1. Post #121
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    Right now the orbits are done with just the 1/r^2 law of gravity, anyone got any pointers on how to implement a better way of calculating the planets paths? If I try and take a video (or if the FPS goes below 60 the orbits very quickly decay)
    macro n-body simulation?
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  2. Post #122
    thetree's Avatar
    February 2010
    41 Posts
    Woo A* works now!




    thetree, to improve productivity on our engines, I CHALLENGE YOU TO A COMPETITION OF ISOMETRIC ENGINES.
    Challenge accepted! :)
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  3. Post #123
    kill yourself
    Protocol7's Avatar
    June 2006
    25,818 Posts
    thetree you remind me of when I tried making a top down city builder in visual basic

    Needless to say I couldn't get far. I made a game in VB once but collision detection was a real bitch
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  4. Post #124
    Gold Member
    bunguer's Avatar
    August 2005
    1,091 Posts
    Since I lurk most of the time, time to post something too

    After having a little bit of success with a flash game, me and my gf started thinking about making a mobile game so we came up with this:


    It's a quite simple game where a misfortuned bunny drops his bag full of carrots into the deepest hole on earth so he jumps in to catch them.


    There is more stuff that I will post in the near future :)
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  5. Post #125
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Was messing around in Processing and then...

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  6. Post #126
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,484 Posts
    oh man, those graphics are so nice.

    Edited:

    obligatory: did you make it with pixels

    Edit: I'm sure you can figure out who I was talking to there.
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  7. Post #127
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Sorry for the ninja move
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  8. Post #128
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    Is this in made LÍVE or something else?

    Edited:



    I had some weird bias going against python for like 3 years. No clue why. Started using it a couple months ago. It's really powerful, but has some weird things that are completely different from other languages (like using "hello"[0] to select the first character, for i in range(0, 10) instead of for x=0; x<10;x++, and using : instead of { ... } or then ... end)
    I feel exactly the same way. I've never been a huge fan of Python, but whenever I end up using it it's actually really really nice to use.
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  9. Post #129
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts


    Let's roll!
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  10. Post #130
    MrTilepy's Avatar
    July 2007
    981 Posts
    I'm thinking of making an easy batch script creator. You can select from a list of common commands and their options and export them into a batch file.

    Thoughts?
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  11. Post #131
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    I'm thinking of making an easy batch script creator. You can select from a list of common commands and their options and export them into a batch file.

    Thoughts?
    Just do it
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  12. Post #132
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts


    I had this idea for a 2d top-down adventure game oriented around Facepunch. You start out as a banned member in the refugee camp, forced to wear red clothes. There's seemingly no one else around. When you're released early for good behavior and you walk down the trail back to Facepunch, behind you run up a few other members who seemed to have stumbled upon the same ban reason. You were all baited into flaming by another member, for the sole purpose of being banned.

    You team up together and go on an epic quest to get this member permabanned.

    The idea is you can optionally sign in with your Facepunch account, and customize your character (where they originate from). Certain attributes give you different skills.

    Setting your character as a crossdresser from GD gives you stealth. You're able to "poof" into a dress, and enemies no longer recognize you for a limited time.

    An LMAO Pics poster may have the ability to rewind time by shelling out a shockwave of late content at enemies.

    ...or perhaps you're a mapper from the GMod mapping subforum. You can use your level design prowess to manipulate your environment and attack enemies through earth element-like skills.

    I've yet to decide on what your enemies are like. Maybe really, really dumb posters who look like zombies, controlled by your antagonist, put under a spell to destroy you and your reputation.

    Maybe you'll even travel to the OIFY. A few other developers and I don't know what that region would look like yet, though. I first thought a trailer park, but tdoyle suggested it be a gay strip bar. There's also the possibility of it being hell, under the guise of the coolest place on off the web.
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  13. Post #133
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Judging from the link, is your entire javascript os up there as well?
    yeah it is. You'll probably need to look at kernel/src/main.c to figure out how to use it, if you need help you can add me on steam: charlie_somerville

    Edited:

    Congratulations.
    thanks
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  14. Post #134
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts
    Playing around with Box2D and SFML, the ship can orbit around stars and planets which is kinda fun I guess:



    Right now the orbits are done with just the 1/r^2 law of gravity, anyone got any pointers on how to implement a better way of calculating the planets paths? If I try and take a video (or if the FPS goes below 60 the orbits very quickly decay)
    Are your paths for planets going to be static ellipses/circles? You could just make a function for moving them along a set path, like KSP does for objects not under acceleration.
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  15. Post #135
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Currently working on the training material for my OCR. I extracted no less than 3550 samples from 4 sample sheets with math exercises.



    Now I have to make a text file that tells the computer which ASCII character each image represents and it will generate the training images that I'll show later today. It's less hard work than it sounds, it takes about 5 minutes to work through 500 items.
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  16. Post #136
    NilsFG's Avatar
    August 2008
    83 Posts
    A lot of people bashing the "bad classes" in Computer Science courses seem to forget that not every student following the course has programmed yet.
    Hence the easy assignments. They're easy for us because we all know how to do that stuff but it's just to learn the other guys how to code.


    Some of those assignments are also handy for you. Because you see, it's not because you can code, you have a good coding style.
    Like some professors say: "In college, they learn you how to make programs that work. At a university, they teach you how to think."
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  17. Post #137
    Gold Member
    conman420's Avatar
    January 2007
    1,794 Posts
    Are your paths for planets going to be static ellipses/circles? You could just make a function for moving them along a set path, like KSP does for objects not under acceleration.
    Hmm that is probably the simplest way, then I can just simulate gravity for the ship seeing as it doesn't ever need to be in a completely stable orbit anyway.
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  18. Post #138
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,641 Posts
    Hmm that is probably the simplest way, then I can just simulate gravity for the ship seeing as it doesn't ever need to be in a completely stable orbit anyway.
    Another optimization KSP uses (although it's better on the larger scale it uses) is limiting calculations within spheres of influence, so they only calculate gravity for each mass within a certain radius of it. They actually go even further, and limit it to only the largest gravitational pull on the ship.

    EDIT: The only problem with using one field at a time is that it doesn't have Lagrangian points, but for a game where orbits aren't super important, they won't be missed.
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  19. Post #139
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts


    I love python
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  20. Post #140
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,616 Posts
    Some of those assignments are also handy for you. Because you see, it's not because you can code, you have a good coding style.
    are you implying college/university teaches you to have a good coding style ?
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  21. Post #141
    Gold Member
    ZenX2's Avatar
    February 2009
    4,957 Posts
    My only Python experience:

    http://pastebin.com/UnNStNzw

    vv
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  22. Post #142
    Gold Member
    jack5500's Avatar
    November 2007
    106 Posts

    We are programming a Magicka Autohotkey Script Generator. Suggestions?
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  23. Post #143
    NilsFG's Avatar
    August 2008
    83 Posts
    are you implying college/university teaches you to have a good coding style ?
    Yes, I am.

    At least, a good college or university will learn you that so usability, readability and performance will go up.
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  24. Post #144
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    are you implying college/university teaches you to have a good coding style ?
    Mine does, but people choose to ignore it. And then they end up complaining that they can't understand the logic behind the programs because they're too hard to read, maybe if they indented their code and gave some use to spaces, new line, semicolons and comments they would understand what they actually write (and by they I mean 95% of my fellow students).
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  25. Post #145
    NilsFG's Avatar
    August 2008
    83 Posts
    Don't forget that choosing the right data types, abstractions, algorithms and so on is also part of having a good coding style.

    EDIT: Going off-topic though; I'll post some screens of my current projects soon.
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  26. Post #146
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    Am I the only one who tries to maintain as much natural language in programming as possible? Like I simply can't stand what a lot of C 'hacker' type programmers use to name variables/functions. (A really great example of this is Voxlap by Ken Silverman. One of the best programs I've ever seen, and it's brilliant, but there's like 1 comment and the variables are named terribly and it's got MASM all over the place.)

    I'm not against 3 word function names for instance, just don't go crazy.
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  27. Post #147
    Gold Member
    danharibo's Avatar
    July 2006
    4,462 Posts
    Am I the only one who tries to maintain as much natural language in programming as possible? Like I simply can't stand what a lot of C 'hacker' type programmers use to name variables/functions. (A really great example of this is Voxlap by Ken Silverman. One of the best programs I've ever seen, and it's brilliant, but there's like 1 comment and the variables are named terribly and it's got MASM all over the place.)
    Yes, obfuscating your code helps no one, the compiler will turn it all into the same machine code no matter how esoteric your variable names are.
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  28. Post #148
    calzoneman's Avatar
    February 2008
    460 Posts
    Am I the only one who tries to maintain as much natural language in programming as possible? Like I simply can't stand what a lot of C 'hacker' type programmers use to name variables/functions. (A really great example of this is Voxlap by Ken Silverman. One of the best programs I've ever seen, and it's brilliant, but there's like 1 comment and the variables are named terribly and it's got MASM all over the place.)

    I'm not against 3 word function names for instance, just don't go crazy.
    This. The only time when it's reasonably easy to infer what a 1 or 2 letter variable is being used for is when it's an obvious loop/counter variable. Voxlap has terrible readability and from what I've seen of Notch's Minicraft and Prelude Of The Chambered source his readability sucks as well.
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  29. Post #149
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    This. The only time when it's reasonably easy to infer what a 1 or 2 letter variable is being used for is when it's an obvious loop/counter variable. Voxlap has terrible readability and from what I've seen of Notch's Minicraft and Prelude Of The Chambered source his readability sucks as well.
    I would not compare Ken Silverman and Notch, they're on completely different levels. Ken Silverman has a brain like John Carmack, Notch is a few comments short of documentation.
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  30. Post #150
    gman_beeman's Avatar
    December 2007
    576 Posts


    I love python
    Apart from the way it does it's for loops.
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  31. Post #151
    Gold Member
    Jawalt's Avatar
    August 2007
    3,478 Posts
    Ken Silverman = Mad Genius
    Notch = Mad Bad Coder

    MY AUTOMERGE.
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  32. Post #152
    Gold Member

    March 2005
    3,028 Posts
    Am I the only one who tries to maintain as much natural language in programming as possible? Like I simply can't stand what a lot of C 'hacker' type programmers use to name variables/functions. (A really great example of this is Voxlap by Ken Silverman. One of the best programs I've ever seen, and it's brilliant, but there's like 1 comment and the variables are named terribly and it's got MASM all over the place.)

    I'm not against 3 word function names for instance, just don't go crazy.
    It depends on what kind of code. In math-y code, for example, the meaning of some of the intermediate values is often difficult to express in a sentence, let alone a few words, so it's just 'give it a symbol and be done with it'.
    In some cases, writing out full words obscures the overall process.
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  33. Post #153
    Gold Member
    danharibo's Avatar
    July 2006
    4,462 Posts
    It depends on what kind of code. In math-y code, for example, the meaning of some of the intermediate values is often difficult to express in a sentence, let alone a few words, so it's just 'give it a symbol and be done with it'.
    In some cases, writing out full words obscures the overall process.
    Luckily, we have been blessed with multi-line comments. If you're writing a complex algorithm the least you can do is explain what all the variables are.

    Edited:


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  34. Post #154
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    I just let it crunge numbers (literally!) and this is an example of the result training data:



    The black text represents pixels that at least 80% of all samples had, green is at least 50% and blue at least 20%. Every pixel has a certain weight that determines how important it is in forming the character. It is likely here that some of the samples were bold, which explains the blue pixels that would make the 4 look a little thicker. I don't know how well this kind of recognition works but if it's not adequate, I can just modify the training code and rerun it. Generates training data for 0-9 for 500 input samples takes about 2 seconds.
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  35. Post #155
    Rayboy1995's Avatar
    August 2011
    440 Posts


    Working on some sort of game like Terraria, currently the "engine" can support around 7,000,000 tiles but I am yet to test it any further. I plan on having it be more survival oriented, and I have no idea what to name it yet.

    Also it is made in Java without any external libraries.
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  36. Post #156
    Sickle's Avatar
    November 2009
    6,600 Posts


    Working on some sort of game like Terraria, currently the "engine" can support around 7,000,000 tiles but I am yet to test it any further. I plan on having it be more survival oriented, and I have no idea what to name it yet.

    Also it is made in Java without any external libraries.
    Survine

    Edited:

    Like survive mine.
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  37. Post #157
    Rayboy1995's Avatar
    August 2011
    440 Posts
    Survine

    Edited:

    Like survive mine.
    Nice name actually, I think I'll use that if you don't mind.
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  38. Post #158
    Map in a box's Avatar
    July 2009
    7,142 Posts
    Give him 100% profits and i'm sure he'll agree
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  39. Post #159
    Rayboy1995's Avatar
    August 2011
    440 Posts
    Give him 100% profits and i'm sure he'll agree
    Hahaahaha. What profit?
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  40. Post #160
    Map in a box's Avatar
    July 2009
    7,142 Posts
    :smug:
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