Sir Wolf
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« Reply #1000 on: July 12, 2013, 02:10:22 PM » |
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Trying to get projectiles to be in sync on two clients connected over a network. It's proving to be harder than the theory of it sounded. Unity's physics are doing some work for us, and I was hoping it would be deterministic to a point where I could just give the same starting values to a projectile on each client and let clients handle their own physics. Seems that hope crashed and burned, and I need to come up with an authoritative server, which is bad right now, because deadlines.
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"We don't stop playing because we grow old; we grow old because we stop playing." -George Bernard Shawn
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ThemsAllTook
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« Reply #1001 on: July 12, 2013, 03:14:54 PM » |
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I had a gap in my programming knowledge around threads, so I'm learning a lot more about synchronization techniques. Previously I'd only used basic mutex locking for cross-thread communication, but I'm just now getting familiar with semaphores, condition variables, and compare-and-swap. Cool stuff! I feel kind of slow for not knowing more about these things earlier, but better late than never.
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rivon
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« Reply #1002 on: July 13, 2013, 01:29:09 PM » |
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Don't forget barriers.
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Manuel Magalhães
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« Reply #1004 on: November 10, 2013, 06:10:00 AM » |
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best necropost that looks awesome.
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Naz.j
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« Reply #1005 on: November 10, 2013, 10:15:02 AM » |
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I'm making a little something to keep track of what I'm doing with my life. I was planning on making it in Flask, but I think I'll go all pyQt4 on this. Also I'm working on a Conway's Game of Life and controlling a DC motor via parallel port both in VB6. The only one that actually works is the last one (I have to turn that in tomorrow, and I'm here, procastinating), but after I finish my exams I'll finish the other two I guess.
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SolarLune
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« Reply #1006 on: November 11, 2013, 08:25:10 PM » |
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I was programming some dialog handling code, as well as adding on to someone else's image drawing code to allow for animation. @sublinimal - AWESOME! How exactly are you doing that? Is it editing a sprite or surface that you're drawing on? Are you doing it in OpenGL or something like that?
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0x0961h
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« Reply #1007 on: November 11, 2013, 09:17:16 PM » |
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Let's get it back on track with some demo effects galore.
Looks like Conway's Game of Life meets Shader Magic.
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Vanin
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« Reply #1008 on: November 12, 2013, 01:36:22 PM » |
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Diminishing XP return equations that also take level, bonuses, buffs, and class differentiation tuning into account.
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sublinimal
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« Reply #1009 on: November 12, 2013, 01:53:15 PM » |
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@sublinimal - AWESOME! How exactly are you doing that? Is it editing a sprite or surface that you're drawing on? Are you doing it in OpenGL or something like that?
Those are just complex munching squares with palette tricks (and a completely pointless chromatic aberration filter). Made in C+SDL for direct and fast pixel-level access. Such effects are hard to replicate in environments where the pixel is abstracted away. Also, you might be interested in viznut's , which work with a similar principle, except for audio data.
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rundown
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« Reply #1010 on: November 12, 2013, 02:00:02 PM » |
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FrustumClipping, and yes I hate it. Just finnished it now. Works as it should.
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Kinaetron
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« Reply #1011 on: November 28, 2013, 08:00:10 AM » |
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I'm in the middle of writing a texture loader method for my DirectX11 based framework. So just pray for me guys
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Life sucks and then you die.
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Saishy
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« Reply #1012 on: November 28, 2013, 10:13:08 PM » |
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Got tired of unity's shit physics for 2d and I'm doing my own Tile engine: http://puu.sh/5wu5V.pngTiles in all their glory! White is total collision, cyan is one-way platforms, yellow is ladder. It does not show ingame, only used for collision calculation.
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« Last Edit: November 28, 2013, 10:23:53 PM by Saishy »
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0x0961h
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« Reply #1014 on: December 01, 2013, 10:39:49 AM » |
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This thing. Doesn't even know what it is...
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George Michaels
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« Reply #1015 on: December 01, 2013, 03:14:56 PM » |
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Rewriting my engine. I write engines, not games.
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Yeah, that.
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Johnman
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« Reply #1016 on: December 04, 2013, 08:05:57 AM » |
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The galaxy map for my 4X game. It's a crowded galaxy... And a bit buggy right now.
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Saishy
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« Reply #1017 on: December 11, 2013, 10:37:39 AM » |
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DC
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« Reply #1018 on: December 11, 2013, 02:42:26 PM » |
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Trying to get my friggin' collision to work. The guy's not supposed to be on top of the platform, he pushed through the sphere-to-stage detection and now he's up there.
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0x1A
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« Reply #1019 on: December 11, 2013, 03:02:23 PM » |
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Trying to get sprite movement working. I'm so new at this...
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Segmentation fault (core dumped)
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