InfiniteStateMachine
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« Reply #3280 on: March 15, 2013, 03:12:29 AM » |
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Also one of my favorite bands of all time is releasing a new album after 7 years and the first single is NOT A DISSAPPOIONTMENT! :D
Which band ? Just curious. The Knife Aw man, you got me excited for a Tool single My sincerest apologies
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kamac
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« Reply #3281 on: March 15, 2013, 08:31:20 AM » |
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A-thingy-a-day. Got actors events to actually work and be executed - for now only command MESSAGE is supported, and it means boxes with messages coming from bottom of one's view. Woo hoo, hoo.
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Evan Balster
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« Reply #3282 on: March 16, 2013, 11:21:03 PM » |
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I think I just made a working system for polyphonic pitch detection.
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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>
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Belimoth
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« Reply #3283 on: March 16, 2013, 11:53:28 PM » |
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Realtime? Either way that's damn impressive.
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InfiniteStateMachine
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« Reply #3284 on: March 17, 2013, 12:22:14 AM » |
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Just one of those all around good days where you can look back and actually feel like you got something done Also hit 150 kanji in my japanese studies.
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vexille
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« Reply #3285 on: March 17, 2013, 01:29:12 PM » |
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Finally found a good game library in java, with opengl to boot ( Slick2D)! I've started my new project with it, trying to make a cinematic platformer (like Flashback and Oddworld). I've hit kind of a snag with tile based movement, but I'll get through.
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_Tommo_
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« Reply #3286 on: March 18, 2013, 02:48:42 PM » |
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I just did a massive pull request on my engine and a port to Android, now we are officially supporting it
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Austiyn
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« Reply #3287 on: March 20, 2013, 09:04:56 PM » |
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Created a very good looking loop for Java. long lastTime = System.nanoTime(); final double goalTicks = 60.0; double ns = 1000000000 / goalTicks; double delta = 0; int updates = 0; int frames = 0; long timer = System.currentTimeMillis(); while(running) { long now = System.nanoTime(); delta += (now - lastTime) / ns; lastTime = now; if(delta >= 1){ tick(); delta --; } render(); frames ++; if(System.currentTimeMillis() - timer > 1000){ timer += 1000; updates = 0; frames = 0; } }
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moi
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« Reply #3288 on: March 21, 2013, 05:29:54 AM » |
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Created a very good looking loop for Java.
you update game logic every 1/60th second but render frames constantly ? Isn't that the opposite of what you're supposed to do?
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subsystems subsystems subsystems
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zacaj
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« Reply #3289 on: March 21, 2013, 05:30:47 AM » |
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I thought that was what you were supposed to do...
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My twitter: @zacaj_Well let's just take a look at this "getting started" page and see-- Download and install cmake
Noooooooo
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Klaim
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« Reply #3290 on: March 21, 2013, 05:37:28 AM » |
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AFAIK, it depends: most games don't need ASAP updates, physical games needs fixed frequency updates, and depending on what is the bottleneck it might be either rendering or game update that need ASAP updates.
I'd go with fixed frequency for both personally. Far more predictable.
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ThemsAllTook
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« Reply #3291 on: March 21, 2013, 05:39:48 AM » |
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I thought that was what you were supposed to do...
Yeah, looks mostly right to me. Updating at a consistent interval is far more important than rendering at one. Using a variable update interval will throw your whole simulation off. I would be inclined to change that if (delta >= 1) { ... } to while (delta >= 1) { ... } though, so that your simulation won't fall behind if a frame takes more than a 60th of a second to render.
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moi
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« Reply #3292 on: March 21, 2013, 06:41:51 AM » |
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I update game logic asap, but I use delta time everywhere so that it remains consistent
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subsystems subsystems subsystems
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Austiyn
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« Reply #3293 on: March 21, 2013, 08:46:43 AM » |
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I thought that was what you were supposed to do...
Yeah, looks mostly right to me. Updating at a consistent interval is far more important than rendering at one. Using a variable update interval will throw your whole simulation off. I would be inclined to change that if (delta >= 1) { ... } to while (delta >= 1) { ... } though, so that your simulation won't fall behind if a frame takes more than a 60th of a second to render. That is a very good idea. I'll try that out
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pixhead
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« Reply #3294 on: March 21, 2013, 07:09:22 PM » |
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Finally got Qt to compile through code blocks. Fuck you QtCreator, I already got an IDE, I don't need another.
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George Michaels
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« Reply #3295 on: March 21, 2013, 09:30:52 PM » |
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Got multiplayer working!! EDIT: Also just learnt that I don't need to worry about serializing my data because x86 and x86_64 use the same endianness, MSVC and GCC use the same padding for most types. The only issue is double types on 32 and 64 bit systems which is solved by just casting them to floats which have the same size on both :D
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« Last Edit: March 22, 2013, 03:04:18 PM by George Michaels »
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Yeah, that.
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rivon
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« Reply #3296 on: March 22, 2013, 08:33:40 AM » |
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Finally got Qt to compile through code blocks. Fuck you QtCreator, I already got an IDE, I don't need another.
That's the reason why I didn't use Qt in one project. Why the fuck do I have to use two extra "compilers" before actually compiling the app? No other GUI library needs anything like that. Macros are enough for all of them. Why not for Qt?
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Schrompf
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« Reply #3297 on: March 22, 2013, 09:12:53 AM » |
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The QT meta compiler, while being an annoyance, adds reflection and such to the code. Qt4 heavily relies on it for properties, signals and slots. But the feature list of Qt5 contains an entry "templated-based signals and slots", which got my hopes up for hassle-free compilation in the future.
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Snake World, multiplayer worm eats stuff and grows DevLog
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pixhead
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« Reply #3298 on: March 24, 2013, 06:20:26 PM » |
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Yeah, getting everything running was a fucking pane(pun), but if you add pre-build steps, you can automate qmake inside Code Blocks. And it's definitely worth the initial effort, Qt is awesome, IMHO.
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epcc
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« Reply #3299 on: March 24, 2013, 10:13:44 PM » |
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IMO qtcreator it a lot better than code::blocks. I only used it for some weeks, but the autocomplete was working a lot better and I still miss the feature that copies function arguments from declaration to definition.
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