1. Post #2121
    Eudoxia's Avatar
    July 2009
    5,899 Posts
    Datagram is a nice word.
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  2. Post #2122
    Bang Train's Avatar
    December 2007
    209 Posts
    Datagram is a nice word.
    Sounds like a buzz word CSI would try to use: "we managed to intercept the suspect's datagrams which revealed he researched bomb making"
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  3. Post #2123
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,471 Posts
    There is now dirt instead of grass on slopes. Also, I added triplanar texture mapping in order to reduce stretching.

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  4. Post #2124
    Gold Member
    Rohans's Avatar
    September 2010
    151 Posts
    What is his issue with UDP

    Does he not grasp the concept of datagrams or something
    He's talking about the communication between the virtual computers, you know. Not the actual game. He would still use TCP for that though.
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  5. Post #2125
    Gold Member
    Chandler's Avatar
    February 2006
    1,402 Posts
    Really? What's bad about it? Admittedly I've been using it for pure C++ work with no actual cocoa interactiones, but so far it's actually been more pleasant than Visual Studio in terms of general usage and I had become quite a fan of VS lately.
    The one thing that bugs the shit out of me when in XCode versus VS is that I can't know what type something is when I mouse over it. It's not like clang is going to shit itself if you tell me XCode!
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  6. Post #2126
    Gold Member
    ZenX2's Avatar
    February 2009
    4,636 Posts
    I added the ability to pick up/throw objects in my sidescroller

    So it's time to sacrifice this pig

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  7. Post #2127
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,471 Posts
    I'm going to start posting smaller pictures because I seem to be posting a ton of them.

    Anyway, sky:

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  8. Post #2128
    Map in a box's Avatar
    July 2009
    6,577 Posts
    What is his issue with UDP

    Does he not grasp the concept of datagrams or something
    Uhh.. I think he's joking because of the hate he's gotten from using TCP with Minecraft.
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  9. Post #2129
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,471 Posts
    Fog.

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  10. Post #2130

    May 2012
    1 Posts
    looks like a painting, nice work :)
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  11. Post #2131
    Richy19's Avatar
    May 2010
    5,273 Posts
    Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?

    These are my shaders for diffused lighting:
    
    #version 120
    uniform mat4 MVP;
    uniform mat4 Model;
    attribute vec4 Position;
    attribute vec2 UV;
    attribute vec3 Normals;
    varying vec2 uv;
    varying vec3 normals;
    
    void main(){
        vec3 norm =  (Model * Position * vec4(Normals, 1.0f) ).xyz;
    	normals = normalize( norm );
        uv = UV;
        gl_Position =  MVP * Position;
    }
    

    and:
    #version 120
    varying vec2 uv;
    uniform sampler2D Texture;
    uniform bool DrawLines;
    varying vec3 normals;
    uniform vec4 AmbientLight;
    uniform vec4 DiffuseLight;
    
    
    void main(){
        vec4 textureColor = texture2D( Texture, uv ).rgba;
    
        vec4 AmbientColor = vec4(AmbientLight.rgb, 1.0f) * AmbientLight.a;
    
        float DiffuseFactor = dot(normals, -1 * DiffuseLight.rgb);
        vec4 DiffuseColor = vec4(0, 0, 0, 0);
        if (DiffuseFactor > 0.0f) {
            DiffuseColor = vec4(AmbientLight.rgb, 1.0f) * DiffuseLight.a * DiffuseFactor;
        }
    
        vec4 color = textureColor  * (AmbientColor + DiffuseColor);
        gl_FragColor = vec4(color.rgb, textureColor.a);
    }
    

    The normals for the blocks are calculated as:
    if( !(v[0].HasNormals() && v[1].HasNormals() && v[2].HasNormals() ) )
        {
            glm::vec3 U = (v2.Position - v1.Position);
            glm::vec3 V = (v3.Position - v1.Position);
    
            glm::vec3 norm = glm::cross(U, V);
    
            v[0].Normal = norm;
            v[1].Normal = norm;
            v[2].Normal = norm;
        }

    when I apply this lighting setting it seems to work fine:
    Code:
    chunk->SetAmbient(glm::vec4(0.8f, 0.6f, 0.5f, 0.5f) );
    chunk->SetDiffuse(glm::vec4(0.0f, 0.0f, 0.6f, 0.9f) );
    producing:


    Yet when I use this:
    chunk->SetAmbient(glm::vec4(0.8f, 0.6f, 0.5f, 0.5f) );
    chunk->SetDiffuse(glm::vec4(0.6f, 0.0f, 0.0f, 0.9f) );

    Which I would have assumed gives only the right side lighting i get this:


    Is that normal?
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  12. Post #2132
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,486 Posts
    Got a lot of work done on my game because I didn't have work.



    Everything going well so far...
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  13. Post #2133
    CmdrMatthew's Avatar
    August 2010
    1,173 Posts
    Got a lot of work done on my game because I didn't have work.

    picture here

    Everything going well so far...
    Great job! It would have taken me weeks to make that drawing.

    Lookin' good. What kind of game is it?
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  14. Post #2134
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,486 Posts
    Great job! It would have taken me weeks to make that drawing.

    Lookin' good. What kind of game is it?
    Mmm... I'm hoping it will become a open world village builder with perma-death pvp... But we'll see how far I get!
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  15. Post #2135
    Gold Member
    ZenX2's Avatar
    February 2009
    4,636 Posts
    So I added some AI and accidentally created the Pig Herding Simulator of the Year 2012



    Edited:

    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
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  16. Post #2136
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    I cant give full details of what I am doing, but I am making the backend to an online board game, getting paid for this one at 20 an hour, my laptop is finally paid off fully!
    $20 an hour for a good programmer is an insult
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  17. Post #2137
    xPi
    xPi's Avatar
    April 2011
    50 Posts
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  18. Post #2138
    Gold Member
    Darwin226's Avatar
    January 2009
    3,877 Posts
    $20 an hour for a good programmer is an insult
    With $20 an hour you would live like a god damn king here...

    And then someone from the US judges people here for piracy.

    Edited:

    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.
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  19. Post #2139
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?
    I only know HLSL and Diffuse Lighting is one of the first things I learned so I might be a little rusty, but the normal values should be between -1 and 1.
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  20. Post #2140
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    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.
    'good programmer'
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  21. Post #2141
    Richy19's Avatar
    May 2010
    5,273 Posts
    Posted this in WDYNHW but havent gotten any answers so far, can anyone here give me a hand?
    Anyone voting me dumb mind explaining what I did that was so wrong? because I genuinely dont know and I followed http://ogldev.atspace.co.uk/www/tuto...utorial18.html to the letter
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  22. Post #2142
    voodooattack's Avatar
    October 2009
    1,896 Posts
    'good programmer'
    'outsourced'
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  23. Post #2143
    Gold Member
    Asgard's Avatar
    July 2010
    3,455 Posts
    I'd say $20/hour is hardly insulting if your previous pay was $0/hour.
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  24. Post #2144
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    I'd say $20/hour is hardly insulting if your previous pay was $0/hour.
    doesn't work that way - you're being exploited at $20 an hour
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  25. Post #2145
    Gold Member
    Dr Magnusson's Avatar
    July 2008
    2,690 Posts
    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:
    Code:
    Bone leftArm
        Frame
            Time 0.25
            Scale -1 0.5
            Rotate 0
        Frame
            Time 0.25
            Scale -1 0.5
            Rotate 1
    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.

    The complete code from main.cpp is here: http://pastebin.com/Z2UXX1bJ
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  26. Post #2146
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    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.
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  27. Post #2147
    Team Hamster
    Mordi's Avatar
    January 2012
    311 Posts
    Anyone voting me dumb mind explaining what I did that was so wrong? because I genuinely dont know and I followed http://ogldev.atspace.co.uk/www/tuto...utorial18.html to the letter
    I reckon it's because this ain't WDYNHW.
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  28. Post #2148
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    their mobile site is from the 90s (http://mobiel.htm.nl/)
    you weren't joking
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  29. Post #2149
    Dotmister's Avatar
    May 2008
    898 Posts
    So facepunch, I need your help again:
    http://dl.dropbox.com/u/41041550/C%23/3DTest.exe

    Give me the FPS and eventual errors.

    (For the people that do not like Bundler: http://dl.dropbox.com/u/41041550/C%23/3DTest/3DTest.zip )
    I get that it is what you are working on, but is it possible to get people to PM you FPS etc, it always ends up with everybody wanting to show off their newest GTX/HD 10000 graphics card.
    Most of the time pure FPS is a horrible metric to measure performance anyway, especially in an uncontrolled environment.
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  30. Post #2150
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    1,629 Posts


    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.
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  31. Post #2151
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    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.
    Wow, that website must be so old, they didn't even have HTML back then, only HTM
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  32. Post #2152
    I'm noob that can't write software front/back clipping and texture application code, so I switched to OpenGL and added lightmap support to my game.
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  33. Post #2153
    Gold Member
    Jookia's Avatar
    July 2007
    6,529 Posts
    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.
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  34. Post #2154
    Follow me on GitHub!
    Ziks's Avatar
    June 2011
    1,629 Posts
    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.
    You're assuming he has all the networking nicely abstracted and encapsulated in one place with an interface that can be the same for whatever networking system you use.

    This is Notch we're talking about after all.
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  35. Post #2155
    Dotmister's Avatar
    May 2008
    898 Posts
    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.
    It's not really that simple though, whilst UDP is far more suitable for this kind of data, it isn't as easy to use as TCP.

    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.
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  36. Post #2156
    Person
    geel9's Avatar
    June 2008
    5,273 Posts
    I never understood how to deal with packet loss using UDP.
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  37. Post #2157
    xPi
    xPi's Avatar
    April 2011
    50 Posts

    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
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  38. Post #2158
    Gold Member
    Lexic's Avatar
    March 2009
    6,045 Posts
    I never understood how to deal with packet loss using UDP.
    You implement a reliability layer somewhat how TCP does it. The client acknowledges all the datagrams it receives and the server resends any datagrams that aren't acknowledged. I'm fairly sure there are some abstraction layer libraries that handle all that for you too, so it doesn't affect your code.
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  39. Post #2159
    Gold Member
    esalaka's Avatar
    July 2007
    9,892 Posts
    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.
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  40. Post #2160
    Richy19's Avatar
    May 2010
    5,273 Posts
    You implement a reliability layer somewhat how TCP does it. The client acknowledges all the datagrams it receives and the server resends any datagrams that aren't acknowledged. I'm fairly sure there are some abstraction layer libraries that handle all that for you too, so it doesn't affect your code.
    http://www.zeromq.org/
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