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1103582 Posts in 45888 Topics- by 37580 Members - Latest Member: Druid_UK

March 28, 2015, 04:15:53 AM
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Pages: 1 [2] 3 4 ... 71
21  Developer / Art / Re: Art on: December 04, 2014, 11:51:24 AM
Ugh... I'll never try patterns again..



Long way to go.. (PS. This was drawn on paper)
22  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: December 04, 2014, 11:49:16 AM
Long way to go... Fooling with gradients..

23  Developer / Technical / Re: Generic functions and game structure on: November 30, 2014, 11:56:47 AM
Prinsessa and Average Software are right  Waaagh!
24  Developer / Technical / Re: Generic functions and game structure on: November 30, 2014, 11:29:53 AM
Class with static methods would be the thing I'd go for. I'd also avoid namespaces.
25  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 26, 2014, 11:13:17 AM
Doodling during math lesson.

26  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 17, 2014, 01:13:35 PM
Another thing. I kinda messed up the guy's left arm (the one that's getting hit)



It's unproportional.
27  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 15, 2014, 02:04:42 PM
Two new things today.




This one (below) was pretty much just a sketch. I didn't want to focus on heads, but bodies below them. I didn't kinda erase anything, so it was just quick sketching, but I think it turned out pretty good anyway.
28  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 14, 2014, 10:47:08 AM
Ah, also. Some stuff that I did throughout the year.. Some of it are just doodles (like the 1st one)







It's not too much of an improvement, but it's not like I study drawing a lot.
29  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 14, 2014, 09:24:21 AM
Soo, after a good while, I'll post some stuff here.

I wanted to see how good I could possibly do when doing manga type of thing... Could've been better, but it's something, I guess.
("Read" from right to left)

30  Developer / Technical / Re: Patching on: October 15, 2014, 09:10:18 AM
What exactly do you want to patch?

An injured comrade, I think.
31  Developer / Technical / Re: How to create a low resolution 3D game for mobile? on: October 06, 2014, 01:13:46 PM
Alternatively, read the pixels from the screen, then create an image from that, and display it as a 2D gui element, over the whole thing. Not sure it's performance would be acceptable on mobiles, though.
32  Developer / Technical / Re: How to create a low resolution 3D game for mobile? on: October 06, 2014, 11:44:22 AM
He said he cannot use Render to Texture.

Seems kinda impossible to me without doing that, though.
33  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 03:11:04 PM
Hmph, this is too big of a bother. I've switched to MP3 encoding, and it works. (using LAME encoder)

Anybody knows if they still have some copyright on it, though?
34  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 10:33:30 AM
I can't.  Concerned
35  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 09:56:08 AM
Sigh, why do they have to make it so hard.

I have this:
http://pastebin.com/GGdCrDtm

But there are still obviously things that are wrong. My doubts begin at line 88. I've no idea what do they mean there. I use one channel and my sample type is int16_t... What do I do with it there.. Also, does that mean it's iterating through my raw buffer by 1024 bytes (512 int16_ts) per each loop?

I just have no idea what's the iteration, what if the number of bytes in the buffer is not a power of two, and how do I fill the buffer when it's supposed to have one channel.

This is so confusing.
36  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 06:15:45 AM
Particular part of program.
37  Developer / Technical / Audio converting ( wav to ogg ) on: October 04, 2014, 01:38:47 AM
Hey there.

I need to convert a .wav audio data to .ogg, but I cannot find a clear explanation on how to do that. There are many different libraries, but they seem to work on files ( aka give them a file and they'll convert it ), and I need to do that in RAM alone.

What to do? What to use?
38  Developer / Technical / Re: Beautiful fails. on: October 03, 2014, 03:15:33 PM
Dammm dat quadtree.
39  Developer / Technical / Re: looking for fastest 2d rendering lib on: September 12, 2014, 06:40:47 AM
Fastest would be a custom rendering lib that would be suited just to the thing you want to make.

Other than that, I'd give SFML2 a look.

I wouldn't do haxe / love2D, unless you can't do C++. Haxe is flash after all ( = slow as hell, unless it has a proper compiler that outputs .exe/.o, which I doubt ) (figured it can output c++), LUA is bytecode, which does reduce it's performance (would probably be especially visible on raspberry), unless you use LuaJIT.

You can't beat a well coded, C++ app with those, though.

Viable options that aren't C++ (slower, but I guess they're fine):
- lua + love2D
- blitzmax
40  Developer / Technical / Re: The happy programmer room on: September 10, 2014, 08:42:57 AM
Quote
It was mostly an excuse to get some Haskell practice in anyway. Using Parsec was a hell of a lot more enjoyable than my last parsing experience which involved magical C++ template meta-programming with Boost.Spirit.

Yeah, Boost.Spirit is pretty bad. Hand-written parsers 4 lyfe.
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