1. Post #201
    FUCK YOU
    Denzo's Avatar
    November 2006
    1,922 Posts
    Diaklu posted:
    It reminds of me that hack someone uploaded to my site.
    It's not a hack. It's a shell.

  2. Post #202
    Gold Member
    Diaklu's Avatar
    August 2007
    1,237 Posts
    And the bruteforcer was not a hack?

  3. Post #203
    $BIGBALLIN$'s Avatar
    June 2007
    54 Posts
    Sorry for bump, but how is the work on this going?

  4. Post #204

    July 2009
    3 Posts
    This isn't even an engine, it just loads a god damn bsp. big whoop.

  5. Post #205
    Gold Member

    March 2005
    3,028 Posts
    Awesome one year bump.

  6. Post #206
    DrDaxxy's Avatar
    October 2007
    491 Posts
    What's with all the bumps lately?

  7. Post #207
    Gold Member
    Blynx6's Avatar
    August 2006
    714 Posts
    What's with all the bumps lately?
    09ers

  8. Post #208

    June 2009
    898 Posts
    I like reading back. Seeing how null absolutely owned bladezor in the face

  9. Post #209
    Gold Member
    efeX's Avatar
    April 2009
    2,332 Posts
    I like reading back. Seeing how null absolutely owned bladezor in the face
    yeah and made him quit facepunch

  10. Post #210
    Gold Member
    nos217's Avatar
    December 2006
    2,665 Posts
    Awesome one year bump.
    How did this go anyway?

    What happened?

  11. Post #211
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    yeah and made him quit facepunch
    Yay

    ROBO_DONUT, what happened to this? Is work still being done, or are you too busy with other things?

  12. Post #212
    Gold Member

    March 2005
    3,028 Posts
    How did this go anyway?

    What happened?
    Yay

    ROBO_DONUT, what happened to this? Is work still being done, or are you too busy with other things?
    Since my last update, I've rewritten huge sections of the engine (made code more abstract so that it can be reused), added a binary search tree to cache information about loaded files (and added graphviz output for debugging), added support for GLSL shaders, began work on a deferred renderer (this was probably a bad idea), wrote my own material format and created python/bash scripts to create simple materials with diffuse and normal maps, wrote a matrix math library, added support for tangent/bitangent/normal (TBN) matrices for vertexes in meshes (I actually had to use multivariable calculus to work out the formula for tangent and bitangent for vertexes in a bezier surface), and fought with stupid bugs for hours.

    My last git commit was February 25, 2009. I currently have some uncommitted changes (I don't remember exactly what they were. Rewriting the 3D math routines in inline assembly [yet again], among other things).
    The source code line count (as reported by sloccount) is currently 3496 lines (2885 core, 611 modules), although I remember it was significantly higher before I went back and started tearing out redundant code.

    I haven't worked on it much lately for a few reasons:
    1. I don't have a working OpenGL debugger. I was using BuGLe, but it doesn't seem to work anymore. I've tried a few others, without success. All I need is some indication of where a certain problem occurs. OpenGL, of course, doesn't halt on errors, it just keeps running right along. If it would just crash or something, I'd at least know where to look.
    2. Studies/work.
    3. I've been getting into electronics, and any programming I've done has been more focused on microcontrollers and whatnot. Less OpenGL, more soldering and assembly.

    The first problem is the main issue. I don't see any way of solving these stupid bugs short of adding an "assert(glGetError() == GL_NO_ERROR);" statement after each and every OpenGL call.

  13. Post #213
    Gold Member
    ddrl46's Avatar
    October 2007
    3,682 Posts
    Really very fucking cool!!!