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1076030 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:11:22 AM
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361  Player / General / Re: Something you JUST did thread on: January 25, 2013, 09:52:17 AM
Played strongold crusader  Epileptic
362  Developer / Tutorials / Re: I've been making some OpenGL 4 tutorials on: January 24, 2013, 07:47:53 AM
Wow. If all these articles are finished, your tutorials are going to be recommended for everybody who wants to learn modern opengl on these forums.

Hand ClapKiss

What I will be waiting for, is hardware-accelerated skinning.
363  Feedback / Finished / Re: Kingdom on: January 24, 2013, 06:20:44 AM
Quite incredible graphics style!

*Follows*
364  Feedback / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: January 22, 2013, 07:35:32 AM
You know and are capable of too much elisee  Who, Me?



Which is good
365  Feedback / DevLogs / Re: Game Construction Kit - Project on: January 22, 2013, 07:26:15 AM
That's nice. May I ask (?):

- The language you are using to develop it
- The GUI library (if one used) to develop it with

Good luck with your project Smiley
366  Feedback / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: January 20, 2013, 08:18:31 AM

Then I shall fight for it!
367  Feedback / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: January 20, 2013, 03:31:56 AM
So, that barrel is sort of 2d?
368  Feedback / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: January 19, 2013, 02:27:14 PM
No way, you code for 7 years only? With such amazing effects? Epileptic
And you can add so much in such little time? Who, Me?

Madk, make some room
369  Feedback / DevLogs / Re: Polycode on: January 19, 2013, 07:37:02 AM
sexy IDE

Whoah. How did you manage to write GUI for such colored editbox for your IDE? Again, you wrote it yourself with OpenGL only?

Whoah.

Quote
The editor looks awesome. Is there a full-screen option for the Polycode IDE? If not is it possible you can make one?

Stupid question. Name one thing Ivan can't do.

 Evil
370  Developer / Technical / Re: OpenTK 2D Texture Rotation On Z-Axis on: January 16, 2013, 06:54:19 AM
@kamac - He's using OpenTK, which has a Matrix4 class and a Identity matrix constant build-in Wink

Sad

Well now he knows how to do that with OpenGL and C++ too  Panda
371  Developer / Technical / Re: OpenTK 2D Texture Rotation On Z-Axis on: January 16, 2013, 06:40:15 AM
Just to clarify, you can create your own matrix (which polly uses) like that*:

Code:
float m[0x10] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};

It's got those values, because:

Code:
[ 1 0 0 0 ]   [ x ]   [ x ]
[ 0 1 0 0 ] * [ y ] = [ y ]
[ 0 0 1 0 ]   [ z ]   [ z ]
[ 0 0 0 1 ]   [ w ]   [ w ]

Which basically means this matrice doesn't change output position at all. (When we give it to our vertex shader, and there multiply matrice by coordinate, we will get raw coordinate. Much as multiplying a * 1)

If you wonder how can you pass matrice to your shader, you do it this way:

Code:
glUseProgram(someProgram);
glMatrixUniform4fv(matrixUniform,1,GL_FALSE,&m);
/*
Your normal drawing stuff here
*/

I guess that's it.

You might want to check this tutorial out:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/


* 0x10 = 16. We want 4x4 matrice. You could aswell put it in two dimensional array
372  Feedback / DevLogs / Re: LuaLander - A programming game on: January 16, 2013, 06:26:19 AM
Quote
This looks really cool, although for a pretty small niche market

Sad but true.
373  Feedback / DevLogs / Re: Avant-Garde - Artist RPG in modernist Paris on: January 16, 2013, 06:24:59 AM
I really like your GUI.
 Wink
374  Feedback / DevLogs / Re: moonman (v0.22 OSX test build 14/11/2012) on: January 15, 2013, 01:17:55 PM
Quote
Start a devlog and you'll be level 10 in no time. I didn't even notice I was level 10 until a secret level 10 forum appeared in the list. Or was that a secret? Whoops..

It's a secret to everyone.
375  Feedback / DevLogs / Re: moonman (v0.22 OSX test build 14/11/2012) on: January 14, 2013, 11:57:39 AM
Quote
@kamac, you're right, ID is just a 32-bit unsigned integer. actually blockType should be a uint16, so that code's a mistake.

I knew it  Crazy
Them be defining new types to mistake us  Waaagh!
376  Feedback / DevLogs / Re: Zombygon - Top down exploration shooter on: January 12, 2013, 11:25:48 AM
I think you need to work over water.
In fact, it seems there's no water, just colored terrain after all.

I guess that's on to-do list?

The screenshot you posted on "screenshot saturday" caught my attention, brought to your blog and finally made me post here  Durr...?

Are there going to be native NPCs / allies?

Keep it up Smiley
377  Developer / Technical / Re: C++ callbacks with params on: January 09, 2013, 11:06:58 AM
Does it work for like... MSVC C++ version too?

Yep, including Express ( the free version ) Smiley

ohboyohboyohboyohboyohboyohboy

Got to have it.
378  Developer / Technical / Re: C++ callbacks with params on: January 09, 2013, 11:00:35 AM
I still target XP, so until a v120_xp comes out, I can't use it Angry

You mean v110_xp? It got added in "Update 1" for Visual Studio 2012.

+ Got to love that dark skin Wink



Oh boy oh boy oh boy. Full, dark skin?!

Does it work for like... MSVC C++ version too?
379  Developer / Technical / Re: C++ callbacks with params on: January 09, 2013, 10:53:32 AM
Also, some people say that <functional> is C++11, some think otherwise.  Lips Sealed

<functional> is C++98.  std::function is C++11.  They aren't the same thing, there's a lot more in <functional> than just std::function.

Ouch. Thanks for clarification.

RobJinman
Thanks, I'll probably look into that. For the source. Grin

@EDIT

Boy, that's some mind-fucking C++ code.

I'll stay with boost for this one though. I believe it's safer too. (Althrough, I can't prove that)
380  Feedback / DevLogs / Re: moonman (v0.22 OSX test build 14/11/2012) on: January 09, 2013, 08:57:14 AM
Quote
ID blockType;

I wonder if ID is actually

Code:
typedef unsigned int ID;

here  Angry
Or it's a class?
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