It's ramps.
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It's ramps.
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Fuck I'm blind.
So someone on an electronics forum asked me for help, and I told him to send me a picture of his schematic.
This was his respone:
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Coded an entity collision system in PHP.
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I can open the link just fine!!
Edited:
What is it useful for? Is it fast?
Ha... Ha...
ha...
But you had me for a second there :)
It's fast enough for me. I'm doing an experimental game system. It's only simple 2D bounding radius collisions (that's all I need right now)
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More progress on my first game.
Gamemaker
(User was banned for this post ("ass" - garry))
Are you going to implement a broadphase step? Is this related to C4K?
Yeah, so?
It's my first programming language, and I just want to try something for fun where it doesn't matter if it's poorly made.
I have learned a lot and I am glad I gave it a try, or else I would have just gotten frustrated and given up on programming all together.
Don't judge a game by it's language.
You know the best part about giving the user the ability to choose the bit-width of his numbers?
That before every single operation you have to equalize them![]()
I didn't say it was bad, just mentioning it.
If you're using GML, it's fine.
Why bother going out of your way to point it out if you aren't being snide about it?
Obvious backpedal.
Would you guys enjoy a roguelike based on a Hunger Games / Battle Royalle theme? And by that I mean:
- Randomized island.
- The player and each NPC get one random weapon at the beginning, you can carry up to a certain amount of weapons, extra weapons are obtained from the corpses of the ones you kill, from dead bodies from whom the killer didn't take the weapon because he/she couldn't carry it or it just wasn't useful and from some places on the island.
- Some kind of crafting system for making useful weapons out of common objects.
- Weapons would be really random, it could be something useful or something silly like a pair of sunglasses.
- You die, you lose, no saving (it's a roguelike after all).
- Last one standing wins. If after a pre-determined time there's more than one player standing they all lose.
- The player & npcs would have an initial location and a certain amount of "peace time" where everyone could create temporary alliances or just get to their positions.
- Stuff like game time, danger zones, how many npcs, etc would be configurable at the beginning.
This is just off the top of my head, I was in need of an entertaining project and I think this might be it. I don't like the traditional roguelike graphic style much so I was thinking something more RPG-Like either in a 2d grid format or isometric.
Portal-able slopes please.
Testing out software interrupts and reading system time from the RTC in my own kernel.
more batch file command line crap
http://puu.sh/o6TV
this one converts files for you; all you have to do is drag the file you want to convert over the ".cmd" file and it will convert it to either webm, mpe, or avi.
it uses ffmpeg to convert.
you don't have to input anything.
You said you needed the code for box to triangle collision for net play for some reason in fpp chat and didn't explain what you were talking about. Please explain what you were talking about.
you don't need to pass objects by reference in PHP, they're already ref types.
in fact, you only needed to do that in PHP 4
Are isometric graphics too hard for someone who hasn't taken geometry yet?
Writing Wolfram|Alpha's Webservice API Lua bindings, going to contact them to slap it up on their page once it's more flushed out.
This is what a queryresult object looks like when you make a query without setting your appid.
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Just try it
I didn't have to take Algebra 2 before I learned some of the core math principles in games programming, and yet Algebra 2 is where most students learn those principles.
It's basically normal tiles with a different grid and possibly dealing with the depth of each object so things overlap properly.
The only time I've used geometry was to convert screen space to isometric space.
Nothing but the simple y = mx + b crap.
Drawing isometric graphics, however, was pretty easy and didn't require a lot of math.
Usually before programming I'd picture how somebody would actually do something, and then once I get the basic idea I'd go for it.
Well, I finally caved and gave up on my "Make everything in C and Ruby!!!" philosophy and learned C++11 and SFML this week. Behold a picture of a box randomly moving around the screen.
Edit:
I think I need a new algorithm for random movement.
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I'm going to make a 3d game, would it be good to see how to best operate the non-fixed pipeline if I made one that used fixed pipeline first then converted it?
You're aware PHP has an or operator, right?
He most probably did that for readability. It looks a lot cleaner than a massive if-statement.
quad damage
Edited:
octuple damage
I've been doing all of these for Java as my programming teacher has us do one small project a day from Blue Pelican Java Book (high school class) Think these are much help?
http://codingbat.com/
A video I made about me hacking together a small script.
No real content until 3:30.
Output:
Code:[f a c e p u n c h ] [a c e p u n c h ] [c e p u n c h ] [e p u n c h ] [p u n c h ] [u n c h a f ] [n c h e c a f ] [c h u p e c a f ] [h c n u p e c a f ]
I wish there were more tutorials for PDCurses :/
All I need is text centering and I'm good to go
and setting the title
Still hacking away at my network layer. Some where in time my brain woke up and I had made this gif.
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I thought so but wasn't sure. Arrays should still be passed by reference though, right?
Edited:
I like to keep it looking simple :)
I had idea today so I realized it.
It simply generates (fake of course OR maby some of them works) keys for steam, ask how much you want them, show them and write them to file.
Anyone would like to try it?![]()
IIRC you can get banned for entering too much fake keys. Just saying, thought I'd read that somewhere at Steam Support.
arrays are passed by value usually, except if you have &