1. Post #361
    Gold Member
    Mr_Razzums's Avatar
    December 2005
    4,570 Posts
    You spelt Hegehog wrong.
    n0
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  2. Post #362
    Gold Member
    Bluefire's Avatar
    August 2007
    323 Posts
    only 276mph?

    2slow2care
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  3. Post #363
    Map in a box's Avatar
    July 2009
    7,409 Posts
    I can sleep faster than that.
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  4. Post #364
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,756 Posts
    Benchmarks!

    I can render about 80,000 glyphs of varying sizes and font faces before running below my screen refresh rate
    Feels good creating and optimizing your own text system.
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  5. Post #365
    Gold Member
    ZenX2's Avatar
    February 2009
    5,114 Posts
    I think we need more of supersnail's WAYWO fanfic

    Or a least a game based on it
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  6. Post #366
    Doctor Dark's Avatar
    November 2011
    42 Posts
    Working on a tower defense/top-down shooter mix.
    I'm gonna have to re do placing blocks, this way is extremely clunky.

    Also, this uses an xbox controller.
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  7. Post #367
    chimitos's Avatar
    September 2010
    2,368 Posts
    Today I added Game Maker-style alarms to my base entity class, and added an audio loading/playing system to my game engine.

    Now It's time to clean up the code a little and actually start building my game!
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  8. Post #368
    Ask Rohan about rust keys!
    Bumrang's Avatar
    August 2011
    2,848 Posts


    Learning shaders.
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  9. Post #369
    Gold Member
    Nikita's Avatar
    April 2005
    1,938 Posts
    Hey guys. I had a heretical thought.

    What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object.

    So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.
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  10. Post #370
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,017 Posts
    Hey guys. I had a heretical thought.

    What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object.

    So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.
    That would be to current debugging tools as Chrome's developer tools are to other other browsers'.

    Wonderfully useful and brilliant, but lags as the content gets larger.
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  11. Post #371
    usa
    Developer
    usa's Avatar
    December 2011
    2,291 Posts
    Porting Silent Hill: Downpour from Xbox 360.

    The only thing that makes this marginally easier is that it is a Unreal Engine 3, woah so we have some context.

    So far:

    -Ripped my Xbox360 disc
    -Exported contents from xbox360 disc filesystem using wx360

    Decided to see how hard it would be to get a sound file out, thought it would be easy, well I was wrong...

    -Unpack proprietary compression of assets (using UModel, so far so good, painless)
    -Discover sound files are in yet another proprietary format (XMA)
    -Decide to use 2wav as its the only thing i can find
    -Wont work, XMA headers are for xbox, not traditional XMA, so I strip them and convert it to UXMA with no headers (gah!)
    -Attach headers, convert (finally)

    get one sound file.

    oh yay

    Edited:

    okay got it batch processing now, but still have to do it package by package.

    so sounds are now working, i have a feeling the rest is going to be much, much harder.
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  12. Post #372
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    Hey guys. I had a heretical thought.

    What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object.

    So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.
    It'd would be going to fast to really see anything, unless you artifically slow it down
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  13. Post #373
    T3hGamerDK's Avatar
    January 2011
    2,551 Posts
    It'd would be going to fast to really see anything, unless you artifically slow it down
    Since it's a debugger that would visualize it, I would suppose it would be a step-by-step debugger only. Anything else would seem strange.
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  14. Post #374
    usa
    Developer
    usa's Avatar
    December 2011
    2,291 Posts
    Since it's a debugger that would visualize it, I would suppose it would be a step-by-step debugger only. Anything else would seem strange.
    I think whats he is looking for is similar to the "start single stepping" feature in Scratch which highlights the processes of the code slowly. Of course the question is how to do this for another programming language would be interesting, maybe slow it down and highlight each line in the ide as it is executed?
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  15. Post #375
    Team Hamster
    Mordi's Avatar
    January 2012
    312 Posts
    Benchmarks!

    I can render about 80,000 glyphs of varying sizes and font faces before running below my screen refresh rate
    Feels good creating and optimizing your own text system.
    How are you handling the generation/rendering?
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  16. Post #376
    Nigey Nige's Avatar
    June 2010
    1,341 Posts
    Hey guys I'm gonna do some programming tod-





    never mind I'm gonna do some revision instead
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  17. Post #377
    Gold Member
    HiredK's Avatar
    November 2006
    435 Posts
    Snow! well actually it's just plain white applied with the grass normal map

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  18. Post #378
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,502 Posts
    what do u guys think.

    http://www.kickstarter.com/projects/...token=70e645cc

    u guys wanna donate




    how can i do this without being sued
    I was genuinely going to donate for a laugh but

    THIS PROJECT IS NOT LIVE
    This is only a draft that the creator has chosen to share.
    :c

    do eet

    Edited:

    I'm srs
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  19. Post #379
    Richy19's Avatar
    May 2010
    5,406 Posts
    Snow! well actually it's just plain white applied with the grass normal map

    What are the 3 little renders of the scene in the bottom left?
    Im guessing the first is the scene without any lighting applied, the second is the normals but I have no idea what the third is
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  20. Post #380
    xPi
    xPi's Avatar
    April 2011
    50 Posts

    (this)
    making a small userjs to block the malicious redirect. hoping to support chrome, firefox (scriptish) and opera with it.
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  21. Post #381
    Click for bunny <3
    MattJeanes's Avatar
    September 2010
    1,378 Posts
    Turned it into a top-down view and got lasers and bullets positioned correctly.

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  22. Post #382
    Nigey Nige's Avatar
    June 2010
    1,341 Posts
    Got a 2-D camera working (gonna do cool stuff with it later) and some weird looking lighting.

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  23. Post #383
    Programming King and Most Patient Member 2013
    r0b0tsquid's Avatar
    December 2008
    1,244 Posts
    Water being rendered in a separate pass, so I can get the translucency right:

    Also fog! :D
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  24. Post #384
    Gold Member
    nmagain's Avatar
    February 2010
    9,458 Posts
    http://dl.dropbox.com/u/11430964/mc.swf
    then i made it cooler
    http://dl.dropbox.com/u/11430964/game.swf

    Edited:

    dont go to the bottom link it crashed my chrome
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  25. Post #385
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,756 Posts
    How are you handling the generation/rendering?
    How nice of you to ask! The whole engine I'm working on is documented and opensource: http://farmpolice.com/astrostruct/
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  26. Post #386
    Eudoxia's Avatar
    July 2009
    6,009 Posts
    Got basic function definition working for my language.
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  27. Post #387
    NovembrDobby's Avatar
    April 2007
    1,157 Posts
    What a ballache, no idea what to do.
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  28. Post #388
    Fat & Ugly
    elih595's Avatar
    October 2009
    792 Posts
    http://pastebin.com/PVbfMQG8



    I'm trying to make collision in Love, Lua.
    It is my first attempt at a game but I cant figure out how to make collision on all sides of the square. It only works on the left side right now.
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  29. Post #389
    Gold Member
    dije's Avatar
    December 2008
    4,759 Posts
    Anyone have a link to a tutorial on how to do collision between two 2D objects? I have all the detection stuff going on, just need to get the proper maths for actual collisions.
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  30. Post #390
    Crescent fresh
    Perl's Avatar
    January 2011
    1,028 Posts


    Scripting language, the beginnings of one anyway.
    Thanks to turb for the help :D
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  31. Post #391

    April 2012
    87 Posts
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  32. Post #392
    Gold Member
    HiredK's Avatar
    November 2006
    435 Posts
    What are the 3 little renders of the scene in the bottom left?
    Im guessing the first is the scene without any lighting applied, the second is the normals but I have no idea what the third is
    The third render is a position buffer, it is used for deferred rendering... Usually people only store the z value and reconstruct the position using the projection matrix but right now I'm simply passing the entire position like this: framebuffer.rgb = pos_in_world_space.xyz ... this is still an optimization I have to work on
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  33. Post #393
    Gold Member
    Naelstrom's Avatar
    June 2010
    2,756 Posts
    Anyone have a link to a tutorial on how to do collision between two 2D objects? I have all the detection stuff going on, just need to get the proper maths for actual collisions.
    aabb works nicely for me, if you want anything more complex you should probably look into a physics engine.

    Edited:

    Working on a tower defense/top-down shooter mix.
    I'm gonna have to re do placing blocks, this way is extremely clunky.
    <broken video>
    Also, this uses an xbox controller.
    I guess you can't tell, but your video link is broken.
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  34. Post #394
    RO
    RO's Avatar
    January 2012
    90 Posts
    http://pastebin.com/PVbfMQG8



    I'm trying to make collision in Love, Lua.
    It is my first attempt at a game but I cant figure out how to make collision on all sides of the square. It only works on the left side right now.
    Looking at the way you've done it, change your movement if statements to something like this maybe?;

    if (k.isDown("s"))then
        if playerY < height - 26 then
            playerY = playerY + speed
        end
    end
    

    Edited:

    sorry I thought you just wanted collision with the window boundary, but I suppose you could keep with that and have 4 types of collision for the player, up, down, left and right and if any of those are true then you can't move in that direction using the arrow keys, I'm not good with collision but that's how I'd do it
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  35. Post #395
    Fat & Ugly
    elih595's Avatar
    October 2009
    792 Posts
    When I try to make 4 different code segments only one works, and when I try to collide with the other sides it pushes the ball through the square.
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  36. Post #396
    RO
    RO's Avatar
    January 2012
    90 Posts
    That code makes the ball's Y get stuck once it touches the top or bottom.
    if (k.isDown("s"))then
        if playerY < height - 26 then
            playerY = playerY + speed
        elseif playerY >= height - 26 then 
            playerY = height - 25
        end
    end
    

    try that?
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  37. Post #397
    Gold Member

    July 2006
    1,960 Posts


    This took way longer than it should have.
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  38. Post #398
    Fat & Ugly
    elih595's Avatar
    October 2009
    792 Posts
    Sorry I wasn't clear enough, I was trying to make the ball collide with the blue square. I already have collision with the sides of the program.
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  39. Post #399
    Richy19's Avatar
    May 2010
    5,406 Posts


    This took way longer than it should have.
    What IDE/Theme is that?
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  40. Post #400
    Gold Member
    Hugg's Avatar
    January 2008
    2,344 Posts
    What IDE/Theme is that?
    Looks like default sublime text 2
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