1. Post #1801
    Gold Member
    ZenX2's Avatar
    February 2009
    5,114 Posts
    This code

    Code:
    SET A, 0x0000
    SET B, [PC]
    ADD B, 0x0002
    SET [A] + 0x0100, [A] + 0xF030
    ADD A, 0x0001
    IFN A, 0x0005
    SET PC, [B]
    EXT 0x0000
    writes 0-4 on the screen

    This is really fun, aside from the infuriating problems
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  2. Post #1802
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    This is really fun, aside from the infuriating problems
    Sounds like all programming in general.
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  3. Post #1803
    Gold Member

    March 2005
    3,028 Posts
    I can't see how having controls for such things would be more generic. Most games out there don't need a reticle with lock-on that also shows your missiles and energy, we're talking about a couple potential candidates.

    Edited:

    Point being implementing a window-based system is better than implementing absolutely fucking everything possible
    You missed the point entirely.
    I said generic. WoW-like. I'm suggesting an XML or JSON markup system with Lua or Javascript for scripting. Just a simple layout system with scripting.

    Or, even leave the scripting out, since that can be separate. Just an absolute bare-minimum layout engine.


    Bah, way off track. Ignore me.
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  4. Post #1804
    Nigey Nige's Avatar
    June 2010
    1,341 Posts
    Hey I heard you guys like programmer art



    also mockups of games that don't exist yet and won't until my exams are over

    shh this is totally programming
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  5. Post #1805
    Moderator Illuminati
    Hexxeh's Avatar
    June 2006
    5,091 Posts
    Finally managed to get a stack trace out of Chrome:

    Code:
    GNU gdb (Gentoo 7.4 p1) 7.4 
    Copyright (C) 2012 Free Software Foundation, Inc. 
    License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/ 
    gpl.html> 
    This is free software: you are free to change and redistribute it. 
    There is NO WARRANTY, to the extent permitted by law.  Type "show 
    copying" 
    and "show warranty" for details. 
    This GDB was configured as "--host=x86_64-pc-linux-gnu -- 
    target=armv6zk-softfloat-linux-gnueabi". 
    For bug reporting instructions, please see: 
    <http://bugs.gentoo.org/>. 
    (gdb) set solib-absolute-prefix /home/hexxeh/rootfs 
    (gdb) file chrome/chrome 
    Reading symbols from /home/hexxeh/chrome/chrome...done. 
    (gdb) core core.chrome 
    [New LWP 25926] 
    Core was generated by `./chrome'. 
    Program terminated with signal 11, Segmentation fault. 
    #0  0x005e90ec in ?? () 
    (gdb) bt 
    #0  0x005e90ec in ?? () 
    #1  0x3018b2f4 in __libc_csu_init () 
    #2  0x40a154c4 in __libc_start_main () from /home/hexxeh/rootfs/lib/ 
    libc.so.6 
    #3  0x2a5edc24 in _start ()
    Not exactly useful though. Anyone got any pointers?
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  6. Post #1806
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    Finally managed to get a stack trace out of Chrome:

    Code:
    GNU gdb (Gentoo 7.4 p1) 7.4 
    Copyright (C) 2012 Free Software Foundation, Inc. 
    License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/ 
    gpl.html> 
    This is free software: you are free to change and redistribute it. 
    There is NO WARRANTY, to the extent permitted by law.  Type "show 
    copying" 
    and "show warranty" for details. 
    This GDB was configured as "--host=x86_64-pc-linux-gnu -- 
    target=armv6zk-softfloat-linux-gnueabi". 
    For bug reporting instructions, please see: 
    <http://bugs.gentoo.org/>. 
    (gdb) set solib-absolute-prefix /home/hexxeh/rootfs 
    (gdb) file chrome/chrome 
    Reading symbols from /home/hexxeh/chrome/chrome...done. 
    (gdb) core core.chrome 
    [New LWP 25926] 
    Core was generated by `./chrome'. 
    Program terminated with signal 11, Segmentation fault. 
    #0  0x005e90ec in ?? () 
    (gdb) bt 
    #0  0x005e90ec in ?? () 
    #1  0x3018b2f4 in __libc_csu_init () 
    #2  0x40a154c4 in __libc_start_main () from /home/hexxeh/rootfs/lib/ 
    libc.so.6 
    #3  0x2a5edc24 in _start ()
    Not exactly useful though. Anyone got any pointers?
    Segmentation fault can be a bunch of things, but usually means something to do with operations on invalid memory. Looks like you don't have any symbols from chrome loaded for the debugger to tell you what's actually going on.
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  7. Post #1807

    April 2011
    211 Posts

    SFML is awesome :D
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  8. Post #1808
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts

    Not exactly useful though. Anyone got any pointers?


    Sure:

    0xbeef
    0xf3ae
    0xbc31
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  9. Post #1809
    Moderator Illuminati
    Hexxeh's Avatar
    June 2006
    5,091 Posts
    Segmentation fault can be a bunch of things, but usually means something to do with operations on invalid memory. Looks like you don't have any symbols from chrome loaded for the debugger to tell you what's actually going on.
    That's a build of Chrome with symbols included, it's like 1GB compared to the stripped version which is about 55MB.
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  10. Post #1810
    T3hGamerDK's Avatar
    January 2011
    2,551 Posts
    That's a build of Chrome with symbols included, it's like 1GB compared to the stripped version which is about 55MB.
    Oh my, I feel sorry for you.
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  11. Post #1811
    Gold Member
    ZenX2's Avatar
    February 2009
    5,114 Posts
    Absolute success, I added labels in under an hour

    Code:
    SET A, 0x0000
    :loop
    SET [A] + 0x0100, [A] + 0xF030
    ADD A, 0x0001
    IFN A, 0x0005
    SET PC, &loop
    EXT 0x0000
    That does the same thing as the last code I posted :D
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  12. Post #1812
    chimitos's Avatar
    September 2010
    2,368 Posts
    Did I do Delta Time correctly?

    Code:
    //because Velocity = Speed = (1/2)*(acceleration^2), so a = sqrt(2*v)
    acceleration = ((Math.sqrt(2*speed))*dt);
    
    //then move according to the acceleration
    y -= Math.round((acceleration*(Math.sin(degToRad*direction))));
    x += Math.round((acceleration*(Math.cos(degToRad*direction))));
    It seems to work, but considering how I was mainly guessing how it should go, It can't hurt to ask.
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  13. Post #1813
    ben1066's Avatar
    August 2009
    1,100 Posts

    Normals derived from the depth buffer suck, but I guess it's better than nothing.
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  14. Post #1814
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts

    Normals derived from the depth buffer suck, but I guess it's better than nothing.
    Why aren't you using normals derived from the mesh triangles?

    Edited:

    Code:
    triangle ( v1, v2, v3 )
    edge1 = v2-v1
    edge2 = v3-v1
    triangle.normal = cross(edge1, edge2).normalize()
    Edited:

    Or since you're using source, the actual normal maps?
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  15. Post #1815
    Gold Member

    March 2005
    3,028 Posts
    Normals derived from the depth buffer suck, but I guess it's better than nothing.
    You actually want to use normals derived from the depth buffer for some things. For example, in SSAO, using interpolated vertex normals results in horrible self-occlusion. Also, I use depth-derived normals for my anisotropic shadow filtering because it represents the actual geometry of the surface, rather than some arbitrary lighting normal.

    But, yeah, they suck for lighting.
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  16. Post #1816
    ben1066's Avatar
    August 2009
    1,100 Posts
    Cause in alien swarm I don't have access to the base shaders, the best I can do is a PP shader using the depth buffer. That is until Valve decides to release the all elusive update with the shaders :P They are for SSAO anyway and I don't plan on touching the lighting. It's too easy to break.
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  17. Post #1817
    Gold Member

    March 2005
    3,028 Posts
    You can't do SSAO if you can't apply it directly to the ambient term. If you apply to everything as a postprocess it looks awful.
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  18. Post #1818
    Naarkie's Avatar
    September 2011
    319 Posts
    I have made a game for Ludum Dare and you should play it. Its a minimalistic roguelike.
    Yes its very bad.

    Doonlaod
    Read the readme.txt to find out about Lewis' marvellous super-powers.
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  19. Post #1819
    ben1066's Avatar
    August 2009
    1,100 Posts
    You can't do SSAO if you can't apply it directly to the ambient term. If you apply to everything as a postprocess it looks awful.
    Really? I would have thought it would have looked better than no SSAO.
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  20. Post #1820
    Gold Member
    esalaka's Avatar
    July 2007
    10,241 Posts
    You can't do SSAO if you can't apply it directly to the ambient term. If you apply to everything as a postprocess it looks awful.
    So basically you have to go deferred if you want to SSAO?
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  21. Post #1821
    Gold Member

    March 2005
    3,028 Posts
    Really? I would have thought it would have looked better than no SSAO.
    SSAO is an approximation of the visibility function for indirect light. If you apply it to direct, too, it just looks like a cheap drop shadow.

    Here's an example from some random dude's XNA blog, where he's clearly doing it wrong: http://i.imgur.com/ktQfh.jpg

    Of course, you could always do it anyway, call it 'NPR', and nobody will be able to argue with you.
    So basically you have to go deferred if you want to SSAO?
    No. Deferred implies that you render your geometry to a g-buffer in a single pass, then do shading from that g-buffer.
    This isn't strictly necessary for SSAO. As long as you have access to the depth information, you can do SSAO as part of the ambient pass. Forward, deferred, or otherwise.
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  22. Post #1822
    Gold Member
    esalaka's Avatar
    July 2007
    10,241 Posts
    No. Deferred implies that you render your geometry to a g-buffer in a single pass, then do shading from that g-buffer.
    This isn't strictly necessary for SSAO. As long as you have access to the depth information, you can do SSAO as part of the ambient pass. Forward, deferred, or otherwise.
    wasn't entirely sure of the implications of the term
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  23. Post #1823
    Gold Member
    raccoon12's Avatar
    November 2008
    3,175 Posts
    I just can't wrap my head around assembly... it's so convoluted


    edit:
    those dumbs really hurt ;(


    also, I understand how it works.. it's just annoying complex
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  24. Post #1824
    Gold Member

    March 2005
    3,028 Posts
    It's only convoluted if you're learning on a CISC system.

    Honestly, I'd call assembly in general anything but convoluted. Maybe "painfully simple" in the sense that it's difficult to do anything because you're only working with the most fundamental operations.
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  25. Post #1825


    Teh end.

    Now it's time to make the fancy stuff.
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  26. Post #1826
    WHY WHEN WHY
    Krizzu's Avatar
    June 2011
    176 Posts


    Teh end.

    Now it's time to make the fancy stuff.
    How long are you coding in L2D?
    And how Can you compile .love to .exe? Cuz when Im using cmd>copy /b blah blah, it says it's not valid win32 application.
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  27. Post #1827
    Gold Member
    Eric95's Avatar
    January 2009
    5,031 Posts
    DINO-CAB is done!



    Play dat shit here: http://www.ludumdare.com/compo/ludum...eview&uid=3430
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  28. Post #1828
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    Finally (the not-quite-full range of ASCII characters).

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  29. Post #1829


    Uhh......

    Anybody wants a LOVE-targeted GLSL script for a round HUD? (I was trying to make a radial/zoom blur)

    How long are you coding in L2D?
    And how Can you compile .love to .exe? Cuz when Im using cmd>copy /b blah blah, it says it's not valid win32 application.
    First off the official name is LÍVE, but I've been using it since Garry came with those programming assingments, a few months ago.
    And you can't really "compile" a .love to an .exe. You can, however, package love.exe with your .love, meaning you can still see the contents with WinRAR or the like. If it says it's not a valin Win32 app, you must have done something wrong as I use that command too, and it works just fine.
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  30. Post #1830
    origamiguy's Avatar
    September 2011
    181 Posts
    I just made the first ever player-made EDGE level.

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  31. Post #1831
    Clops with bisousbisous daily <3
    Mr. Smartass's Avatar
    December 2010
    9,188 Posts

    Finally got layered saving working.
    How can I make my code net-friendly before it's too late?
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  32. Post #1832
    Gold Member
    ace13's Avatar
    August 2006
    957 Posts
    Finished my first ever Ludum Dare entry, Tiny Hack/.

    As the name suggests, it's a small hack and slash complete with silly references (Not nearly enough of them though). It's probably riddled with bugs and all that, but I'm sort of proud anyway.

    Behold my programmer art!
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  33. Post #1833
    origamiguy's Avatar
    September 2011
    181 Posts
    Little experiment with FoV triggers:

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  34. Post #1834
    Meow :3
    Ac!dL3ak's Avatar
    July 2005
    6,086 Posts

    Finally got layered saving working.
    How can I make my code net-friendly before it's too late?
    that looks nice
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  35. Post #1835
    D33Jay's Avatar
    January 2012
    63 Posts

    my god the end result of this game was terrible. need to think of a simpler game next time.
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  36. Post #1836
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    I came up with a great idea for a game. Basically, you'd have to beat the computer with pathfinding. Try to get the best time. Of course, you'd have to dumb down the computer, else it would be really hard to win.

    The game name should be "When you wish upon A*"
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  37. Post #1837
    Gold Member
    Darwin226's Avatar
    January 2009
    4,157 Posts
    I came up with a great idea for a game. Basically, you'd have to beat the computer with pathfinding. Try to get the best time. Of course, you'd have to dumb down the computer, else it would be really hard to win.

    The game name should be "When you wish upon A*"
    A classic example of "Oh, that's a great name I just came up with. Time to build a game around it."
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  38. Post #1838
    Gold Member
    ZenX2's Avatar
    February 2009
    5,114 Posts
    I'm making my assembler more forgiving of whitespace and stuff
    Also comments

    Edited:

    Ok now I wrote some preprocessor thing I guess
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  39. Post #1839
    false prophet's Avatar
    October 2011
    961 Posts
    I've been playing with javascript as a game platform. It's pretty horrible.
    I'm trying to get javascript embed into a C application but it's not going to well.
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  40. Post #1840
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Making Ruby faster:





    I have the foulest code ever that converts Ruby bytecode into C, compiles it and links it in to Ruby.

    Edited:

    and this is the C my thingy generates:

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