Post a little bit about what you're coding right now.
I'm coding a particle editor. It's in C++ using windows forms. (so technically managed c++)
You can read more about it here: http://www.garry.tv/?p=995
Post a little bit about what you're coding right now.
I'm coding a particle editor. It's in C++ using windows forms. (so technically managed c++)
You can read more about it here: http://www.garry.tv/?p=995
A physx wrapper that lets me play around with games using the remote debugger.
http://code.google.com/p/gmodmodules...k/physxloaderx
![]()
I'm working on the basics of C++, I understand most of the concepts from my previous programming and scripting languages, so it's mainly syntax and usage here..
learning shit at 2AM is fun![]()
I was looking trough Lazy Foo's tutorials, thinking that I would be able to finish them this summer. But when it came to handling mouse events and stuff I thought it was a bit to much, so right now I'm back doing some basic console stuff.
Working on a Lua interface for the D programming language, called LuaD.
Example use:
import LuaD; import tango.stdc.stdio; void main(char[][] args) { auto lua = new LuaState; //Set any value with any key, as long as they're convertible to Lua types lua["ProgramArgs"] = args; lua["PrintTimes"] = (char[] msg, int times){ for(int i = 0; i < times; i++) printf(msg); }; lua.doString(`PrintTimes("Hello! ", 10)`); { auto table = lua.newTable; table["SomeField"] = "Hello"; lua["SomeTable"] = table; } printf("SomeTable.SomeField is: %s\n", LuaString in lua["SomeTable", "SomeField"]); auto popen = LuaFunction in lua["io", "popen"]; popen(`cmd /C echo "hello world!"`); }
Working on a Zelda game based off the Gameboy versions. Started it a while ago but I'm redoing it all to make the sprite database less memory intensive, which has only led to problem after problem.
2d freelancer/eve clone thing. Mostly backend networking stuff is done.
![]()
That's pretty cool cat, how are you motion blurring the background?
Looks really cool! What language and library is that?
Working on a graphics engine using C# with XNA, might possibly make a game out of it.
Will post screenshots later.
Nothing fancy, just reading all I can about C++. Just got to chapter five. Doesn't seem like much compared to others in this thread.
Working on a strange fungus simulator in console C++. Basically, I have a 2d grid, I start with one spore in each corner (i.e. two different teams) and let them spread and evolve over the turns and eat each other etc.
Would be interesting to see how it works with more than two fungus "teams". Right now I'm being pretty lazy about it. Eventually I might port it to SDL to spice it up with colours and such, but I should probably learn about SDL a bit more first.
My final goal is to program some sort of economic simulator, it won't be accurate by any means but it should be an interesting learning experience.
A left 4 dead campaign thats set in an underwater research facility, the problem is I suck at making it realistic.
I'm working on a Source-mod, Dreamball, and soon on another yet secret mod involving lasers (yay). Maybe the collaborative FP project the other threads is talking about.
A maths library in C++ is also in planning with two of my friends.
http://img21.imageshack.us/img21/3949/screenshot0119200921175.jpgI call it Chikako, it's a 3D game inspired from Vexed. Still have many visual things to fix (like replacing the default cegui theme). Right now I'm working on the level editor.
Tinkering with various XNA projects - a platformer, a top down space shooter, and a tower defense game.
Vexed is awesome, your game looks cool :)
Playing around with XNA and Coding some PHP stuff.
Working on a 2D physics sandbox game using Box2D and DirectX.
By the way, is this a good idea for the GUI?
My first real game, done with python/pygame. Its gonna be real good when its done![]()
Awesome, I've always wanted to make a 2D freelancer-ish game like that. I hope you finish it.
Yeah that looks good :).
I'm working on an army based text based game thing, it loads up a file which define a series of roads ect. then the enemy units and there route. Then you can place barricades and your own units slash weapons.
And a tile based game engine.
Slowly, for about a year now, I've been working on an IRC client written in C#. My goal is for it to be a good FOSS alternative to mIRC. Basically I want it to get right all the things mIRC does wrong.
There's also an emphasis on extensibility. You can read how commands will work in this blog post.
A networked cross-platform top-down 2d shooter. (but in 3d like GTA2) I'm doing it as a primer into professional game development and multi-threaded design.
I help this guy write some tiny parts of the client whenever I have time. :)
I'm working on my game engine called Moox. Jumping around doing different parts of the engine to learn about them.
I have some problem to actually complete parts of it because when I know how one part works I wanna start learn about another. But I'm have done stuff like shadering and networking. I like doing stuff lowlevel because I learn more so I try to limit the use of 3rd party libraries.
Don't have any nice pics because it's not much to see yet. :P
Working on a class called DynamicTextBox which is basically as it sounds, an extended version of a TextBox. Once I have that done I plan on making a code editor.
Besides that I have been doing lots of reverse engineering :P.
Im working on a Extended TextBox too, =O.
a spawn list for gta IV, including 26,000+ models and all the vehicles al in a nice GUI with 3d preview thumbnails.
Also a functional gravity gun when I work out all the crazy vectorzz
An anagram application in perl which I plan to turn into a module later. Currently documenting it and optimizing it.
Blitzmax with standard graphics library and some custom opengl. Pretty cool because you can compile the same code on the 3 major platforms with 0 changes, and it's very fast indeed.
I'm not - It's a starfield thinger. I wish I had any clue how to work opengl shaders - alas. Here's the (awful) code for it.
Code:Type Star Field pos:Vec2 = New vec2 Field depth:Int Method Randomise() pos.Init(Rand(-GameScreen.CameraPos.x, -GameScreen.CameraPos.x + ScrW), Rand(-GameScreen.CameraPos.y, -GameScreen.CameraPos.y + ScrH)) depth = Rand(1, 5) End Method Method Edge() Local edge:Int = Rand(1, 4) Select edge Case 1 pos.Set(-GameScreen.CameraPos.x, Rand(-GameScreen.CameraPos.y, -GameScreen.CameraPos.y + ScrH)) Case 2 pos.Set(-GameScreen.CameraPos.x + ScrW, Rand(-GameScreen.CameraPos.y, -GameScreen.CameraPos.y + ScrH)) Case 3 pos.Set(Rand(-GameScreen.CameraPos.x, -GameScreen.CameraPos.x + ScrW), -GameScreen.CameraPos.y) Case 4 pos.Set(Rand(-GameScreen.CameraPos.x, -GameScreen.CameraPos.x + ScrW), -GameScreen.CameraPos.y + ScrH) End Select End Method End Type Type StarField Global Stars:TList = New TList Function Init(num:Int) stars.Clear() For Local i:Int = 0 To num Local s:Star = New Star s.Randomise() stars.AddLast(s) Next End Function Function Draw() Local vel:Vec2 = Player.LocalPlayer.Velocity.Copy() Local mag:Float = vel.GetMagnitude() Local ang:Float = vel.GetAngle() For Local s:Star = EachIn Stars If Not GameScreen.PointOnScreen(s.pos) Then s.Edge() End If s.pos.Add(-vel.x * (0.5 / Float(s.depth)), -vel.y * (0.5 / Float(s.depth))) SetColor(255, 255, 255) SetRotation(ang) SetAlpha(0.2) DrawRect(s.pos.x, s.pos.y, -Clamp(mag, 1, 10), 1) SetAlpha(1) SetRotation(0) Next End Function End Type
I'm also working on this with Catdaemon, currently focusing on creating a UI, and Lua scripting when the need arises.
![]()
I'm making a full discussion board with added security this time, just so I have something to do.
i'm working on an time domain-based audio codec
http://synthiac.net/eradic8/
Edited:
the font :I
Improving on my lame script that redraws pictures in MSN.
(It doesn't have a GUI so I can't show that)
I'm trying to figure out how to make it actually checker in areas with low greyscale, instead of doing that diagonal line bullshit.
i'm digging the graph editor
Edited:
dithering?
Yeah that.
I just can get it to be even more fucked up.
http://imgkk.com/i/YwAajAyd.pngMedia-tags are because of the size of image.
Yeah, somekind of bullet hell.
You should look at Floyd-Steinberg dithering. Kinda ugly, but better than diagonal lines.
edit: http://2038bug.com/ptrans/ptrans.html