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879148 Posts in 32962 Topics- by 24355 Members - Latest Member: MinerTrog99

May 23, 2013, 11:19:29 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)What are you programming RIGHT NOW?
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Glaiel-Gamer
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« Reply #405 on: June 02, 2011, 12:25:14 PM »

I really ought be able to call exit() at any point and have the system clean up after itself... Lips Sealed

I've actually had graphics objects PERMANENTLY leaked (until restarting the computer at least) as a result of this assumption. I blame the graphics driver, but you should still be very careful about that
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jjd
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« Reply #406 on: June 02, 2011, 04:28:53 PM »

Started working on a new project this weekend. More of an experiment actually. I wanted to experiment with a little dude using a grappling hook thing to swing from moon to moon. I have a few ideas about where I want to take it once I get the basic mechanic working, but I just want to focus on getting a working prototype in place to see if it feels 'right'. The code is on github, so if anyone wants to download it feel free. I'm developing it on linux, but I've choosen the libraries to make in fairly portable.
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Ludophonic
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« Reply #407 on: June 02, 2011, 05:33:42 PM »

Implementing the Core Audio version of my very basic sound library.
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Rob Lach
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« Reply #408 on: June 02, 2011, 09:48:50 PM »

I've actually had graphics objects PERMANENTLY leaked (until restarting the computer at least) as a result of this assumption. I blame the graphics driver, but you should still be very careful about that

You'd be surprised how common that is.
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Taiko
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« Reply #409 on: June 04, 2011, 12:42:29 PM »

Now I'm working on a pure OpenGL/C++ particle effects demo.  My plan is to have the user be able to walk around in a small field at night with fireworks being shot overhead.  It's not really a game but it should be neat when it's finished.

(I know there are better libraries / engines for doing particle effects but I wanted to see how it would turn out if I did everything from scratch  Smiley)
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Ludophonic
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« Reply #410 on: June 04, 2011, 01:02:36 PM »

(I know there are better libraries / engines for doing particle effects but I wanted to see how it would turn out if I did everything from scratch  Smiley)

Particle effects is something I'm missing from my codebase right now. What are these better libraries / engines?  Writing a particle renderer wouldn't be so hard for me but I dread having to write any sort of particle system creator / editor application. That could be a huge time sink.
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increpare
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« Reply #411 on: June 04, 2011, 01:11:32 PM »

silly colour palette generator
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Netsu
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« Reply #412 on: June 04, 2011, 01:29:19 PM »

Particle effects for all those awesome overpowered futuristic weapons I'm doing for an arena shooter.
I think this might be what I enjoy most about programming games - particle effects for weapons, explosions and gore. It satisfies both my appetite for destruction and my obsessive compulsiveness (hours of tweaking particles to get the perfect outcome).
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Nugsy
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« Reply #413 on: June 04, 2011, 06:15:32 PM »

Finally managed to get some basic networking sorted!

The game i threw the netcode into ended up not working however, and it became more confusing the more i tried to get it working.

This calls for a rewrite!
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Taiko
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« Reply #414 on: June 04, 2011, 07:02:46 PM »

(I know there are better libraries / engines for doing particle effects but I wanted to see how it would turn out if I did everything from scratch  Smiley)

Particle effects is something I'm missing from my codebase right now. What are these better libraries / engines?  Writing a particle renderer wouldn't be so hard for me but I dread having to write any sort of particle system creator / editor application. That could be a huge time sink.

Well, things like Maya plugins / Blender.  I'm not really doing this for my games, it's a standalone project just to showcase technology and help me learn.
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Jay_PC
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« Reply #415 on: June 04, 2011, 07:41:02 PM »

Trying To Figure out why the White Face of my Cube Is always on top and never goes behind when Rotated....
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SplinterOfChaos
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« Reply #416 on: June 04, 2011, 09:07:51 PM »

Trying To Figure out why the White Face of my Cube Is always on top and never goes behind when Rotated....

Funny thing about graphics bugs: You can't see the error, you just know it's wrong.
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Jay_PC
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« Reply #417 on: June 04, 2011, 09:25:40 PM »

Trying To Figure out why the White Face of my Cube Is always on top and never goes behind when Rotated....

Funny thing about graphics bugs: You can't see the error, you just know it's wrong.

I know! Right? I Know its wrong but the Code looks Fine.... Unless Somebody Can Correct me. I have a Funny Feeling that I'm not doing this Right at all.
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BorisTheBrave
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« Reply #418 on: June 05, 2011, 03:11:44 AM »

Hah, I read that as:

Finally managed to get some basic networking sorted!

This calls for a rewrite!

That's my sort of coding  Smiley
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Nix
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« Reply #419 on: June 05, 2011, 03:07:26 PM »

Robust Matrix and Vector classes. It's times like these that I am very happy I am using a language that supports operator overloading.
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