Off topic, but does anyone know of a Firefox-compatible video player that plays webm files better than VLC? I always get random video freezes and shit, cant choose to pause/play the video either, really annoying.
This boredom is getting pretty extreme.
On the bright side I start my Office Job tomorrow (Programming job :D)
Can someone with Windows/VS2012 check if this works properly?
It 'works' in Mono but visually glitches regularly and occasionally spazzes out, but I'm not sure if that's my fault, or just mono being shit.
Result after importing:
Guess this isn't what it should be
Oh wow.. I'm retarded!
Instead of loading the tile's location in the tilesheet and placing it at the tile's location on the map, I loaded the tile's location on the map and used it as the location on the tile sheet and used the tile's location on the tilesheet as its location on the map
Me so stoepied!
Anyways, importing and exporting using the XML format works!
More progress on my game, I made a map editor, so I can now make and load maps, and I made some prototype clouds. (Programmer art )
Also made a video, bad quality though.
areas with no light?
text that's black?
One of the main motivations is easy identification of cracks in level geometry, You can't see a crack in a dark corner if the void around the level is also a dark colour. However glowing blue cracks catch your eye instantly.
Still under heavy wip.
I decided to write an OBJ parser by hand today instead of using C++ streams to do all the parsing.
Initially I used sscanf to read the floats and numbers for the faces, but this was very slow. I changed the code to do the parsing myself with some help from atof and atoi and it was suddenly 10 times faster.
But then I also rewrote atoi to suit my needs more (I needed to know exactly how many characters were read to form the number).
Success! What if atof is rewritten as well?
Welp! Note here that I didn't invent some genius new faster implementation of atof, but the I've eliminated the double find-the-end-of-the-number loop here, which is a very important optimization.
Still, we can do better than that. With some linear regression, the amount of faces/vertices/normals/texcoords can be predicted and memory can be reserved.
Not bad! As a final test, let's compare a reasonably complex model (1.3M polys) to the 3DS Max importer.
I think I successfully wrote one of the fastest OBJ parsers ever made.Code:3DS Max: ~1,5 sec (measured with stopwatch) My importer: 1,14 sec
Not trying to be a cunt but I don't understand why people still want to use the obj format. Even if it weren't unsuitable for straight loading to the gpu thanks to multiple indices, it's still a dreadful format. It's like loading non block compressed textures from tga/png/etc files when you don't need uncompressed data, and generating mipmaps on the gpu every time. Say goodbye to your load times and vram. No games do this.
If you're an indie developer, you're probably not gonna have 10000+ vertex models. For simple models, the difference in performance between OBJ and a binary format is negligible; imperceptible. The simplicity and ease of use that comes with OBJ is worth the price of a couple megabytes of VRAM and a couple milliseconds in load-time.
If you saw this, would you think of grass or a shitty green mess?
It's not really an issue of optimization but just doing it in a sensible way. obj is too simple, even a basic 3d game requires more mesh data than it can give, and you'll end up creating your own format anyway.
(It turns into a development speed issue instead of runtime speed)
You still would not want to use such a simple format as obj as an intermediate format to your own binary one.
If the question is between writing your own exporter (potentially difficult, only allows for one 3D editor) or exporting to OBJ and converting (ANY 3D editing application, only knowledge about the OBJ format required) I'd rather write a converter (first).
Well I guess if your 3D modeling suite exports some fancy extra data, then you migth want to use a different format, but if you just need the models it's gonna be fine.
I made a chatbox for my online something game
My vcon class is proving quite
Added a NPC, he follows you, and jumps onto obstacles.