Datagram is a nice word.
Datagram is a nice word.
There is now dirt instead of grass on slopes. Also, I added triplanar texture mapping in order to reduce stretching.
I added the ability to pick up/throw objects in my sidescroller
So it's time to sacrifice this pig
I'm going to start posting smaller pictures because I seem to be posting a ton of them.
Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?
Got a lot of work done on my game because I didn't have work.
Everything going well so far...
So I added some AI and accidentally created the Pig Herding Simulator of the Year 2012
They started climbing on top of each other and making towers they can climb to escape the pit. I never programmed them to do that
And then someone from the US judges people here for piracy.
Also, didn't people give Geel extreme amounts of shit for pricing his Flash game at $1000?
That's like 50 hours with an "insulting" pay.
I'd say $20/hour is hardly insulting if your previous pay was $0/hour.
Implemented a simple animation system, that supports dynamic creation using code, or loading from plaintext files.
The right and left arm wiggle up and down:
The C++ code for creating the body and limbs, loading the textures, shaders, and applying the animations., comes out to about 80 lines of code. The limbs actually make use of the same mesh object, so there's no need to upload 3 different VBOs to the GPU. Same goes for texture and shaders.Code:Bone leftArm Frame Time 0.25 Scale -1 0.5 Rotate 0 Frame Time 0.25 Scale -1 0.5 Rotate 1
The complete code from main.cpp is here: http://pastebin.com/Z2UXX1bJ
I wish it was easier to get a job as a programmer if you don't study CompSci (yet). I've sent an offer to remake the mobile website and make an app for this Dutch transit company, because their mobile site is from the 90s (http://mobiel.htm.nl/) and I hope they will take me seriously.
Most of the time pure FPS is a horrible metric to measure performance anyway, especially in an uncontrolled environment.
Entity - Entity collision detection / resolution done. Supports two types, repel and box. Repel just pushes them away from each other when they collide, and box is proper AABB rigid collision resolution.
Haven't done World - Entity collision yet.
I know there's probably an answer for this somewhere, but I still want to ask: Can't Notch just spend a night moving Minecraft from TCP to UDP? I know Jeb does the development but I still blame Notch for ruining Minecraft's networking.
This is Notch we're talking about after all.
Also, notch is pretty much like us all, he'll work on projects which spark his interest. Converting Minecraft (a project he doesn't want to work on anymore) from TCP to UDP is not interesting.
I never understood how to deal with packet loss using UDP.
yo dawg, I heard you like world viewers so I connected Terrafirma to my world viewer so I can watch it teleport around the world while it loads the world.
the little crosshair is the player's position
Sometimes you don't even need to care about packet loss if for example each whatever you send contains all the information needed to reconstruct a certain state. Paket loss would only cause temporary desynchronisation.