Yeah it was around when they switched diffuse to per-pixel that it started looking weird.
I got bump-mapping to work too!
Next up is specular mapping, which looks easy.I'm working on a software distribution system. It runs as a computer start-up script (over the logon screen) and installs any packages the computer needs. It all runs off a network share so there are no client side extensions at all.
1. Get the workstation name
2. Look in target.xml to find the computer's profile(s)
3. Look in the profiles.xml file to find out what packages the profile has
4. Look in the packages.xml file to find the install paths, friendly names and other settings for each package.
5. Pass all the info back to the client which performs the checks and installs packages as necessary.
Works fairly well other than it doesn't perform the actual file or registry checks yet so it will just loop reinstalling everything.
Hmmmm. Something useful to say, that I'm working on. Hmmph, well, I've been rabbiting on about my logging library, and asking loads of C++ questions, so here is the (nearly) end result:
http://dl.dropbox.com/u/234754/logger_charlie.7z
(Apologies to anyone having the situation described by the log: I have a somewhat perverse sense of humour.)
I'm quite proud of it, I guess. It's my first significant C++ project. I think it's got a fairly nice API, and the thing I think is really quite cool is that it has an output that supports templating (I wrote a lightweight templating "sublibrary" for this purpose). It includes a template that does outputs like this:
If you think you have a use for it, by all means download it, but bear in mind it's not very tested, and doesn't have any exceptions support: if you supply it with an empty template file/one it can't find, it will give you a weird index error.
If you know C++ at all, then you probably know it better than me, so if you could download it, and have a quick poke at the source, and suggest modifications/improvements to my code etc, that would very much be appreciated. If you want to contribute a new feature, especially one that's in a todo file, that would also be great! I will certainly do my best to critique any python code ( + possibly C#, although I'm not as good) you want done!
The dependency locations within projects use relative paths, so as long as you have boost installed (even the header-only version is fine), you should be able to compile it.
Next up, I want to write a fancy-schmancy javascript output option, that can filter results for faster lookups. I am also toying with the idea of writing a dedicated log file viewer application with wxWidgets, which could be a useful learning experience!
If you want to know anything about how I've done anything (not that there's much interesting going on) feel free to ask!Terrain generator!
white are normals, green are surfaces, red are stackables, can only put stackables on surfaces. Moving a surface with a stackable on it moves them both.oh dear
I don't like rendertargets any more :eng99:The version 0.4 of my model format was totally fucked up...
So i restructured the milkshape exporter plugin alot and now as you can seeeee, textured!
That's the version 0.5.
I just love Processing.
It rotates depending on how you're holding your phone.
BTW it works great on my Nexus One as well, its just easier to screenshot the emulator.Not content, but I couldn't stop laughing at this:
KABOOMM
Finally finished my particle editor, all needed configs/optimizations/features have been added and implemented them in my gamez.
Also brkoen-lfet-hnad-ninja time !
This thread needs more gifs
I've added buildings and a basic character to control (from squidi.net)
You can try it here: http://www.robertandsherman.co.uk/do...rpg_130310.zip
Work in progress SPH fluid simulator. Looks more like goo at the moment, and it can be pretty unstable. Turned into more of an optimisation experiment than anything, I'll be implementing a uniform grid once I figure out how the hell to start.
Little interactive demo without filters (current version has some pixel rounding issues) - http://filebox.me/view/mhu7ef7ht
Xerios3, that looks awesome.
Improving the autonomous of this robot. Yes, that is a soccer ball, it plays soccer.Got retriangulation of polygons done :D
(For those who don't know: OpenglES only supports triangles, unlike 'full' Opengl which supports tri's quads and even polygons. My .obj loader now creates triangle strips when a face with more than 3 vertices are found)
(418 triangles, runs _very_ smooth :D)Some more progress on my god game, I've added a few more UI elements including the world light/dark influence level and and an event system (you can see a building report underneath the resources).
I've modelled some peasant characters but I'm a programmer and not a modeller so they've turned out pretty crappy :P
Also I've gave every NPC in my game a unique name by filling two arrays with 100 forenames and 100 surnames giving me 10,000 combinations, so hopefully you'll never see the same name twice.
I've also enabled the player to possess and unpossess NPCs on your side (in the screenshot I'm possessing Lewis Fisher). Basically as a god you can only traverse the land, use miracle powers and possess people. Possessing people hands over the control of an NPC to you and allows you to use all their skills and interact physically with the world.
2nd Image showing possession about to happen:
Still no luck with shadows yet :(Here's BeardMaster, where you shave the desired facial hair into the patient, so far it consists of one mustache level, it's in it's most basic form at the moment.
http://spamtheweb.com/ul/upload/0603...eardshaver.php
Edited:
Style.I had an unexpected big error in my program today:
I'm just working on some error handling at the moment and decided to give a little tribute to Valve's method of file/model not found exceptions. Looks like I underestimated the model scale a little, but it made me laugh.back. fucking with processing.
trying to get this working with video, but every processing video library sucks big dongs.fractals are the new disco.
dear god i have so much shit from old processing sketches that i'm surprised i've never posted.
also, does anyone know how to get gifs to play at the proper speed in chrome?Well I thought after mainly lurking around here and merely posting stuff, I shall present one of my projects: ViruZ
Please bear with me for a while, since there's quite some stuff to tell.
The basic idea is that there are viruses (greenish circles) moving around and you can inject an anti-serum (blue stuff) with a mouse-click on the cursor position.
The viruses will then get sick, stand still and have a contamination-radius, in which other viruses will get sick, too. After a short moment, they'll die by simply disappearing.
Some viruses are resistant though and will be alive again after they've been sick.
The aim is to kill a certain number of them each round with a limited amount of anti-serum.
This is probably an abomination to any biological understanding, but I don't care since it's fun. It's still in alpha-stages: Viruses wander around, can get sick and will die and that's all there is apart from a FPS display, but like everything it'll just need time to grow. It is already fun to open it up, try to kill all viruses and doing it again.
The FPS is quite low, because all rendering is performed on the CPU and it's vectorgraphics using cairo, which I have compiled by myself to use a bunch of VSs optimisation-flags and SSE2. My CPU is a Core2Duo E6600 (2x2.4GHz).
The healthy and sick virus-graphics are prerendered and cached in a std::map<double radius, cairo_surface_t* gfx[NUM_SHARED_GFX_STATES]>. Zooming seems to be quite slow, so the build-up of the contamination-radius and the dying (which is displayed by shrinking into singularity) is rendered dynamically.
cairos rendering backends seem to all be on the CPU (though I read that Mozilla is working on a Direct2D backend), so I'll be looking into using OpenGL to do the rendering of vector-graphic circles via simple pixel shaders.
But I'm not too good at shaders yet. I will (hopefully) get though as I recently began to read a book about GLSL. I also have a book on OpenGL 3 in my shelf, but it's quite short and only scratches OpenGLs surface.
I plan on having selectable power-ups and updates on your serum as you play, as well as tougher viruses and maybe different kinds, so they'll move differently, need different serums 'n stuff. atm I am just looking for something you can call a game, then I can still extend it.
My current TODO is to make my gameloop more efficient. At the moment I have this:
But I want to look into having one thread drawing all updated viruses and having all the other available threads to update the viruses.for each(virus) { virus.update(dt); while(!tryObtainingMutex()) { queue.push(virus); virus = next_virus; virus.update(dt); } queue.push(virus); //we have the mutex now for each(virus in queue) virus.draw(); releaseMutex(); } if(!queue.empty()) { obtainMutex(); for each(virus in queue) virus.draw(); releaseMutex(); }
Once I got this done, I'll be implementing resistant viruses and the ability to read in levels from a file (I actually have a level-system implemented already,it simply uses hard-coded values).
Then onto a proper HUD in the lower part of the window, showing some states like amount of healthy viruses and then I need a finite state machiene to switch the game states (menu, in-game, ...), implement a basic main-menu and this is the point when I want to release a public alpha.
Progress is a bit slow atm, because I'm close to my Abitur exams.
Currently it's only for Windows, but I want to port it to Unix-systems at some point when I care about fixing my MBR to use GRUB again... damn Windows overriding it.
It should be portable code, apart from the window-creation and input-handling. I'm using the WinAPI to do that, all the other classes and functions rely on standard C++, cairo and OpenMP. And ciaro will hopefully be replaced by OpenGL 3 some when.
Before releasing I'll also have to read through the licenses of those libs.
I plan to release the source code after I'm finished under either the GPL or the zlib. Both philosophies have their appeal.Still working on "GridWorld2"
A whole bunch of bugs eating flowers and avoiding rocks. In a real-time environment, not step based like GridWorld. You can spawn various actors and call methods on them just like in GridWorld, too.I'm working on a RPG engine in Flash. My goal for this is to have an RPG I am happy with where most of the game is randomly generated (within reason).
I wrote a new resource loading system which works fine. It uses text files like this:
I'm writing a map generator now. So far I have it outputting stuff like this:Code:"font" { name image path "default" "font_default.png" ; "large" "font_large.png" ; } "frame" { "default" "frame_default.png" "3" "3" ; "border" "frame_border.png" "5" "5" ; } "anim" { "ui_loadwhirl" "loadwhirl_#.png" "0" "8" "4" ; "ui_char_select" "char_select_#.png" "0" "2" "16" ; "misc_mg_cat" "mg_cat_#.png" "0" "4" "4" ; }
(the black lines are cliffs)
What I want to do now is have it placing a road network, but I can't think of a good way to do it. It needs to go around most of the map, but not be the same basic layout each time a map is generated. Also, it needs to connect to somewhere on each of the 4 sides on the map.
Can any of you think of a good way of doing this?Using an Excel table, I tweaked the constants in my algorithm to give more satisfactory results. It's still nowhere near perfect, but the results are quite good as demonstrated by another two random images from Google:
![]()
![]()
Is anyone interested in the source code or method used?
Got a lot of work done since I've taken that screenshot, I'm now working on a way to load entities through a map file.Added a few more things to my game today, reworked some of the lighting and added some new UI elements.
I'm having trouble with shadows in Ogre though, when an object is intersecting with the ground it casts its shadow incorrectly and in multiple directions so they're disabled for now till I find out what's wrong.
I've also got construction half implemented now, you get a ghost preview appearing in front of your character and you can rotate it before deciding on placement, you can choose which building from the pop-out menu at the bottom (just houses for now):
Here's a copy-paste of the description:I got it!
I was using the wrong type of logarithm for the normalization(e, when I should've been using 2).
Well, thanks for trying to help.
...Now to get a better color scheme, simple controls, and maybe some supersampling...
Edited:
Note: This one is still wrong, I fixed it up since posting this, but won't change the picture because I'm fucking lazy.
Version 8
Version 7
Version 6
Version 5
Version 4
Version 3
Version 2
Version 1
So...WHAT ARE YOU WORKING ON?

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Also, assume that it is a technical bug - you may assume that the logic of the binary search is correct (now it definitely should be after that fix).
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