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879201 Posts in 32967 Topics- by 24359 Members - Latest Member: colinvella

May 23, 2013, 01:24:37 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
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Ludophonic
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« Reply #1800 on: April 06, 2011, 10:42:31 PM »

Just contributed to github for the first time.

Cloned gl3w in github. Cloned it to my local machine. Modified it to add OS X support. Pushed result back to my github repo.

Then sent my first ever pull request! This github stuff is so fun. I hope my changes get merged into the main branch.  Beg
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Triplefox
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« Reply #1801 on: April 07, 2011, 12:56:29 AM »

The behavior refactor goes apace. The problems I've had are pretty much all related to the old code expecting different things(and in some cases, calling old code by accident).

Overall things are looking great. Movement is now the cleanest-looking that it's ever been in this game.
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Will Vale
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« Reply #1802 on: April 08, 2011, 12:30:00 AM »

I've found time-per-frame more useful, since it gives you a better measure of what effect individual bits of the program have.
I'd recommend this approach as well. At work we usually talk about execution times either as
percentages of a target (typically 30Hz) frame, or as microseconds, depending on the scale.

Will
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st33d
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« Reply #1803 on: April 08, 2011, 02:15:56 AM »

Yay!

I solved a problem that I created in the first place.

I'm like Charlie Sheen getting 2 and half men cancelled.
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Average Software
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« Reply #1804 on: April 08, 2011, 05:06:52 AM »

I've found time-per-frame more useful, since it gives you a better measure of what effect individual bits of the program have.
I'd recommend this approach as well. At work we usually talk about execution times either as
percentages of a target (typically 30Hz) frame, or as microseconds, depending on the scale.

Will

Except my projects generally have user configurable frame rates.  FPS is a far more useful metric to me than time per frame.
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Franchise - The restaurant wars begin!

What would John Carmack do?
Skomakar'n
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« Reply #1805 on: April 10, 2011, 12:51:32 PM »

I am extremely happy right now.

In about three days of lots of hard thinking and countless times of trial and error, it seems I have been able to build an almost perfect 2D collision engine, that handles single vertices, lines, triangles and any convex polygons after that, as well as perfect circles with just a position and a radius, and that means not only circle to circle, but also circle to any of the other.

The only thing missing now would be to discover collisions occurring between frames. If I get that to work, I'm pretty confident that I have a perfect collision engine, and the only thing remaining would be taking out the important parts of my spaghetti test files and put them under a neat OOP layer.
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mak gam
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Adam Emil
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« Reply #1806 on: April 13, 2011, 09:57:44 AM »

I am extremely happy right now.

In about three days of lots of hard thinking and countless times of trial and error, it seems I have been able to build an almost perfect 2D collision engine, that handles single vertices, lines, triangles and any convex polygons after that, as well as perfect circles with just a position and a radius, and that means not only circle to circle, but also circle to any of the other.

The only thing missing now would be to discover collisions occurring between frames. If I get that to work, I'm pretty confident that I have a perfect collision engine, and the only thing remaining would be taking out the important parts of my spaghetti test files and put them under a neat OOP layer.



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_Tommo_
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« Reply #1807 on: April 13, 2011, 02:55:49 PM »

I first discovered about the importance of Gamma Correction; then I extensively researched the subject to implement it in my games; and only after a couple of hours I did notice that Windows does indeed gamma correct anything that is displayed into a window by default.
So, mission accomplished without even writing anything. So efficient. Cool
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Skomakar'n
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« Reply #1808 on: April 13, 2011, 05:13:57 PM »

I am extremely happy right now.

In about three days of lots of hard thinking and countless times of trial and error, it seems I have been able to build an almost perfect 2D collision engine, that handles single vertices, lines, triangles and any convex polygons after that, as well as perfect circles with just a position and a radius, and that means not only circle to circle, but also circle to any of the other.

The only thing missing now would be to discover collisions occurring between frames. If I get that to work, I'm pretty confident that I have a perfect collision engine, and the only thing remaining would be taking out the important parts of my spaghetti test files and put them under a neat OOP layer.




):

I guess it's not really an engine yet, though.
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mak gam
Geisha Novia: Out now!
Bottoms Up!: Devlog

Royal Railway on Twitter.

Adam Emil
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« Reply #1809 on: April 14, 2011, 04:11:35 AM »

I like Tornado.
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
SirEel
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« Reply #1810 on: April 14, 2011, 04:36:08 AM »

Even though my dissertation program eats all of my ram after a mere 18 iterations (I was hoping for at least 100) it's apparently more than adequate for the purpose :D
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Average Software
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« Reply #1811 on: April 14, 2011, 10:37:41 AM »

I coded up the LAN game heartbeat/discovery system for my project, and it worked the first time I tried it.  I'm getting too good at this.
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Franchise - The restaurant wars begin!

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Ben_Hurr
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« Reply #1812 on: April 15, 2011, 10:48:45 AM »

I got grass to grow.

I am amz
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Nugsy
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« Reply #1813 on: April 15, 2011, 10:51:50 AM »

I made a random ruins generator. Not entirely happy with it yet, but at least it's my own algorithm! Durr...?
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st33d
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« Reply #1814 on: April 18, 2011, 09:08:15 AM »

Finally released that RTS I've been working on since forever. So what am I doing right now?

Beer!

AAAAWWWWW YYEEEEAAAAAHHHHHH!!
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