1. Post #1201
    Facepunch Staff
    layla's Avatar
    March 2010
    2,862 Posts
    A key thing here though is that if something isn't in your package manager you can still install it pretty easily on OSX. We can curl/wget, configure/make/install from our terminal (and moreso have the tools to do that set up from nothing quickly) whereas when working in windows it seems I always end up in a gui somewhere.

    Perhaps it's more appropriate to state that windows is severely lacking in the terminal department and powershell won't cut it

    Edited:

    (I'm working on porting a Runescape private server to Scala to learn Scala and also because it might give me a nicer codebase than the verbosity and lack of sugar that is Java)
    One of these days I'd love to finish my 317 client rewrite to work with a 317 private server. Not a naff looking client either, just a 1:1 copy but with modern OpenGL, it would be cool as fuck.
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  2. Post #1202
    ArgvCompany's Avatar
    June 2012
    548 Posts
    I just realized something. Working on the physics engine has made me really value version control higher than I used to.
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  3. Post #1203
    Gold Member
    Lexic's Avatar
    March 2009
    6,114 Posts
    Android 2.3 is the Windows XP of the phone world.
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  4. Post #1204
    Gold Member
    WTF Nuke's Avatar
    March 2009
    5,248 Posts
    One of these days I'd love to finish my 317 client rewrite to work with a 317 private server. Not a naff looking client either, just a 1:1 copy but with modern OpenGL, it would be cool as fuck.
    You just got me interested, I remember playing on private servers and original servers alike back in ~2005. Any guides/documentation/helpful resources for private servers?
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  5. Post #1205
    Gold Member
    Tamschi's Avatar
    December 2009
    8,615 Posts
    I hate to ask, but in the survey I had posted a while back, someone asked for a "pipe/loopback API" if I'm going to make a chat app. Could someone please explain to me what this is?
    It's one way to avoid all the API incompatibilities, basically you would start the backend/connection somewhere and provide a filesystem pipe or local TCP port to control it.
    The alternative is a C API (because anything can call into C), but that can be ugly if you have common configuration because you can't (easily) do synchronization that way and not all languages can offer one.

    Which option is the best really depends on the system you're aiming for, but if it's incompatible or would have to be reimplemented to work with existing apps it's just another incompatible program noone will use because noone else uses it.

    Edited:

    The TCP/pipe option is slightly more resource hungry afaik.
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  6. Post #1206
    I bought a title for $1.
    sambooo's Avatar
    March 2011
    3,292 Posts
    You just got me interested, I remember playing on private servers and original servers alike back in ~2005. Any guides/documentation/helpful resources for private servers?
    You'll have to learn from reading other server sources, the dev community is shit. People release poorly written servers as zip archives with no documentation and no one bothers to share their information outside of uploading uncommented sources
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  7. Post #1207
    Gold Member
    ChristopherB's Avatar
    October 2008
    2,396 Posts
    Hexxeh has iirc
    Oh, yes. I remember that now; I think he even took his apart to examine the innards. Is he still around?
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  8. Post #1208
    Gold Member
    MatheusMCardoso's Avatar
    April 2011
    4,122 Posts
    I can't believe how hard it is to install this goddamn plugin for VIM:
    https://github.com/Valloric/YouCompleteMe

    plugins should be drag and drop kind of easy. not:

    Recompile VIM with python support
    Compile another plugin manager to manage the built-in plugin manager
    Set up the other plugin manager
    Compile clang
    Compile plugin
    forget to add some parameters because the documentation is pure shite
    Step x: ./install.sh (this will take a goddamn hour! :D)
    Step x + 1: oh yeah, i almost forgot add this infinite amount of parameters or else Step x is useless
    Compile plugin again
    Set up plugin on the other plugin manager
    --i'm here but i still have to figure out what even are the next steps!--

    Yes, this is what i'm working on.
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  9. Post #1209
    Gold Member
    ZeekyHBomb's Avatar
    June 2006
    3,598 Posts
    The script I use basically only does
    Code:
    cmake -DUSE_SYSTEM_LIBCLANG=ON
    make ycm_core
    and it worked using the system Vim (Python is already enabled for me) and clang.
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  10. Post #1210
    Gold Member
    MatheusMCardoso's Avatar
    April 2011
    4,122 Posts
    I think i already have YCM set, but it all looks the same. I opened cpp, lua and py files but it doesn't highlight anything and no autocomplete.

    Also, for some reason python only works on gvim and not on vim even though i purged vim, recompiled and reinstalled with python support.
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  11. Post #1211
    Datzy's Avatar
    August 2012
    444 Posts
    Code:
    import random
    while True:
    	for i in range(1,2):
    		chars = random.choice('abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-=_+[]{};"\:/?.<>,|')
    		print chars,
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  12. Post #1212
    Gold Member
    mastersrp's Avatar
    October 2005
    2,751 Posts
    I can't believe how hard it is to install this goddamn plugin for VIM:
    https://github.com/Valloric/YouCompleteMe

    plugins should be drag and drop kind of easy. not:

    Recompile VIM with python support
    Compile another plugin manager to manage the built-in plugin manager
    Set up the other plugin manager
    Compile clang
    Compile plugin
    forget to add some parameters because the documentation is pure shite

    Compile plugin again
    Set up plugin on the other plugin manager
    --i'm here but i still have to figure out what even are the next steps!--

    Yes, this is what i'm working on.
    Why are you doing all that?

    Plugin installation in VIM for me is just

    add
    "NeoBundle 'Valloric/YouCompleteMe'"
    Aaand.. Restart vim, done. That's literally it. Why are you compiling clang and plugins and vim from scratch?
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  13. Post #1213
    Gold Member
    MatheusMCardoso's Avatar
    April 2011
    4,122 Posts
    Why are you doing all that?

    Plugin installation in VIM for me is just

    add
    "NeoBundle 'Valloric/YouCompleteMe'"
    Aaand.. Restart vim, done. That's literally it. Why are you compiling clang and plugins and vim from scratch?
    I'm just following the installation guide. Also, it doesn't even mention NeoBundle.
    https://github.com/Valloric/YouCompleteMe
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  14. Post #1214
    itty-bitty pretty kitty
    supersnail11's Avatar
    September 2008
    9,384 Posts
    You just got me interested, I remember playing on private servers and original servers alike back in ~2005. Any guides/documentation/helpful resources for private servers?
    This is the best one I know of: http://rswiki.moparisthebest.com/ind...e=317_Protocol
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  15. Post #1215
    Gold Member
    Tamschi's Avatar
    December 2009
    8,615 Posts
    As you may know, C# string manipulation is not good regarding Unicode by default.

    I started a small project to fix that with extension methods, and to try out MonoDevelop. Here's what I have so far:
    Code:
    s == In the game of mahjong 🀜 denotes the Four of circles
    s.Length == 53
    s.TextLength() == 52
    s.Codepoints().Count() == 52
    c in s:  I n   t h e   g a m e   o f   m a h j o n g    �   d e n o t e s   t h e   F o u r   o f   c i r c l e s
    c in s.Codepoints().Select(char.ConvertFromUtf32):  I n   t h e   g a m e   o f   m a h j o n g   🀜   d e n o t e s   t h e   F o u r   o f   c i r c l e s
    c in s.TextElements():  I n   t h e   g a m e   o f   m a h j o n g   🀜   d e n o t e s   t h e   F o u r   o f   c i r c l e s
    s == Käsekuchen
    s.Length == 11
    s.TextLength() == 10
    s.Codepoints().Count() == 11
    c in s:  K a ̈ s e k u c h e n
    c in s.Codepoints().Select(char.ConvertFromUtf32):  K a ̈ s e k u c h e n
    c in s.TextElements():  K ä s e k u c h e n
    (The Text... methods are just wrappers around TextInfo constructs for the most part.)

    There are also TextSubstring methods that operate on text elements. I still need to check if not-cutting string manipulation works properly by default.

    Edited:

    The code font seems to be broken, the last line is correct even if you see it separated here.
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  16. Post #1216
    Team Hamster
    Mordi's Avatar
    January 2012
    325 Posts
    This. Also, maybe you should make a little animation of when he standing at the edge of a platform, like sonic.
    It's important to get these things out of the way before moving on to trivial stuff such as gameplay.
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  17. Post #1217
    Gold Member
    Blueridge's Avatar
    July 2008
    2,351 Posts
    Working on a turn based RPG as my second big project. I probably won't get this done but it'll be a good test and learning enviroment. I've already coded the base hierarchy and system I want in Java(it takes turns, checks for special conditions etc) but I want to move it to C++ for added learning(plus, if I'm actually going to get anywhere with this, I might as well as libgdx annoys me whereas SFML doesn't).

    Right now for my special conditions I have a class called State, which is simply a wrapper for an arraylist holding strings of special conditions(paralysis, burning and the likes) and can report what the current state is. Each object holds a State class, and I list what conditions it has, so that some objects can't be burned or whatever. This works, however now while porting the code over to C++ I've been questioning it a bit. Would it be better to use enums or something less intensive for what seems to be a simple concept? Also with the current design, how hard would it be to switch the system to something that loads the states from a json formatted file?

    But I think I'll take things one step at a time.
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  18. Post #1218
    Gold Member
    blacksam's Avatar
    July 2007
    2,339 Posts
    Code:
    package hangman01;
    
    import java.util.Scanner;
    
    public class HangMan01 {
    
        static Scanner keyboard = new Scanner(System.in);
    
        public static void main(String[] args) {
            String word = getPlayerOnesWord();
            boolean gameFinished = false;
            int incorrectGuesses = 0;
            do {
                gameDeclaration(word, incorrectGuesses);
                String MatchWord = getMatchWord();
                boolean gallows = getGallows(word, MatchWord);
                if (gallows) {
                    incorrectGuesses++;
                }
                if (incorrectGuesses == 6) {
                    gameFinished = true;
                    loss();
                }
            } while (!gameFinished);
    
        }
    
        public static String getPlayerOnesWord() {
            System.out.println("Player 1, please enter a word you would like Player 2 to guess.");
            String playerOneWord = keyboard.next();
    
            for (int i = 1; i <= 20; i++) {
                System.out.print("\n");
            }
            return playerOneWord;
    
        }
    
        public static void drawHangman(int incorrectGuesses) {
            if (incorrectGuesses == 0) {
                System.out.println(" -------\n"
                        + "| 	|\n"
                        + " 	|\n"
                        + " 	|\n"
                        + "	|\n"
                        + "----------");
            } else if (incorrectGuesses == 1) {
                System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + " 	|\n"
                        + " 	|\n"
                        + "----------");
            } else if (incorrectGuesses == 2) {
                System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + " |	|\n"
                        + " 	|\n"
                        + "----------");
            } else if (incorrectGuesses == 3) {
                System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + "/|	|\n"
                        + " 	|\n"
                        + "----------");
            }
            else if (incorrectGuesses == 4){System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + "/|\\	|\n"
                        + " 	|\n"
                        + "----------");}
            else if (incorrectGuesses == 5) {System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + "/|\\	|\n"
                        + "/ 	|\n"
                        + "----------");}
            else {System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + "/|\\	|\n"
                        + "/ \\	|\n"
                        + "----------");}
        }
    
        public static void gameDeclaration(String playerOneWord, int incorrectGuesses) {
    
            System.out.println("Player 2, guess a letter or word that is " + playerOneWord.length() + " characters long");
            drawHangman(incorrectGuesses);
            boolean[] letterExists = new boolean[playerOneWord.length()];
            for (int i = 0; i <= playerOneWord.length(); i++) {
                System.out.print("-");
            }
        }
    
        public static String getMatchWord() {
            System.out.println("");
            String twoMatchWord = keyboard.next();
    
            return twoMatchWord;
        }
    
        public static boolean getGallows(String playerOneWord, String twoMatchWord) {
    
            boolean hangHim = false;
    
            if (playerOneWord.equals(twoMatchWord)) {
                System.out.println("You survived!");
            } else if (playerOneWord.indexOf(twoMatchWord.toString()) >= 0) {
                System.out.println(twoMatchWord + " exists in the word!");
    
            } else {
                System.out.println("The letter " + twoMatchWord + " does not exist in the word");
                hangHim = true;
            }
    
            return hangHim;
        }
    
        public static void loss() {
            System.out.println("He's a dead man");
            while (0 < 1) {
                System.out.println(" -------\n"
                        + " |	|\n"
                        + " O	|\n"
                        + "/|\\	|\n"
                        + "/ \\	|\n"
                        + "----------");
                System.out.println("");
                System.out.println(" -------\n"
                        + " /	|\n"
                        + "O	|\n"
                        + "|\\	|\n"
                        + " |	|\n"
                        + "----------");
    
                System.out.println("");
            }
        }
    }
    Hey guys made some progress and things are looking pretty good. Now to replace the dashes with correct letters in the word. How does it look?
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  19. Post #1219
    Rayjingstorm's Avatar
    June 2010
    1,425 Posts
    Working on a turn based RPG as my second big project. I probably won't get this done but it'll be a good test and learning enviroment. I've already coded the base hierarchy and system I want in Java(it takes turns, checks for special conditions etc) but I want to move it to C++ for added learning(plus, if I'm actually going to get anywhere with this, I might as well as libgdx annoys me whereas SFML doesn't).

    Right now for my special conditions I have a class called State, which is simply a wrapper for an arraylist holding strings of special conditions(paralysis, burning and the likes) and can report what the current state is. Each object holds a State class, and I list what conditions it has, so that some objects can't be burned or whatever. This works, however now while porting the code over to C++ I've been questioning it a bit. Would it be better to use enums or something less intensive for what seems to be a simple concept? Also with the current design, how hard would it be to switch the system to something that loads the states from a json formatted file?

    But I think I'll take things one step at a time.
    I would vote for enum not for the sake of efficiency (although it is certainly more efficient than comparing strings) but for the sake of keeping the interface sane and (more-or-less) type-safe.

    With your system, typos in conditions are not caught until runtime (when the strings are added/removed from the States object).

    Conversely, with enums your interface would include all available states up front:
    Code:
    class States {
    public:
        enum State {
            kBurned = 0,
            kFrozen,
            kImmune,
            ...
        };
        bool get(State state) { return states_ & 1 << state; }
        void set(State state, bool active) { active ? states_ |= (1 << state) : states_ &= ~(1 << state); }
    private:
        static const MAX_STATES = 64;
        std::bitset<MAX_STATES> states_;
    };
    with this system adding a new state is as simple as adding another enum entry, and it simply becomes a transparent (and enforceable) part of the interface:
    Code:
    states.get("burned");
    // becomes
    states.get(States::State::kBurned);
    The only caveat is that this isn't 100% type safe if you use the old enum types, which are implicitly convertible to their underlying integral type, such that instead of:
    Code:
    void set(State state, bool active);
    the compiler basically sees:
    Code:
    void set(int state, bool active);
    which is a problem if you mess up and pass some other integral type in which is not a part of the enum:
    Code:
    States.set(42, true);
    If you can use an C++11 compiler you can replace that enum with an enum class, which is type safe. If not, this is how it has been done since the dawn of C, so you should be fine.
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  20. Post #1220
    Gold Member
    Nomad's Avatar
    July 2010
    6,195 Posts
    In my case I don't think I can do that easily. box2d acts up a lot when it comes to this and it was a miracle I was able to make them not bouncy+elastic at all.
    I'm curious, how are you doing the drawing of the chain?
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  21. Post #1221
    Meow :3
    Ac!dL3ak's Avatar
    July 2005
    6,189 Posts
    It's one way to avoid all the API incompatibilities, basically you would start the backend/connection somewhere and provide a filesystem pipe or local TCP port to control it.
    The alternative is a C API (because anything can call into C), but that can be ugly if you have common configuration because you can't (easily) do synchronization that way and not all languages can offer one.

    Which option is the best really depends on the system you're aiming for, but if it's incompatible or would have to be reimplemented to work with existing apps it's just another incompatible program noone will use because noone else uses it.

    Edited:

    The TCP/pipe option is slightly more resource hungry afaik.
    I'm going to write it in C, and I had decided before hand I'd separate the whole thing into a backend and frontend, with a C library (I think static) as the backend, and the frontend being anything that interfaces with that backend. The entire idea is to make the service usable for pragmatic purposes, so if someone wanted to make something like hubot for the service, they can.

    You're still not making much sense though with the rest of what you're saying...
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  22. Post #1222
    adnzzzzZ's Avatar
    September 2012
    1,082 Posts
    I'm curious, how are you doing the drawing of the chain?
    http://www.iforce2d.net/b2dtut/joints-revolute Last example on this tutorial is how I'm doing the chain. Then for each one of the rectangles that make up the chain I draw a chain circle and a link:

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  23. Post #1223
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    My random story generating app, Moist Banana, is nearing completion and is almost ready to be unleashed like a rabid gorilla upon Google Play.

    I'm currently writing documentation (a whole wiki) for all the features of the development kit, as well as fixing various small bugs with the dev tools and the app itself. I also really need to remake my logo into a version that doesn't look like something MSPaint shat out. Expected release date is around New Year's Day.


    It has a loading screen now too. Yay.

    Those of you who have seen my previous posts, what features would you like to see? (NFC support will have to wait until I get a better phone.)
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  24. Post #1224
    adnzzzzZ's Avatar
    September 2012
    1,082 Posts
    Added a basic bridge. Physics is pretty cool. One simple mechanism (chaining things together) gets you many different objects/behaviors!

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  25. Post #1225
    Gold Member
    Berkin's Avatar
    October 2013
    1,843 Posts
    Added a basic bridge. Physics is pretty cool. One simple mechanism (chaining things together) gets you many different objects/behaviors!

    That's brilliant. If I may offer a suggestion, collapsible buildings/small structures would be a nice touch. Maybe one could start falling apart while the player is inside it and they would be forced to make a quick escape.
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  26. Post #1226
    adnzzzzZ's Avatar
    September 2012
    1,082 Posts
    That's brilliant. If I may offer a suggestion, collapsible buildings/small structures would be a nice touch. Maybe one could start falling apart while the player is inside it and they would be forced to make a quick escape.
    I totally plan on having that eventually. The first thing I'm gonna try around that area is something like this game: http://www.ludumdare.com/compo/ludum...view&uid=21790.
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  27. Post #1227

    January 2012
    143 Posts
    I can't believe how hard it is to install this goddamn plugin for VIM:
    https://github.com/Valloric/YouCompleteMe

    plugins should be drag and drop kind of easy. not:

    Recompile VIM with python support
    Compile another plugin manager to manage the built-in plugin manager
    Set up the other plugin manager
    Compile clang
    Compile plugin
    forget to add some parameters because the documentation is pure shite

    Compile plugin again
    Set up plugin on the other plugin manager
    --i'm here but i still have to figure out what even are the next steps!--

    Yes, this is what i'm working on.
    Code:
    $ cd ~/.vim/bundle/YouCompleteMe
    $ ./install.sh --clang-completer
    that's it

    "A bad workman blames his tools"
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  28. Post #1228
    adnzzzzZ's Avatar
    September 2012
    1,082 Posts
    I can't believe how hard it is to install this goddamn plugin for VIM:
    https://github.com/Valloric/YouCompleteMe

    plugins should be drag and drop kind of easy. not:

    Recompile VIM with python support
    Compile another plugin manager to manage the built-in plugin manager
    Set up the other plugin manager
    Compile clang
    Compile plugin
    forget to add some parameters because the documentation is pure shite

    Compile plugin again
    Set up plugin on the other plugin manager
    --i'm here but i still have to figure out what even are the next steps!--

    Yes, this is what i'm working on.
    Use vundle?
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  29. Post #1229
    I bought a title for $1.
    sambooo's Avatar
    March 2011
    3,292 Posts
    The correct solution is using emacs
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  30. Post #1230
    The correct solution is using emacs
    emacs has never been the solution to anything
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  31. Post #1231
    Hearts
    Agent766's Avatar
    July 2007
    3,041 Posts
    You just got me interested, I remember playing on private servers and original servers alike back in ~2005. Any guides/documentation/helpful resources for private servers?
    I miss the days of 2MB client.java files.
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  32. Post #1232
    I bought a title for $1.
    sambooo's Avatar
    March 2011
    3,292 Posts
    I miss the days of 2MB client.java files.
    I miss the days of single-threaded update loops and seemingly O(n!) everything

    Oh wait PI is still around
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  33. Post #1233
    Gold Member
    WTF Nuke's Avatar
    March 2009
    5,248 Posts
    Alright, is there a rip of the resources up to download anywhere? I tried moparscape but it seems like they only have clients available and not resources.
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  34. Post #1234
    adnzzzzZ's Avatar
    September 2012
    1,082 Posts
    Following on Cold's suggestion, does this smoke look acceptable?

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  35. Post #1235
    Cow Muffins's Avatar
    August 2009
    570 Posts
    Following on Cold's suggestion, does this smoke look acceptable?

    You should tint it yellow just to blend in with the environment a little more.
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  36. Post #1236
    itty-bitty pretty kitty
    supersnail11's Avatar
    September 2008
    9,384 Posts
    Alright, is there a rip of the resources up to download anywhere? I tried moparscape but it seems like they only have clients available and not resources.
    There's a full, RS317 cache available here: https://code.google.com/p/rename317/...Ftrunk%2Fcache

    Here's some (incomplete) information I wrote about the format a while ago: http://rsps.communistpancake.com/
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  37. Post #1237
    Gold Member
    voodooattack's Avatar
    October 2009
    2,032 Posts
    I'm doing some floating point shenanigans and I've come up with a way to generate ramps based on a heuristic.. what do you guys think? Old ramps or wide/smooth ones like this?

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  38. Post #1238
    Gold Member
    Hentie's Avatar
    May 2010
    2,154 Posts
    Following on Cold's suggestion, does this smoke look acceptable?

    doesnt seem to fit the art style
    looks more like something from okami than your pixel platformer
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  39. Post #1239
    Gold Member
    Blueridge's Avatar
    July 2008
    2,351 Posts
    This is kind of flying over my head but now I'm learning more about bitwise operations which always interested me. So in your example, using states.get() would return true if the state can happen, and false otherwise?

    Also running into a problem with the code as is because a bitset cant be returned in a bool function apparently but I'll do some more studying before tackling that.
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  40. Post #1240
    evil-tedoz's Avatar
    October 2007
    447 Posts


    Creating a falling sand game with OpenGL and a pixel shader, but my sand ain't falling, it's flying.
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