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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 27, 2024, 12:24:47 AM

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1  Developer / Technical / Re: Sending vertex coordinates to vertex shaders on: January 07, 2011, 09:50:45 AM
I'd recommend reading these tutorials. A while ago I got the Red Book in order to learn OpenGL, only to discover that almost all the functions in the book had been deprecated, and there didn't appear to be much help on using just non deprecated stuff. Then I found these tutorials which are pretty good and explain how to do things the OpenGL 3 way.
2  Developer / Technical / Re: Direct3D 10/11 is now natively implemented on Linux! on: September 21, 2010, 01:07:53 PM
Might be good for windows game developers porting games for linux once drivers get released. But as Macs will probably always use OpenGL and Mac OS X still has more market share than linux on the desktop I don't think it will make OpenGL disappear in any way.
3  Developer / Technical / Re: Online highscores in an open source game on: August 31, 2010, 03:20:30 AM
I think that the replay would be enough for most purposes. It would stop people from being able to use memory hacking or changing the source code to get a high score. You can't really go any further than that and I don't think you would need to. I believe that a playthrough of an extremely good player would be pretty much indistinguishable from the playthrough of somebody using savestates. And your idea about reaction times would not work as people have different reaction times and the game would run slower on an extremely slow machine.
4  Developer / Technical / Re: Online highscores in an open source game on: August 30, 2010, 12:58:48 PM
I think he meant that, as it is open source, there is nothing to stop people from changing the source code to give them a certain score and just having that sent to the server through the encryption module. Memory hacking would work too.
5  Developer / Technical / Re: area dividing algorithm (Mondrian) on: August 30, 2010, 09:17:52 AM
I have edited the subdivide method to create more mondrian like pictures, by making it more likely to choose white. I shouldn't need to post updated code for that.

Screenshot 1
Screenshot 2
Screenshot 3

Also I have coded up Nix's algorithm, it produces quite nice mondrian pictures. My code is really ugly and has magic numbers everywhere, because of rushing. Also doesn't prevent rectangles from being too small. Will fix these problems later.

Code
Screenshot 1
Screenshot 2
Screenshot 3

The lines that span multiple slices will work as the algorithm would know the previous slice, so it could carry on a line from the previous slice. This way the lines could span more than one slice. The main problem would be, the way I'm thinking of doing the slices, it could be infinite, but only in one direction, the other would have to be finite.
6  Developer / Technical / Re: area dividing algorithm (Mondrian) on: August 30, 2010, 06:47:51 AM
Yeah, that could be a better method, I seem to have become very interested in this sort of stuff recently so I will probably implement a version of your method and see how it works.

Obviously the colours in my version of the subdividing one are completely off and those could be changed as well.

I had an idea for another method that creates slices, with knowledge of only the previous slice, so you could create an infinite mondrian painting one slice at a time.
7  Developer / Technical / Re: area dividing algorithm (Mondrian) on: August 30, 2010, 02:38:06 AM
Reminds me of this by Jared Tarbell:

http://complexification.net/gallery/machines/substrate/index.php

There's source code to it when you launch an Applet.

Really awesome, the generated pictures look like cities from above.
8  Developer / Technical / Re: area dividing algorithm (Mondrian) on: August 27, 2010, 02:50:17 PM
by messing with the range the subdivide values can be in and stopping drawing when you are below a minimum width, you can get a better result. Obviously, like with a lot of algorithms, you can keep tweaking it to get better results for as long as you like.

http://pastebin.com/F6xuSLGC

https://dl.dropbox.com/u/10426165/new-screenshot.png
https://dl.dropbox.com/u/10426165/new-screenshot-2.png
https://dl.dropbox.com/u/10426165/new-screenshot-3.png
9  Developer / Technical / Re: area dividing algorithm (Mondrian) on: August 27, 2010, 10:43:24 AM
I just randomly tried the recursive subdivision way and made a python script for it http://pastebin.com/K3hCdTb4 . If you put sensible bounds on your algorithm it will probably work pretty well.

Some images:
https://dl.dropbox.com/u/10426165/Screenshot.png
https://dl.dropbox.com/u/10426165/Screenshot-1.png
https://dl.dropbox.com/u/10426165/Screenshot-2.png
10  Developer / Technical / Re: flixel or flash punk on: July 26, 2010, 04:04:00 AM
why both the engines are relying on sprite sheets? why not movieclips? Is there any way to use movieclips in any of the engines?
The point of these two engines is to allow you to use pixelled sprites instead of movie clips. I'm sure there is a way to use movie clips in them though.
11  Community / DevLogs / Re: Claustrophilia on: June 14, 2010, 08:41:19 AM
Getting around 80fps on linux on png version so I don't think there are any major performance problems.

Quite an addictive little game.

80FPS!???

xD I don't know how well flashplayer works on linux, but the framespeed is supposed to be at 50. I'm surprised you can even play the game if it goes so fast, but maybe it's the framespeed counter that's not working properly. So, if you can play the game without thinking you're on speed I suppose everything's cool :D

Thanks for the feedback! ^^

No, the game doesn't appear to be going too fast, might be a problem with the frame counter, odd.
12  Community / DevLogs / Re: Claustrophilia on: June 12, 2010, 02:14:36 AM
Getting around 80fps on linux on png version so I don't think there are any major performance problems.

Quite an addictive little game.
13  Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place on: April 11, 2010, 01:12:55 PM
Fun game, about the difficulty I haven't found any of the puzzles too difficult, with the exception of androids and sailors, both of which I have absolutely no idea how to even approach doing yet.
14  Developer / Technical / Re: Homebrew Creator's Club: Meeting Zero (Planning) on: January 10, 2010, 03:07:30 PM
Definitely going to try to participate with this one. I will be using asm. I've started to make a title screen and I'll probably learn how to make a noise sometime this week.

Question: What does setting the timer modulo do? I assumed the timer modulo was the time between timer interrupts, but it seems to be the opposite, the higher the timer modulo the less time between interrupts.

According to the Gameboy Programming Info, Timer Modulo is the number thats loaded into Timer Counter every time Timer Counter is overloaded.

http://fms.komkon.org/GameBoy/Tech/Software.html -
"The contents of TIMEMOD are loaded into TIMECNT every time TIMECNT overflows."

Of course, I get it now. I assume that the Timer Overflow interrupt happens whenever the value of the timer counter becomes more than 255 and the 8 bit variable it is stored in overflows. So if I set the timer modulo to 255, this will happen every count of the timer, at 254 every 2 counts and so on.
15  Developer / Technical / Re: The happy programmer room on: January 10, 2010, 03:02:58 PM
Sorry, you must have misunderstood me, in WebGL it is gl.foo, in ordinary OpenGL it is glFoo.
16  Developer / Technical / Re: The happy programmer room on: January 10, 2010, 01:51:50 PM
WebGL is pretty similar to ordinary OpenGL, for most of the functions, just replace gl.foo with glFoo and things will work fine. The original NeHe tutorials are quite old and use a lot of features which are deprecated in the current specification. Apparently the NeHe people are making a new set of tutorials that are compatible with OpenGl 3.x though so those will be good whenever they are released.
17  Developer / Technical / Re: Homebrew Creator's Club: Meeting Zero (Planning) on: January 10, 2010, 01:42:05 PM
Definitely going to try to participate with this one. I will be using asm. I've started to make a title screen and I'll probably learn how to make a noise sometime this week.

Question: What does setting the timer modulo do? I assumed the timer modulo was the time between timer interrupts, but it seems to be the opposite, the higher the timer modulo the less time between interrupts.
18  Player / General / Re: Myers-Briggs on: December 22, 2009, 01:28:48 PM
Ta-dah, your personality type is ENTP!

Extraverted (E) 50%   Introverted (I) 50%
Intuitive (N) 82%   Sensing (S) 18%
Thinking (T) 65%   Feeling (F) 35%
Perceiving (P) 100%   Judging (J) 0%
19  Player / General / Re: Question to Metroidians, Metroidvanians and Aquarians on: November 28, 2009, 02:53:51 PM
A lot of games which are sequels do this in the beginning of the game, often before you even get control of what is happening. For instance, in both the Half Life 2 episodes, Gordon starts off having lost all his weaponry after an explosion in the citadel.
20  Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: October 18, 2009, 10:00:23 AM
Been working on a procedurally generated world thing for a while now. Here's what the output looks like:
I think it works pretty well at the moment but there is always room for improvement. Next I'm going to add some sort of biome system to add a bit of variety.
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