1. Post #161
    Gold Member
    GamingRobot32's Avatar
    January 2012
    153 Posts


    I love python
    hmm eclipse for python

    I use pyscripter
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  2. Post #162
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    hmm eclipse for python

    I use pyscripter
    When I use python (which is rarely), I use IDLE.
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  3. Post #163
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    Well, I like to use Eclipse for everything.
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  4. Post #164
    Icedshot's Avatar
    April 2010
    2,323 Posts
    In the process of speeding up my renderer, i may have broken everything



    Edit:

    Turns out i multiplied by 3, instead of 9. Funny stuff

    I tripled the speed of the renderer, down from 65 (?) ms/frame to 23 ms/frame. I can probably further improve that, but i STILL need to fix the multithreading issues. Unfortunately this entails devising some sort of parallel triangle encapsulation sort/test, so ill need to spend more than the 30 seconds i thought it would take fixing that



    The improvement in allocation of memory has also smoothed out the framerate, as i suspect that some sort of background garbage collector in opencl for memory (to actually deallocate memory after you've deallocated it) needs to run not nearly as often

    Memory is now allocated on the graphics card for the object by the user, rather than every frame by the renderer. I was mostly doing the latter for debugging purposes
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  5. Post #165
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    In the process of speeding up my renderer, i may have broken everything

    That's about how I seem to work, except replace "speeding up" with "working on".
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  6. Post #166
    Icedshot's Avatar
    April 2010
    2,323 Posts
    That's about how I seem to work, except replace "speeding up" with "working on".
    I know how you feel

    Here is a brief section from my reliability and performance blah blah blah, from a few days of work



    as well as



    When i work on things, they tend to crash a lot. Especially as opencl bugs tend to cause a graphics driver crash (sometimes irreversibly)
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  7. Post #167
    TGiFallen's Avatar
    January 2010
    1,433 Posts
    I know how you feel

    Here is a brief section from my reliability and performance blah blah blah, from a few days of work



    as well as



    When i work on things, they tend to crash a lot. Especially as opencl bugs tend to cause a graphics driver crash (sometimes irreversibly)
    Would developing this in a virtual machine stop you from having to reboot your computer after hitting an irreversible driver crash?
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  8. Post #168
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    Would developing this in a virtual machine stop you from having to reboot your computer after hitting an irreversible driver crash?
    Little to no hardware acceleration on a Virtual machine, thus quite slow.
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  9. Post #169
    Icedshot's Avatar
    April 2010
    2,323 Posts
    Would developing this in a virtual machine stop you from having to reboot your computer after hitting an irreversible driver crash?
    The irreversible driver crashes are rare actually. When it does happen, its an annoyance, but rebooting my computer isn't too much of an issue

    On another note, does anyone have a model with about a million triangles in? I am curious as to how my renderer would perform

    The object there in the picture is about 170000 triangles, i think.

    Edit:



    30 ms/frame

    Looking like my renderer is awesome (to an extent)

    Unfortunately, loading an 85 mb file is taking a while, so i might have to write in support for a format that isnt .obj soon

    Edit:
    This is 2068452 triangles (2 million)



    36 ms/frame (approx)

    damn 160 mb obj files

    And now, it is 4 am. Time to sleep
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  10. Post #170
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    So, I noticed you all talking about python. Here's the colored output from my C++ unittest library, with a python based runner



    The actual test file looks like this:

    #include <unittest/unittest.hpp>
    
    struct helper {
      helper(void) : data(4) { }
      ~helper(void) { }
      int data;
    };
    
    test_case(assertion_not_equal) {
      int fir = 1, sec = 0;
      assert_not_equal(fir, sec);
    }
    
    /* These are supposed to pass */
    test_case(assertion_equal) {
      int fir = 0, sec = 0;
      assert_equal(fir, sec);
    }
    
    test_fixture(assertion_true, helper) {
      assert_true(fixture.data == 4);
    }
    
    /* BUELER. BUELER. BUELER. */
    test_case(skip) {
      skip_test("How could I possibly test this case on a day like this?");
    }
    
    /* These need to fail */
    test_case(assertion_false) { assert_false(true); }
    
    test_case(skip_if_test) {
      skip_if(true, "CHIK. CHIKACHIKA");
    }
    
    test_case(skip_unless_test) {
      skip_unless(false, "Matthew Broderick Jokes");
    }
    

    The (horrible hack of a) python script looks like this:
    Code:
    from ctypes import util
    from ctypes import *
    
    from glob import glob
    from color import *
    import os
    
    
    find = util.find_library
    
    retval = {
        0: 'red',   # fail
        1: 'green', # pass
        2: 'grey'   # skip
    }
    
    rettypes = {
        0: 'FAIL',
        1: 'PASS',
        2: 'SKIP'
    }
    
    def suites(path):
        for i in glob('*.dll'.format(path)): yield i
    
    # test name generator
    def tests(name):
        idx = 0
        while idx < count:
            yield idx, suite.test_at(idx)
            idx += 1
    
    for suite in suites('.'):
        suite = cdll.LoadLibrary(find(suite))
        count = suite.test_count()
        suite.test_error.restype = c_char_p
        suite.test_at.restype = c_char_p
        for idx, t in tests(suite):
            test = str(t, 'utf-8')
            ret = suite['test_{}'.format(test)]()
            color = retval.get(ret, 'red')
            error = suite.test_error(idx)
            error = str(error if error else b'', 'utf-8')
            info =  os.path.relpath(os.path.splitdrive(error)[1]) if error else ''
            print('[{}]'.format(rettypes.get(ret)), info, color=color)
    I'll be writing a seperate real runner in python, but I'll be moving the actual unit tests for unittest to a C++ based runner that uses dlopen/LoadLibrary.

    Also, I've got some good news: You can use my unittest library without compiling anything (except the actual 'test suites'). It's header only! It could probably be optimized a bunch (move semantics, or whatever). As of right now you'll need gcc 4.7 (because I'm a dummy and made use of the 'final' keyword ), clang 3.0, or MSVC 2010 or later to use it. I'm looking into making it not as much a pain in the ass, with some typedef fallbacks or whatever.
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  11. Post #171
    Gold Member
    Ortzinator's Avatar
    May 2005
    1,647 Posts
    So, I noticed you all talking about python.
    Dammit guys.
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  12. Post #172
    Gold Member
    ZenX2's Avatar
    February 2009
    4,956 Posts
    I'm guessing no one took a look at the script I posted earlier (not like it works, I didn't capitalize the booleans)

    Here's a picture I caught that was almost fully rendered (it took 5 tries.)



    3D in Turtle Graphics
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  13. Post #173
    Gold Member
    Hypershadsy's Avatar
    February 2008
    2,407 Posts
    Was messing around in Processing and then...



    Haha, not quite.
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  14. Post #174
    Map in a box's Avatar
    July 2009
    7,132 Posts
    Ugh not enough content! I present me turning into synthiac(minus the maze part):

    I'm using a a friend and mines engine(he stopped working on it so I took over development mostly

    Edited:

    I can't believe i never added this yet!

    Borderless windows! Now everything is handled via the GUI library!
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  15. Post #175
    Gold Member
    Darwin226's Avatar
    January 2009
    4,056 Posts
    Can anyone be bothered to give me a quick rundown of how to translate my GLSL 110 shaders to 150?
    I don't know how to use in and out and what extra calls I need to make.
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  16. Post #176
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 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.
    double floor(double x)
    {
        /*
         * ====================================================
         * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
         *
         * Developed at SunPro, a Sun Microsystems, Inc. business.
         * Permission to use, copy, modify, and distribute this
         * software is freely granted, provided that this notice 
         * is preserved.
         * ====================================================
         */
    	int32_t i0,i1,j0;
    	uint32_t i,j;
    	EXTRACT_WORDS(i0,i1,x);
    	j0 = ((i0>>20)&0x7ff)-0x3ff;
    	if(j0<20) {
    	    if(j0<0) { 	/* raise inexact if x != 0 */
    		if(huge+x>0.0) {/* return 0*sign(x) if |x|<1 */
    		    if(i0>=0) {i0=i1=0;} 
    		    else if(((i0&0x7fffffff)|i1)!=0)
    			{ i0=0xbff00000;i1=0;}
    		}
    	    } else {
    		i = (0x000fffff)>>j0;
    		if(((i0&i)|i1)==0) return x; /* x is integral */
    		if(huge+x>0.0) {	/* raise inexact flag */
    		    if(i0<0) i0 += (0x00100000)>>j0;
    		    i0 &= (~i); i1=0;
    		}
    	    }
    	} else if (j0>51) {
    	    if(j0==0x400) return x+x;	/* inf or NaN */
    	    else return x;		/* x is integral */
    	} else {
    	    i = ((uint32_t)(0xffffffff))>>(j0-20);
    	    if((i1&i)==0) return x;	/* x is integral */
    	    if(huge+x>0.0) { 		/* raise inexact flag */
    		if(i0<0) {
    		    if(j0==20) i0+=1; 
    		    else {
    			j = i1+(1<<(52-j0));
    			if((int32_t)j < i1) i0 +=1 ; 	/* got a carry */
    			i1=j;
    		    }
    		}
    		i1 &= (~i);
    	    }
    	}
    	INSERT_WORDS(x,i0,i1);
    	return x;
    }
    
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  17. Post #177
    Gold Member
    ruarai's Avatar
    December 2009
    1,352 Posts
    Ugh not enough content! I present me turning into synthiac(minus the maze part):

    I'm using a a friend and mines engine(he stopped working on it so I took over development mostly

    Edited:

    I can't believe i never added this yet!

    Borderless windows! Now everything is handled via the GUI library!
    Are there any songs that use the entire of that red bit? Seems silly having all that blank space just sorta vibrate a little.

    Edited:

    LMAO Pics in a nutshell. I really fucked up the quality.
    Made with LOVE2d
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  18. Post #178
    false prophet's Avatar
    October 2011
    942 Posts
    Ugh not enough content! I present me turning into synthiac(minus the maze part):

    I'm using a a friend and mines engine(he stopped working on it so I took over development mostly

    Edited:

    I can't believe i never added this yet!

    Borderless windows! Now everything is handled via the GUI library!
    What GUI lib are you using? Also what is the first song in that video?
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  19. Post #179
    I am a moderator.
    Swebonny's Avatar
    August 2006
    12,977 Posts
    I also got deducted points from an assignment for using a try catch when I was explicitly told to handle errors. I was like :|
    Ugh getting deducted points for doing something correct is stupid. Here you can only pass or fail an assignment, how you do it is up to yourself.
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  20. Post #180
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Can anyone be bothered to give me a quick rundown of how to translate my GLSL 110 shaders to 150?
    I don't know how to use in and out and what extra calls I need to make.
    I'm not sure what the other differences are, but in and out are pretty simple. Anything with an 'in' tag comes from a previous stage in the pipeline, and anything with an 'out' tag goes to the next stage. You can qualify them with 'smooth' aka interpolated (set by default) or 'flat'. (The opposite.)
    Vertex attribute locations (for attrib pointers) are automatically numbered from 0 based on definition position.
    Given
    Code:
    in vec4  gridPos;
    in float heading;
    in int   activity;
    
    flat out int spriteNum;
    gridPos is location 0, heading is location 1 and so on.
    You can explicitly state this if you want to either shake it up or be definite.
    Code:
    layout (location = 0) in vec4  gridPos;
    layout (location = 1) in float heading;
    layout (location = 2) in int   activity;
    
    flat out int spriteNum;
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  21. Post #181
    Gold Member
    Darwin226's Avatar
    January 2009
    4,056 Posts
    I'm not sure what the other differences are, but in and out are pretty simple. Anything with an 'in' tag comes from a previous stage in the pipeline, and anything with an 'out' tag goes to the next stage. You can qualify them with 'smooth' aka interpolated (set by default) or 'flat'. (The opposite.)
    Vertex attribute locations (for attrib pointers) are automatically numbered from 0 based on definition position.
    Given
    Code:
    in vec4  gridPos;
    in float heading;
    in int   activity;
    
    flat out int spriteNum;
    gridPos is location 0, heading is location 1 and so on.
    You can explicitly state this if you want to either shake it up or be definite.
    Code:
    layout (location = 0) in vec4  gridPos;
    layout (location = 1) in float heading;
    layout (location = 2) in int   activity;
    
    flat out int spriteNum;
    What about attribute and uniform? Are those replaced with in/out as well? Also, how do I bind data to those ins?
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  22. Post #182
    Gold Member
    uitham's Avatar
    March 2010
    1,893 Posts
    Was messing around in Processing and then...

    I always get that when I don't know what I am doing, very strange
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  23. Post #183
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    What about attribute and uniform? Are those replaced with in/out as well? Also, how do I bind data to those ins?
    As far as I know, these completely replace attribute, and uniform is the same as before.
    Data binding is also largely the same, only you can use VAOs to only do it once.

    void setup() {
        size_t size;
    
        // bla bla bla bla
    
        /*
         * ENEMIES
         */
        // TODO: Use real data
        glBindVertexArray(enemyVAO);
        // Floating point data
         GLfloat enemydata [] = {0,0,0};
         size = sizeof(GLfloat);
         glBindBuffer(GL_ARRAY_BUFFER, enemyVBO);
         glBufferData(GL_ARRAY_BUFFER, 3, enemydata, GL_STATIC_DRAW);
         // Grid position
         glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE, size * 3, reinterpret_cast<void*>(       0));
         // Heading
         glVertexAttribPointer (1, 1, GL_FLOAT, GL_FALSE, size * 3, reinterpret_cast<void*>(size * 2));
        // Integer data
         GLubyte    enemydata2[] = {0};
         glBindBuffer(GL_ARRAY_BUFFER, enemyVBO2);
         glBufferData(GL_ARRAY_BUFFER, 1, enemydata2, GL_STATIC_DRAW);
         // Activity number
         glVertexAttribIPointer(2, 1, GL_UNSIGNED_BYTE, 0, 0);
    
        iNumEnemies = 1;
    
        // bla bla bla bla
    
    }
    
    void render() {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glm::mat4 mView = getViewMatrix();
        const auto& mptr = glm::value_ptr(mView);
    
        // bla bla bla bla
    
        // Enemies
        glUseProgram(EnemyProg);
        glBindVertexArray(enemyVAO);
        glUniformMatrix4fv(uEnemyView, 1, GL_FALSE, mptr);
        glUniform4f(uEnemyPlyPos, vPlyPos.x, vPlyPos.y, vPlyPos.z, 1);
        glDrawArrays(GL_POINTS, 0, iNumEnemies);
    
        // bla bla bla bla
    }
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  24. Post #184
    Gold Member

    March 2005
    3,028 Posts
    What about attribute and uniform? Are those replaced with in/out as well? Also, how do I bind data to those ins?
    Uniforms perform a different function entirely.
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  25. Post #185
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    I always get that when I don't know what I am doing, very strange
    I'm guessing the circle shapes are being produced by the sin and cos math, as for why they repeat and change colors it's some complex biproduct of the whole thing, I'm currently making an animation of an image generated with a vector dot operation and a seed that increases over time
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  26. Post #186
    Gold Member
    Darwin226's Avatar
    January 2009
    4,056 Posts
    As far as I know, these completely replace attribute, and uniform is the same as before.
    Data binding is also largely the same, only you can use VAOs to only do it once.

    void setup() {
        size_t size;
    
        // bla bla bla bla
    
        /*
         * ENEMIES
         */
        // TODO: Use real data
        glBindVertexArray(enemyVAO);
        // Floating point data
         GLfloat enemydata [] = {0,0,0};
         size = sizeof(GLfloat);
         glBindBuffer(GL_ARRAY_BUFFER, enemyVBO);
         glBufferData(GL_ARRAY_BUFFER, 3, enemydata, GL_STATIC_DRAW);
         // Grid position
         glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE, size * 3, reinterpret_cast<void*>(       0));
         // Heading
         glVertexAttribPointer (1, 1, GL_FLOAT, GL_FALSE, size * 3, reinterpret_cast<void*>(size * 2));
        // Integer data
         GLubyte    enemydata2[] = {0};
         glBindBuffer(GL_ARRAY_BUFFER, enemyVBO2);
         glBufferData(GL_ARRAY_BUFFER, 1, enemydata2, GL_STATIC_DRAW);
         // Activity number
         glVertexAttribIPointer(2, 1, GL_UNSIGNED_BYTE, 0, 0);
    
        iNumEnemies = 1;
    
        // bla bla bla bla
    
    }
    
    void render() {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        glm::mat4 mView = getViewMatrix();
        const auto& mptr = glm::value_ptr(mView);
    
        // bla bla bla bla
    
        // Enemies
        glUseProgram(EnemyProg);
        glBindVertexArray(enemyVAO);
        glUniformMatrix4fv(uEnemyView, 1, GL_FALSE, mptr);
        glUniform4f(uEnemyPlyPos, vPlyPos.x, vPlyPos.y, vPlyPos.z, 1);
        glDrawArrays(GL_POINTS, 0, iNumEnemies);
    
        // bla bla bla bla
    }
    Thank you. It was much simpler that I had thought.
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  27. Post #187
    garry's Avatar
    September 2001
    12,366 Posts
    Rounded off some stuff in the GWEN designer. You can now parent controls onto different pages of a child. I was kind of dredding it because I hadn't accounted for it when I was thinking out the editor.. but the solution I came up with works and is clean and simple as it could be.

    Designer still rough (I need to draw some guides around controls or something - right now you have to guess where the control is), but here's how it works.

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  28. Post #188
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    I'd totally use it if anyone wrote a python wrapper (or whatever you'd call that) for it

    Edited:

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  29. Post #189
    Eudoxia's Avatar
    July 2009
    6,009 Posts
    Code:
    >(def x 10)
    Read form:
    (def x 10)
    Compiled form:
    %x = alloca i32
    store i32 10, i32* %x
    Woo.
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  30. Post #190
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    I'd totally use it if anyone wrote a python wrapper (or whatever you'd call that) for it

    Edited:

    When you feel comfortable with python/pygame, I *HIGHLY* suggest that you look at pyglet. It does nearly everything that pygame does, but has a more 'pythonic' interface. You can also use py-lepton with it :D
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  31. Post #191
    Gold Member
    conman420's Avatar
    January 2007
    1,794 Posts
    Added some stars:





    All procedural of course!

    Now to make the planets follow pre set orbits!
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  32. Post #192
    Icedshot's Avatar
    April 2010
    2,323 Posts
    For whatever godawful reason, opencls atomic_min function only accepts integers, or long integers, which means that i may have to implement an integer depth buffer, instead of my current floating point one. Fun times

    Edit:
    Mostly fixed flickering issue, still need to find out where the last of it is coming from



    Edit 2:

    Turns out that this fix is equally as useless as my other attempts at fixing this issue, due to opencl lacking useful atomic functions
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  33. Post #193


    Downloading, progress bar, check if you can start the server, and indicators for if a server is installed! The only console you'll see is the gameserver's console itself.

    Any suggestions on what I should add?
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  34. Post #194
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    Wrote the recognizer module today.



    You can see that it easily mistakes the lower-case L for a 1, but that can be fixed in the next process. The next step is the arguably the most important and fun one to write, the code that turns this soup of characters into a LaTeX string. With the knowledge of math as context, mistakes like c0s and 1n can be easily detected and resolved.
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  35. Post #195
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts


    It's like solitaire
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  36. Post #196
    Map in a box's Avatar
    July 2009
    7,132 Posts
    What GUI lib are you using? Also what is the first song in that video?
    It was made with the engine. As for the song, hello
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  37. Post #197
    Gold Member
    Greenen72's Avatar
    September 2009
    8,635 Posts
    It's like you're the only programmer that doesn't blast techno in the background when recording your stuff
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  38. Post #198
    It's like you're the only programmer that doesn't blast techno in the background when recording your stuff
    Hey, I muted my sound while recording :<
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  39. Post #199
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts


    All my hate

       This is ticked by default   
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  40. Post #200
    Map in a box's Avatar
    July 2009
    7,132 Posts
    How would I make a counter clockwise ordered set of vertices clockwise?(from the BSM format)
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