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877142 Posts in 32848 Topics- by 24287 Members - Latest Member: huntingbird3.0

May 18, 2013, 03:39:08 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)What are you programming RIGHT NOW?
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Glaiel-Gamer
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« on: January 21, 2011, 10:47:55 AM »

Sort of an analogue to the happy and grumpy programmer rooms, this thread is for short little posts about what you're currently coding, especially if it hasn't yet made you grumpy or happy. Maybe others can pop suggestions or wish you luck, either way sometimes it just helps to say what you're doing and you might see a new solution.

==========

currently creating a file dependency database to make multithreaded preloading for my game a reality. Using a text-based file this time.
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bequick
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« Reply #1 on: January 21, 2011, 11:21:36 AM »

I'm a begginer in c++ and trying to build a TD type game....currently making an asset manager trying to asociate the string to an Image object using the map function in STL kind od having a hard time, never used map before Smiley
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davidp
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« Reply #2 on: January 21, 2011, 12:04:40 PM »

currently working on player name input in as3, and reading data from facebook into flash via javascript.

made me very grumpy but happy at the same time
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zacaj
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« Reply #3 on: January 21, 2011, 12:48:23 PM »

Im trying to get a blinn-phong specular shader working, while satisfying my own need to use as few uniforms as possible
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Glaiel-Gamer
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« Reply #4 on: January 21, 2011, 01:15:06 PM »

ran my game with file dependency profiling on:
result (small portion of it since its a huge file actually) (spr files depend on one or more ani filed in separate entries, ani files depend on one or more png files, also in separate entries, lvl files depend on everything)
Code:
+forest/10.lvl
FOREST/terrain_forest_3_01.spr
FOREST/terrain_forest_3_02.spr
ball.spr
camicon.spr
forest/bg_flowers.spr
forest/cone_shrooms.spr
forest/glyph.spr
forest/hanging_plant_arm.spr
forest/tree_curly.spr
silvermoth.spr
-
+forest/4.lvl
lightswitch.spr
-
+forest/5.lvl
FOREST/terrain_forest_mushroom_01.spr
FOREST/terrain_forest_mushroom_02.spr
camicon.spr
forest/bg_forest_mushroom_1.spr
forest/bg_forest_mushroom_2.spr
forest/eyeballs_flower.spr
forest/light_stem.spr
forest/loop_flower_1.spr
forest/loop_flower_2.spr
forest/pirhana_plant.spr
forest/pirhana_tongue.spr
forest/spider_flower_1.spr
forest/spider_flower_2.spr
forest/squid_critter.spr
forest/wire_grass.spr
pedestal.spr
-


seems to work a-ok
(text-editable so I can add any outlier files it may have missed)


now i can use this to preload files on a separate thread without worrying about decoding them right away too



dependency profiler worked by putting calls to "logFile" and "beginLoad" and "endLoad" in all my file decode functions
« Last Edit: January 21, 2011, 01:20:45 PM by Glaiel-Gamer » Logged

William Laub
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« Reply #5 on: January 21, 2011, 03:55:56 PM »

It's not strictly programming, but I'm writing an SDRAM interface in verilog. There is lots of potential here for all kinds of emotions, but so far things have gone smoothly.
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« Reply #6 on: January 21, 2011, 04:02:57 PM »

I'm just touching up some code that I finished yesterday on tweening in my C++ framework. The tweening works just like tweening in Flash except its frame rate independent and you have greater control over easing. I'm very pleased with how it turned it.
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Expand - I'm working on this when I get the chance.
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« Reply #7 on: January 21, 2011, 04:11:14 PM »

CoffeeScript-based HTML5 game engine.
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« Reply #8 on: January 21, 2011, 08:49:22 PM »

Writing a simple TGA loader, which also entails getting my file IO API in order for my new cross-platform game engine.
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« Reply #9 on: January 21, 2011, 10:19:39 PM »

Currently trying to build SFML2 for MinGW...which is actually just installing a ton of software and not so much coding >_<
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« Reply #10 on: January 22, 2011, 01:23:34 AM »

I'm currently implementing a package system for my game.
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« Reply #11 on: January 22, 2011, 05:34:55 AM »

I am revisting a Java library I build for loading classes from within a class loader. It makes it simple to load certain classes in a parent class loader ensuring the class is only loaded once. This is needed if those libraries interact with a native library (if you try to load a native library more then once within a Java application it crashes).
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Christian Knudsen
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« Reply #12 on: January 22, 2011, 05:51:16 AM »

Heavily modifying this shadow-casting algorithm to be usable for my game where it's not blocked tiles casting shadows but walls between the tiles. Also trying to get the edges of a shadow to be slightly graduated instead of the hard edges generated by the algorithm. I'm sorta going back and forth between the happy and grumpy programmer room with this...
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Laserbrain Studios
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« Reply #13 on: January 22, 2011, 08:31:51 AM »

It looks like the screen only displays a very small view of the overall map. Can't you use a much simplified pathfinding routine for NPCs outside of the viewing area? If the map is all city blocks, it shouldn't require much CPU to calculate a path from one spot to another if it doesn't have to look like intelligent behavior (when it's beyond the viewing area)? It almost seems like you could use a simple "if NPC.X > Player.X: dec(NPC.X)" thing as long as the NPC is at a certain distance from the player (and then just wall hug if the NPC bumps into a wall)? Then switch to A* (or whatever you're using) when the NPC gets close enough to the player (or within the viewing area).
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Laserbrain Studios
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« Reply #14 on: January 22, 2011, 01:18:21 PM »

It's also important to remember that although a lot of people use A* on grids, it's a algorithm for finding the shortest path within a graph. If you have a lot of large open areas you can make that graph a lot lot smaller. Instead of having one node for each tile, you only need nodes at the corners of your buildings. Connect each node to any other node that's line-of-sight to it, then dynamically patch in your start and destination positions.
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