Also geel, you are a moron, I didn't know the gwen scrollbar looked like a windows one. And considering how gmod doesn't even HAVE gwen...
(But no, I haven't. When I next decide to launch gmod I'll probably notice considering I never close the console.)
Is it going to have the option to sort by the average age of the players on the servers?
Will the retarded option of viewing passworded servers finally be removed?
Some servers get passworded when there's lots of people on to let the people who usually play there in, or because of an event.
I really can't see why it's retarded. It shouldn't probably be on by default though.
I'm using (abusing?) render-targets. Most of this is actually drawn first onto a rendertarget, and then all the rendertargets are drawn into another rendertarget. Does anyone know how I would fix the transparent black pixels?
I am using GL_RGBA, like so:
And then I basically just draw the texture that I get from the framebuffer as a regular old quad.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, texRT[i], 0);
I did some google-searching, and it seems to be a known problem. But I could not find anyone who had solved it properly. Any ideas? Am I doing something horribly wrong?
Edit: Doh, wrong thread.
What is that about GL_LUMINANCE isn't that just some way to draw grayscale textures
Been working on this simple 2D based game for the past week to learn SFML with C++. Kinda hit a dead-end with what I want to do with it now though, if anyone has any creative ideas i would love to hear them.
Download link: https://dl.dropbox.com/u/12592785/Release.rar
Newton's Law of Gravitation works quite well. Just don't let me program the universe.
I added some new things to my platformer game today. I added a minimap and a message/notification system, I think they turned out pretty good
Which should I learn?
Optimistic for OpenGL
Late for DirectX
I'm working on a project of mine. In the process of being an idiot and writing horrible code so I can rip it out and fix it up later (I work for shitty results, not cleanliness!), I produced this horrifying line of code:
If there's a coding hell, I'm going to it.Code:double green = clamp((int)(((int)starArray[i] * 255 * (-scaleFactor + 0.5)) + (162.0*(500-(i/6400.0))/500 * (scaleFactor + 0.5))));
Started working on that Lisp interpreter again. Cleaned up a couple of things I wasn't happy with, and got quoted forms parsing and evaluating properly. I made lists printable too:
At the minute it just prints out the conses recursively, I should probably make it better formatted.
Trying to reverse a list recurively, because why not:
It's reversed, but also backwards and inside out. Still needs some improvement I think...
Added the null predicate too, because I needed it :)
does anyone by any chance know how the professional game engines handle things like the delta time issue?
maybe you could translate that to your lispCode:revlist l = let revlist'  acc = acc revlist' (x:xs) acc = revlist' xs (x:acc) in revlist' l 
i.e. run a physics simulation at 60fps and 120fps but have the real time playback be the same?
otherwise i don't know what you're talkin about :(
also apparently Fraps is recording only my GBuffer's position texture, so i need to find a way to sort that out or i can't record any of my progress..
At least I think that's what you're doing, I don't really speak haskell :) there's an accumulator variable which gets passed down, the bottom function passes the whole lot back up.Code:(defun reverse-list (lis rev-lis) (if (null (cdr lis)) (cons (car lis) rev-lis) (reverse-list (cdr lis) (cons (car lis) rev-lis)) ) )
That seems to work in someone else's interpreter, but not in mine - it looks like my function calls have side effects, I'll take a look.