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877795 Posts in 32884 Topics- by 24319 Members - Latest Member: NotoriousPyro

May 20, 2013, 12:49:34 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)What are you programming RIGHT NOW?
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Author Topic: What are you programming RIGHT NOW?  (Read 66980 times)
Skomakar'n
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« Reply #375 on: May 22, 2011, 09:19:06 AM »


Fibonacci spirals with a random palette generator!
I had a go too!

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mak gam
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Adam Emil
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« Reply #376 on: May 22, 2011, 09:39:11 AM »

FlashPunk test apps!
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
teomat
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« Reply #377 on: May 22, 2011, 09:40:38 AM »

A highlevel lua wrapper and object (de)serialization in c#/mono.
The lua c-api is not as hard to work with as I initially thought and this is actually fun :D
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teomat
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« Reply #378 on: May 24, 2011, 05:43:16 AM »

Trying to get my Lua serializer to not die when it encounters circular dependencies.
Right now it does this:

Code:
Entity = {

__type = "mater.lua.tests.Test+Entity, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = 58225482;

a = 16;

s = 50;

pos = {

__type = "mater.lua.tests.Test+Position, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = 54267293;

x = 9;

y = 8;

e = {

__type = "mater.lua.tests.Test+Entity, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = 58225482;

a = 16;

s = 50;

pos = {

__type = "mater.lua.tests.Test+Position, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = 54267293;

x = 9;

y = 8;

e = {

__type = "mater.lua.tests.Test+Entity, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = 58225482;

a = 16;

s = 50;

pos = {

__type = "mater.lua.tests.Test+Position, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = 54267293;

x = 9;

y = 8;

e = {

a few hundred times and then crashes because of a stack overflow.
I kind of know what I'm going to do, but I'm not sure how.

Edit:

Wow, done already   Shocked
Code:
Entity = {

__type = "mater.lua.tests.Test+Entity, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = -1574713792;

a = 16;

s = 50;

pos = {

__type = "mater.lua.tests.Test+Position, mater.lua.tests, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null";

__hash = -18553600;

x = 9;

y = 8;

};

};

Entity.pos.e = Entity

__main = Entity;

I didn't think I'd be so fast. I guess I'll play some witcher 2 now  Smiley

« Last Edit: May 24, 2011, 06:11:50 AM by teomat » Logged
increpare
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« Reply #379 on: May 24, 2011, 05:54:32 AM »

Working on a puzzle-style game.  Its logic is discrete, but I've allowed a lot of continuous animation-related stuff to seep in.  I find myself wanting to run simulations, so I'm trying to pull the two bits apart.  It's a bet of a messy task!
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_Tommo_
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« Reply #380 on: May 24, 2011, 06:12:49 AM »

You have to mark the object that were already encountered in a single serializing session, I believe.
It's the deserializing that is pretty damn ugly.
In what order are you going to recreate objects that have circular dependencies? Good luck with it  Beer!
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teomat
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« Reply #381 on: May 24, 2011, 06:17:56 AM »

You have to mark the object that were already encountered in a single serializing session, I believe.
It's the deserializing that is pretty damn ugly.


Already done :D
I actually did deserialization first and I feel like it was even easier.
Well, I can't de/serialize delegates and I didn't test it that much yet, but I think it's good enough for what I need.

In what order are you going to recreate objects that have circular dependencies? Good luck with it  Beer!

I simply serialize them as I find them and keep a map with their hashes as keys and table locations as values. Then whenever I encounter an already serialized object I add the it to a list with all the other missing references. Once the main object is serialized I dump those into the file and everythig is fine.

Edit: typo
« Last Edit: May 24, 2011, 06:25:23 AM by teomat » Logged
bateleur
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« Reply #382 on: May 24, 2011, 12:21:50 PM »

Right now I am programming the same thing I programmed two months ago and apparently got so completely wrong last time that I'm too amused by it to be horrified.

Aww, look at cute little previous-version-of-me, it's trying to code things! Bless! Facepalm
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Skomakar'n
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« Reply #383 on: May 24, 2011, 12:46:41 PM »

Fixed up a few bugs in my level editor. Now I'm going to make sure it stores which layers are locked in the project files, so that they are still locked when I re-load the level. After that, I'm going to polish the paste mechanism a little, and then it's on to custom text fields.
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mak gam
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Adam Emil
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« Reply #384 on: May 25, 2011, 10:40:26 PM »

Gamepad support under windows using Raw Input / Hid
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MikeSw
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« Reply #385 on: May 29, 2011, 06:26:06 AM »

First wannabe iteration of a community management SaaS.
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SplinterOfChaos
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« Reply #386 on: May 29, 2011, 12:31:26 PM »

I found out that the fallowing code creates a segfualt when compiled (with gcc) 64-bit, but runs fine otherwise.

Code:
struct S
{
    std::string s1, s2;
};

S s = { "abc", "def" };

I hadn't worked on my project for over a month and all-the-sudden it turns out my problem just had to do with initializing a variable. I now use ctors, which maybe i should have in the first place.
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Skomakar'n
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« Reply #387 on: May 30, 2011, 06:04:19 AM »

I found out that the fallowing code creates a segfualt when compiled (with gcc) 64-bit, but runs fine otherwise.

Code:
struct S
{
    std::string s1, s2;
};

S s = { "abc", "def" };

I hadn't worked on my project for over a month and all-the-sudden it turns out my problem just had to do with initializing a variable. I now use ctors, which maybe i should have in the first place.
Yeah. This method is only safe with POD, as far as I know.
« Last Edit: May 30, 2011, 10:29:36 AM by Skomakar'n » Logged

mak gam
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Adam Emil
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« Reply #388 on: May 30, 2011, 02:36:13 PM »

Just finished documenting/cleaning up an implementation of the Boids algorithm.  It's a neat little piece of code - I'm constantly amazed at how complex behaviors can result from simple rules.  I want to put this in a game sometime (Half-Life 1 used it for the flying guys in the Xen homeworld).

If anyone here runs MacOSX you can find the XCode source code here and the binary here.  Hopefully everything in the source code makes sense!
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st33d
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« Reply #389 on: May 31, 2011, 04:27:07 AM »

Interface.

So exciting...

 Yawn
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