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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)What are you programming RIGHT NOW?
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Author Topic: What are you programming RIGHT NOW?  (Read 210044 times)
kefka
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« Reply #40 on: January 29, 2011, 12:36:48 AM »

I'm working on implementing a "context stack" (fancy words for a state machine) for my architecture.

My game loop basically looks like this:
Code:
context->input();
context->update();
context->draw();

And the application object allows you to:
Code:
pushContext(Context* c);
popContext();
swapContext();

I'm keeping Context as abstract as I can, it could be as something as simple as a menu overlay to the primary game world.  I havent decided how I would like to handle the simulation of multiple contexts, except embedding one as a child of the other, which I don't particularly like.
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Trent
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« Reply #41 on: January 29, 2011, 04:18:38 AM »

I'm setting up a 3D platformer in AS3, before Molehill comes out. I'd wait for Molehill but I need money now.  Screamy
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Nix
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« Reply #42 on: January 29, 2011, 07:41:33 AM »

A level editor/core engine for my game. Instead of having two distinct programs (a level editor and the game itself), I am programming the game such that all the components in the scene graph can be moved around and edited on the fly while the game is running, kind of like Super Meat Boy's devmode. Then the designer can save the current state of the level as the "default" that will be loaded in when the level is run by the player for the first time.

I haven't touched the code in about a week because I've been planning this all out on paper. Check out my sig if you want to follow the progress.
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Trent
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« Reply #43 on: January 29, 2011, 09:14:11 AM »

Check out my sig if you want to follow the progress.
Interesting. I've seen this project through DVGMusic (David Carney). Looking good so far!  Hand Thumbs Up LeftWell, hello there!
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kefka
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« Reply #44 on: January 29, 2011, 07:18:40 PM »

A level editor/core engine for my game. Instead of having two distinct programs (a level editor and the game itself), I am programming the game such that all the components in the scene graph can be moved around and edited on the fly while the game is running, kind of like Super Meat Boy's devmode. Then the designer can save the current state of the level as the "default" that will be loaded in when the level is run by the player for the first time.

I haven't touched the code in about a week because I've been planning this all out on paper. Check out my sig if you want to follow the progress.

Awesome.  This is exactly what i'd like to do for my game.  Editor is just running the game but with added functionality (the ability to edit data!).

Thanks for sharing, I will definitely take a glance at your work Smiley
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Nix
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« Reply #45 on: January 30, 2011, 01:03:30 PM »

A dev console.
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BlueSweatshirt
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« Reply #46 on: January 30, 2011, 01:27:11 PM »

Cave generation,

"Smart" enemy placement and cave variation algorithms.  Wizard
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terloon
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« Reply #47 on: January 31, 2011, 10:51:24 PM »

Revived a 3 year old j2me game that got never published and diving head long into android tutorials to try and port it...
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FrostedSentry
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« Reply #48 on: January 31, 2011, 11:32:30 PM »

Trying to get game center to play nice within my app if no internet connection is available. Fun times.

 Coffee
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Kinaetron
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« Reply #49 on: February 01, 2011, 01:58:58 PM »

Currently playing around with a Particle system
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Trent
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« Reply #50 on: February 01, 2011, 02:07:51 PM »

Completely remaking my engine. This is probably revision 6. If I could stop learning things I could probably get something finished.  Cry
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st33d
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« Reply #51 on: February 01, 2011, 02:15:58 PM »

Get an IDE with decent refactoring tools.

Half the work I've done on my current engine has been about completely updating my methods.

Did some playtesting today with a near-finished game and it ran fine with Outlook, Photoshop, Flash and Firefox running in the background on a shit machine, on a level I've dubbed, "CPU Breaker".
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ink.inc
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« Reply #52 on: February 01, 2011, 04:33:19 PM »

random terrain generation
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oahda
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« Reply #53 on: February 02, 2011, 02:24:42 AM »

Completely remaking my engine. This is probably revision 6. If I could stop learning things I could probably get something finished.  Cry
Oh, I feel you.
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Triplefox
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« Reply #54 on: February 02, 2011, 02:43:56 AM »

Peasant AI. I have them walking up and performing actions on the stuff you mark - which my brother remarked is actually a linear programming problem to solve for optimal resource-usage - but optimal resource-usage, in my case, means CPU time, so it's solved by testing nearby markers for reachability and then spreading the workload by letting each peasant take temporary ownership for a few frames.

Tomorrow I'll do some cleanup on this functionality - things like validating their correctness, eliminating them when they're finished, and correctly using the AI's finite state(right now it just tries to perform new actions constantly). Then I'll start on making it possible to build things too. Once building stuff works, I'll have the basics of the village construction gameplay. Hand Clap Smiley
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Trent
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« Reply #55 on: February 02, 2011, 04:06:59 AM »

Learning/experimentig with flash and deciding between flixel and flashpunk.
I've experimented with both and highly recommend FlashPunk. The structure makes a lot more sense to me.  Gentleman

Oh, I feel you. [about engine redesign]
I just got rendering / blitting back in... I seem to have written this code so many times that I've got it all memorized. Cry
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Kekskiller
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« Reply #56 on: February 02, 2011, 08:51:36 AM »

I'm reprogramming a bunch of my neutrons to improve my genereal exam learning efficieny. So far I'm stuck in a debug loop, but that'll solve somehow I guess. Also, still 50% of the stack left, so I have plenty of time to find the error.
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lapsus
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« Reply #57 on: February 02, 2011, 02:50:30 PM »

Trying to motivate myself to finish of the game by implementing the options-menu, save/load and open feint integration..

progress: slow
 Sad

i really should spend my time between developing the fun gameplay-stuff and misc things more evenly.
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Glaiel-Gamer
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« Reply #58 on: February 02, 2011, 02:57:16 PM »

I'm doing a collision detection function for checking circles against rectangles. It's harder than I thought, though... Beg

axis aligned rectangles?

if so, you find the point on the rectangle closest to the circle like so (watch out for inverted y axis in my sample):

Code:
p = circle.center;

if(p.x > rectangle.right) p.x = rectangle.right
else if(p.x < rectangle.left) p.x = rectangle.left

if(p.y > rectangle.bottom) p.y = rectangle.bottom
else if(p.y < rectangle.top) p.y = rectangle.top
then do a circle-point collision with p and the circle

(if its not an axis aligned rectangle you just want to apply a linear transformation to it and the circle to make it axis aligned before doing this test)
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zacaj
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« Reply #59 on: February 02, 2011, 03:04:27 PM »

I JUST finished making that myself:
Code:
/**
    Tests if a circle and rectangle intersect

    \param c Center of the circle
    \param r Radius the cirlce
    \param min Bottom left of the rectangle
    \param max Top right of the rectangle
    \returns 1 if they overlap, 0 otherwise
    */
uchar circleRectangle2f(vec2f c,float r,vec2f min,vec2f max)
{
    // Get the center of the sphere relative to the center of the box
    vec2f sphereCenterRelBox=sub2f(c,min);
    // Point on surface of box that is closest to the center of the sphere
    vec2f boxPoint;
    // Check sphere center against box along the X axis alone.
    // If the sphere is off past the left edge of the box,
    // then the left edge is closest to the sphere.
    // Similar if it's past the right edge. If it's between
    // the left and right edges, then the sphere's own X
    // is closest, because that makes the X distance 0,
    // and you can't get much closer than that :)
    if (sphereCenterRelBox.x <0)
        boxPoint.x = 0;
    else if (sphereCenterRelBox.x > max.x)
        boxPoint.x =max.x;
    else
        boxPoint.x = sphereCenterRelBox.x;
    // ...same for Y axis
    if (sphereCenterRelBox.y < 0)
        boxPoint.y = 0;
    else if (sphereCenterRelBox.y > max.y)
        boxPoint.y = max.y;
    else
        boxPoint.y = sphereCenterRelBox.y;
    // Now we have the closest point on the box, so get the distance from
    // that to the sphere center, and see if it's less than the radius
    vec2f dist = sub2f(sphereCenterRelBox,boxPoint);
    if (dist.x*dist.x + dist.y*dist.y< r*r)
        return 1;
    else
        return 0;
}
Also, if its not an AABB, you can lookup the code for "closest point in OBB to point", and just plug that in  Wink

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« Last Edit: February 02, 2011, 03:10:40 PM by zacaj » Logged

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