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879194 Posts in 32967 Topics- by 24359 Members - Latest Member: colinvella

May 23, 2013, 12:50:15 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)What are you programming RIGHT NOW?
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st33d
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« Reply #390 on: May 31, 2011, 07:35:12 AM »

Okay. Now I'm doing a level in the game which is going to be a game within a game.
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JMickle
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« Reply #391 on: May 31, 2011, 09:00:15 AM »

I get really annoyed that computers in games are never anything exciting, so I have made a (pretty simple really, but complex by comparison) "proper" computer in my new game, complete with a filesystem and memory slots. Works nothing like a real computer, but is far more interesting than the computers you find in games like fallout3 etc.

out of interest, are there any games which DO have interesting computer systems?
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« Reply #392 on: May 31, 2011, 09:05:24 AM »

I get really annoyed that computers in games are never anything exciting, so I have made a (pretty simple really, but complex by comparison) "proper" computer in my new game, complete with a filesystem and memory slots. Works nothing like a real computer, but is far more interesting than the computers you find in games like fallout3 etc.

out of interest, are there any games which DO have interesting computer systems?
The IF game Jigsaw has an (I think simplified) implementation of an enigma machine.
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Ludophonic
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« Reply #393 on: May 31, 2011, 12:27:22 PM »

Now  gamepad support under OS X with the HID Manager  Hand JoystickHand Any Key
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« Reply #394 on: May 31, 2011, 04:50:37 PM »

Perlin noise... my first attempt with it so I expect to learn a bit.
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iffi
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« Reply #395 on: May 31, 2011, 05:35:46 PM »

I get really annoyed that computers in games are never anything exciting, so I have made a (pretty simple really, but complex by comparison) "proper" computer in my new game, complete with a filesystem and memory slots. Works nothing like a real computer, but is far more interesting than the computers you find in games like fallout3 etc.

out of interest, are there any games which DO have interesting computer systems?
Call of Duty: Black Ops has an easter egg that lets you interact with a terminal of sorts. I'm not sure how complex it is, having never played it before, but it might be interesting.
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Dacke
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« Reply #396 on: May 31, 2011, 11:27:48 PM »

There's always Introversion's hacking "simulation" game Uplink. As well as their upcoming game Subversion that promises to have some pretty complex systems in it (if it ever gets finished), I think actually running the computers that exist inside the game.

Then there are games like Kohctpyktop where you design integrated circuits (simulating small-scale computers)
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JMickle
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« Reply #397 on: June 01, 2011, 08:49:41 AM »

Uplink is fairly interesting, but Subversion so far is blowing my mind. The levels they are going to to make the world run itself are... astounding.
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SplinterOfChaos
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« Reply #398 on: June 01, 2011, 10:33:33 AM »

I'm working on creating waves and scaling the difficulty based on the player's score. First, the player accumulates score points based on the score and assign each enemy type a cost. I spawn a random enemy (right now using a lottery so i can fix the probabilities), decrement the spawn points by the cost of the enemy spawned, and if more points remain, i spawn another random enemy.

I get really annoyed that computers in games are never anything exciting, so I have made a (pretty simple really, but complex by comparison) "proper" computer in my new game, complete with a filesystem and memory slots. Works nothing like a real computer, but is far more interesting than the computers you find in games like fallout3 etc.

I share your pain. I think there was actually one game that inserted a browser and based the game around google. It was mentioned once on Xplay (a game review show on G4) three to five yeays ago.

But yeah, that really bugs me too. When a game limits your actions on physical things, it seems to make more sense. But limiting your actions of digital things is especially obtuse to our perception of reality since we're playing a video game, thus prooving the limitations are arbitrary.

I wonder if someone could make a game that has a computer running linux, perfectly full-featured, running through a virtual machine.
« Last Edit: June 01, 2011, 10:55:01 AM by SplinterOfChaos » Logged

madbranch
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« Reply #399 on: June 01, 2011, 10:37:33 AM »

I'm working on my C++ JSON reader/writer that we want to use in our game engine.
https://bitbucket.org/madbranch/jsonbox

I'm currently trying to give it ridiculous JSON input to make it bug lol
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ThemsAllTook
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« Reply #400 on: June 01, 2011, 11:41:40 AM »

I'm currently trying to give it ridiculous JSON input to make it bug lol

Neat. I wrote a json parser in C not too long ago. In case it's useful to you, here are the strings I used for my unit tests (one per line):

Valid json:
Code:
[]
{}
[0]
[-2.753]
[1e+2]
[0.2e-1]
[""]
["hello"]
[false]
[true]
[null]
[false, true]
[true, 3, null]
{"a": false, "b": true}
{"foo": 1, "bar": null, "baz": "test"}
[{}, []]
{"1": [false, 2, {}], "2": {"": []}, "3": null}
["\\"]
["\""]
["\b\f\n\r\t"]
["\u0020\u26A0\uD834\udd1e"]
["a\u0000b"]
["\/"]

Invalid json (comments for explanation, not part of input):
Code:
// <- Empty input
null
[
{
[1,]
{1: 2}
{"a"}
{"a": }
{"a": null, }
["a": null]
["]
{": 0}
{"": "}
[a]
{1, 2}
["\u012"]
["
"]// <- One entry with literal newline
[0xFF]
[1.]
[.1]
[01]
[-.1]
[-01]
[1.1.1]
[]a
{}[]
[, 0]
{ , "a": 0}
[1 2]
{"a": 0 "b": 1}
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madbranch
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« Reply #401 on: June 01, 2011, 11:48:20 AM »

That's nice thanks.
Trying them right now.
Among my tests were really big files with a lot of nested arrays and objects to see if I could make my algorithm crash with a stack overflow. It can go quite deep in the inception levels lol, but I'm looking to make my algorithm non-recursive.

I went with the philosophy to warn the user of the incorrect input with error messages, but I interpret what I can from the incorrect input. It has its advantages and disadvantages, but I wanted something simple to use and didn't want anything to do with exception and crashing management lol.
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JMickle
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« Reply #402 on: June 02, 2011, 01:27:57 AM »

I wonder if someone could make a game that has a computer running linux, perfectly full-featured, running through a virtual machine.
That would seriously make my day/year. but i'd have the compulsion to try and get the game to run inside of the game
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« Reply #403 on: June 02, 2011, 01:34:11 AM »

I've spent all morning switching to a new editor in my IDE (you can see the results here), but right now I am fixing some indentation and parser bugs.

Currently it indents if you use keywords like 'if' within a comment (when it shouldn't), and strings don't work across multiple lines.
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ThemsAllTook
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« Reply #404 on: June 02, 2011, 12:20:03 PM »

Trying to get some basic OpenAL code working across all of the platforms I support. Mac and Linux were simple enough, but Windows seems quite a bit messier. Manually copying headers and libraries into my MinGW environment doesn't really feel right. Worse, my test app crashes on exit unless I explicitly tear down all buffers and sources, destroy my ALCcontext, and close the device. I really ought be able to call exit() at any point and have the system clean up after itself... Lips Sealed
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