kamac
|
|
« Reply #3240 on: February 16, 2013, 01:03:24 PM » |
|
Wow. First time double-posting in this thread! Guess I'm the lucky one. Anyways, jQuery is so fun to play with! Can't get enough of it
|
|
|
Logged
|
|
|
|
Evan Balster
|
|
« Reply #3241 on: February 17, 2013, 10:22:42 AM » |
|
My specialized IK/Physics system is coming along nicely. Integrator's done, just need to add force balancing and joint range forces and I'll have the start of a dynamic character.
|
|
|
Logged
|
Creativity births expression. Curiosity births exploration. Our work is as soil to these seeds; our art is what grows from them...Wreath, SoundSelf, Infinite Blank, Cave Story+, <plaid/audio>
|
|
|
InfiniteStateMachine
|
|
« Reply #3242 on: February 22, 2013, 12:18:43 AM » |
|
Been using Qt Creator this week. It's actually quite nice.
I'm using the C++ desktop projects, not the QtQuick javascript/qml stuff.
|
|
|
Logged
|
|
|
|
_Tommo_
|
|
« Reply #3243 on: February 23, 2013, 05:50:50 PM » |
|
I fixed tons of stuff in my engine that I was dragging along for too much time -viewport acting strange in 2D (i got the inverse wrong apparently, glm::inverse() did the trick) -Fonts not working with hot-reload even though they should: something was wrong with how it stored the dynamic pages, unordered_map saved the day again -things being unscaled in the first frame: a nasty little bug where I called the function computing the pixel-perfect scale after the one building the world matrix. and being able to edit anything and see the the results ingame just by pressing F5 is darn cool, take that scripting languages
|
|
|
Logged
|
|
|
|
makerimages
|
|
« Reply #3244 on: February 24, 2013, 05:20:44 AM » |
|
Im happy cuz i got v0.1 of my game out!!!
|
|
|
Logged
|
Makerimages-Its in the pixel
|
|
|
pixhead
Guest
|
|
« Reply #3245 on: February 24, 2013, 05:13:58 PM » |
|
I spent the entire day fucking with std::map in c++. I had a bug, that I thought had to do with string comparisons - I was using strings as keys and the program crashed on find(). ButIn the end, it had nothing to do with string comparisons. Honestly, I don't even KNOW what the fuck it was! I passed the point of research, and was just angrily deleting and re-fucktoring everything, until POOF it worked. I don't think I'll ever know what that mystery bug was
|
|
|
Logged
|
|
|
|
George Michaels
|
|
« Reply #3246 on: February 24, 2013, 08:29:29 PM » |
|
Got my demo to compile with only one dependency on glfw.dll and dump it all into a folder for distribution :D My build file looks like this now: #!/bin/bash g++ main.cpp -o loldongs.exe -static-libgcc -L./DEPENDENCIES -lglfw -lopengl32 --std=c++0x
if [ $? -eq 0 ]; then echo "SUCCESS"
rm -rf BUILD mkdir BUILD
mv loldongs.exe BUILD cp -r levels BUILD cp DEPENDENCIES/glfw.dll BUILD
else echo "FAILED" fi
Here's a pic too: The red guy chases the blue guy until they collide and the roles switch. tl;dr it's chasey/tag with circles.
|
|
|
Logged
|
Yeah, that.
|
|
|
|
Will Vale
|
|
« Reply #3248 on: February 26, 2013, 03:55:06 AM » |
|
I'm happy because I thought of a nice simple scheme to allow me to write audio packets from one thread and have PortAudio consume them from another. It even worked when I implemented it. Not bad for 80 lines of code. Although I might still need a memory barrier on the write side.
I now have most of the pieces of a lightweight sound system - output, wave loading, and a play head. Mixer next?
Will
|
|
|
Logged
|
|
|
|
ThemsAllTook
|
|
« Reply #3249 on: February 26, 2013, 01:23:52 PM » |
|
I'm happy because I thought of a nice simple scheme to allow me to write audio packets from one thread and have PortAudio consume them from another. It even worked when I implemented it. Not bad for 80 lines of code. Although I might still need a memory barrier on the write side.
I now have most of the pieces of a lightweight sound system - output, wave loading, and a play head. Mixer next?
Will
portaudio ftw! \o/
|
|
|
Logged
|
|
|
|
Muz
|
|
« Reply #3250 on: February 28, 2013, 02:18:03 AM » |
|
Just learned that the average person's "90% confidence estimate" is closer to 30% confidence. That explains why so many projects go over twice the estimated time!
|
|
|
Logged
|
|
|
|
Will Vale
|
|
« Reply #3251 on: February 28, 2013, 03:48:35 AM » |
|
portaudio ftw! \o/
\o/ indeed Got mixing working now, and updated my stream interface so that streams can indicate that they're finished: struct IStream { virtual bool Render( Sample *samples, Nat frames, Nat channels, Nat sample_rate ) = 0; };
The virtual call isn't a big deal here because streams usually get asked to render a couple of thousand samples at a time, and it lets you compose streams without caring what they are. E.g. Mixer implements IStream, so you can have one mixer at the top level, or do submixes and things like that if you like. Happy programmer Will
|
|
|
Logged
|
|
|
|
Rusk
Level 1
|
|
« Reply #3252 on: February 28, 2013, 04:28:10 AM » |
|
Just learned that the average person's "90% confidence estimate" is closer to 30% confidence. That explains why so many projects go over twice the estimated time!
That seems reasonable, but how does it scale? I have sometimes wondered how to interpret when people say something like 110%. Perhaps that means about 40% then, although intuitively I would trust a person claiming 90% over someone claiming 110%.
|
|
|
Logged
|
|
|
|
VortexCortex
|
|
« Reply #3253 on: February 28, 2013, 05:12:56 AM » |
|
That seems reasonable, but how does it scale?
I'm not really sure, but it's something called "The Planning Fallacy", and it apparently applies to everything. I always double the amount of time I think it's going to take me when I do a bid. Turns out surprisingly accurate. ______ Doing some web dev I got angered at JavaScript's cryptic behavior of not working but not giving any indication of error either... Laughter is the best medicine for this malady, IMO, so here's me be a happy programmer.
|
|
« Last Edit: March 01, 2013, 12:00:51 AM by VortexCortex »
|
Logged
|
|
|
|
InfiniteStateMachine
|
|
« Reply #3254 on: February 28, 2013, 09:04:24 PM » |
|
The more I use Qt the more like it. Hell the creator IDE is a lot better now. I might even use it for a non-qt project! well probably not but it's still nice Another great thing is often when there's something I need from Boost it also exists in Qt. I like their filesystem better than Boost's.
|
|
|
Logged
|
|
|
|
pixhead
Guest
|
|
« Reply #3255 on: March 02, 2013, 07:53:27 PM » |
|
I just squashed an annoying rendering bug in my level editor. It's almost ready to develop with Also, I just realized, I mainly post in the happy programmer room. I guess it just feels better to say "squashed another bug!" than "FUCK I CAN'T FIX IT NOOOO"... just a thought I had
|
|
|
Logged
|
|
|
|
TomHunt
|
|
« Reply #3256 on: March 02, 2013, 09:34:06 PM » |
|
fixed a minor hack i had made a while back that locked the player's ball into a set rotation. this wasn't noticeable as the ball had no texture. adding a simple bar texture made this very noticeable. so i removed the hack and added some rolling simulation using a bit of some good old fashioned 3D math. also i added HSV options with a dynamic preview of the ball to customize the ball color. the preview is rendered using a separate camera enabled and disabled with the options menu and is only for rendering a preview mesh of the ball created and destroyed by the options menu. ohhhh it looks so nice watching it roll around in pretty colors.
|
|
|
Logged
|
|
|
|
eigenbom
|
|
« Reply #3257 on: March 02, 2013, 10:32:09 PM » |
|
Went through Apple's tedious achievement specification system and made 23 achievements for our upcoming iOS game. Glad that's over.
|
|
|
Logged
|
|
|
|
kamac
|
|
« Reply #3258 on: March 03, 2013, 11:52:50 AM » |
|
LOL
I was tired like a week ago, tried to code seamlessly-loaded map grid. I coded up like additional 100 lines to an existing class and it was buggy, slow and not working properly actually.
Demotivated by that, after two days of trying, I deleted all those additional lines and said to myself: "This shit really deserves a 100% re-write. *SIGH*". I was too demotivated to pick that up till today.
I sat down. Looked at it. Wrote LITERALLY 6 lines and BAM. Fast, efficent, and fully working seamlessly-loaded map grid.
So happy that I got it done! World of opportunities, here I come!
|
|
|
Logged
|
|
|
|
Liosan
|
|
« Reply #3259 on: March 04, 2013, 01:46:52 PM » |
|
I just uploaded a new version of my mini-app for Android, What The Flag. It's nothing fancy, but I'm double-happy since I actually managed to release something (it's been a while ), and since Haxe+NME is really a cool toolkit Once I wrap up WTF I'll move on to some cooler project, which will make use of all that coolness. Liosan
|
|
|
Logged
|
|
|
|
|