
    918 Posts
    Pink walls, fuck yeah!
    Not really. White.
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  17. Post #2377
    Dotmister's Avatar
    May 2008
    898 Posts

    Haven't posted in the Programming WAYWO before but I got the PlayStation Vita SDK working :) this should be fun

    Says "Hello Facebook" because i posted this to my college course's facebook group first
    I thought the PS Vita ran Android?
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  18. Post #2378
    ben1066's Avatar
    August 2009
    532 Posts
    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...
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  19. Post #2379
    chimitos's Avatar
    September 2010
    1,903 Posts
    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.
    Code:
    draw.drawSprite(sprite_index,x,y,rotate_x,rotate_y,x_scale,y_scale,image_angle,image_alpha)
    It's not that exciting, but once the base engine is done, it will only take a few weeks to build a full game.
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  20. Post #2380
    Dotmister's Avatar
    May 2008
    898 Posts
    It's not that exciting, but once the base engine is done, it will only take a few weeks to build a full game.
    I think everybody has this idealised view of game engine development, it rarely ever works though
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  21. Post #2381
    chimitos's Avatar
    September 2010
    1,903 Posts
    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
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  22. Post #2382
    Gold Member
    HiredK's Avatar
    November 2006
    378 Posts
    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
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  23. Post #2383
    Gold Member
    Nipa's Avatar
    June 2006
    1,070 Posts
    I thought the PS Vita ran Android?
    It doesn't. Perhaps you're thinking of the Xperia Play?
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  24. Post #2384
    Gold Member
    Lexic's Avatar
    March 2009
    5,782 Posts
    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
    What're you using that has a 16 texture limit?
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  25. Post #2385
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    3,977 Posts


    Working on textured blocks now.
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  26. Post #2386
    Gold Member
    danharibo's Avatar
    July 2006
    3,113 Posts
    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
    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.
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  27. Post #2387
    Gold Member
    Bellmanator's Avatar
    August 2008
    1,609 Posts
    Put some work into designing the pause menu for my game today.

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  28. Post #2388
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    3,977 Posts


    Oh man, this already lags like shit. I need some way to do this which is efficient.
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  29. Post #2389
    Richy19's Avatar
    May 2010
    4,851 Posts


    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
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  30. Post #2390
    origamiguy's Avatar
    September 2011
    181 Posts
    EDGE: Reversible triggers

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  31. Post #2391
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,610 Posts
    Always fun to look back at concepts...

    Final:



    Concept:

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  32. Post #2392
    Gold Member
    Murkrow's Avatar
    April 2005
    4,549 Posts
    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.
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  33. Post #2393
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,610 Posts
    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)
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  34. Post #2394
    Bluefire's Avatar
    August 2007
    303 Posts
    Just working on a track for a game I'm trying my hand at making.

    What I have done so far is here.
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  35. Post #2395
    voodooattack's Avatar
    October 2009
    1,661 Posts
    Grr, just found another bug in Vala.

    I really hope they fix this one.
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  36. Post #2396
    Gold Member
    Squad's Avatar
    March 2009
    3,354 Posts
    I think everybody has this idealised view of game engine development, it rarely ever works though
    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."
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  37. Post #2397
    Gold Member
    thomasfn's Avatar
    July 2008
    2,643 Posts
    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.
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  38. Post #2398
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    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!
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  39. Post #2399
    Gold Member
    Over-Run's Avatar
    January 2006
    2,522 Posts
    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
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  40. Post #2400
    chimitos's Avatar
    September 2010
    1,903 Posts
    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
    Be specific

    If you ask a vague question, you’ll get a vague answer. But if you give us details and context, we can provide a useful answer.
    http://stackoverflow.com/questions/ask
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