kamac
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« Reply #3420 on: May 31, 2013, 06:44:22 AM » |
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Is the view like 100x100 in pixels?
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Geti
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« Reply #3421 on: May 31, 2013, 06:47:26 AM » |
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Is the view like 100x100 in pixels? 160x120 at the moment I think 640x480/4. CPU raytracing in realtime on arbitrary geometry can only be pushed so far before I've got to madly optimise everything, haha. Glad people like it, makes the hacking on and off throughout the day worth it. Should go back to the wave surfer at some point later though because that might actually be applicable to a game :D (as I understand it's the backbone of voxlap, and a large part of the reason it can run on goddamn everything, that and all the asm and vectorisation...) Either way I'm a happy programmer at the moment, really satisfying to see this kind of stuff becoming accomplish-able in a day, 4fps or not
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Quarry
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« Reply #3422 on: May 31, 2013, 06:50:40 AM » |
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Do you think that you'll be able to get 60 FPS at let's say 320x240?
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Geti
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« Reply #3423 on: May 31, 2013, 06:52:34 AM » |
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On the GPU? sure.
On the CPU "it depends", largely on how far I want to go into vectorisation, optimisation with asm or intrinsics, and faking things. Going to bed now, will answer more questions if they're in here tomorrow. Peace out, gents and gentettes.
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ALourenco
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« Reply #3424 on: June 03, 2013, 01:45:15 PM » |
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FINISHED MY PROJECTILES MODEL!!! It's working good
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GameDev Master Student. Game Engines and Computer Graphics in free time. @CodinGree
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Geti
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« Reply #3425 on: June 03, 2013, 08:51:38 PM » |
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What's it do?
Also, I remember your signature comic from like year 7, early high school. Nostalgia~
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ALourenco
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« Reply #3426 on: June 04, 2013, 06:31:02 AM » |
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Shoots projectiles around. In a 2D Shoot'em up style. Nothing outstanding but it's a victory to me. ^^
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GameDev Master Student. Game Engines and Computer Graphics in free time. @CodinGree
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Quarry
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« Reply #3427 on: June 04, 2013, 07:08:36 AM » |
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He forgot \n, that's going to be messy
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Dr. Cooldude
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« Reply #3428 on: June 04, 2013, 06:52:21 PM » |
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Got LibGDX up and running on Windows and Android! Now, time for some prototyping! Wait... oh shit it's 04:50 AM Also, please don't mind the dirty keyboard
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Geti
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« Reply #3429 on: June 05, 2013, 06:03:16 AM » |
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Sorry, no more distance fields stuff but still, I just got told about ctrl+, in VS. Can't believe I didn't know about it. Makes getting around some of the more monolithic things in KAG way better, and also aids in those inevitable 12am (and 3am) "what was that function called again" moments
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Kekskiller
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« Reply #3430 on: June 05, 2013, 03:12:05 PM » |
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Successfully cheated a game designers habit of using extremely long savegame filenames by hashing them before reading/writing (the 360 doesn't like more than 30 characters). So simple, so happy
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aberrantmind
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« Reply #3431 on: June 05, 2013, 09:32:33 PM » |
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making mad progress today. also my workflow has improved tenfold. I feel like I'm thinking like a programmer in terms of problem solving. using less googling more critical thinking to get things done.
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Yakyb
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« Reply #3432 on: June 06, 2013, 12:05:16 AM » |
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been testing for a method to see how many updates many game engine can do in a second before fps falls below 60fps, and now i consequently have built my own bench marking facility.
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powly
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« Reply #3433 on: June 06, 2013, 07:08:43 PM » |
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It was suggested I add video features to my engine so I did. This took a day or two of fighting to get the Directshow filter class working and pretty much twice as long after that to get it to also work under release mode. (turns out that when you drag and drop a .lib to the solution explorer in VS, it also includes it in the linked libs - and linking both the release and debug versions of strmbase is a bad idea) But now I can load pretty much any video up (depending on the installed directshow filters, of course) and use it as an animated texture. The picture is also a link to exe. (not sure if it will run without a terrible load of VS12 redistributables or something)
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« Last Edit: June 06, 2013, 07:34:34 PM by powly »
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Belimoth
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« Reply #3434 on: June 06, 2013, 07:16:40 PM » |
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Successful websocket networking
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nospoon
Level 1
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« Reply #3435 on: June 07, 2013, 04:43:26 AM » |
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Cool, just watching Blazing Saddles using this :D
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Flavioli
Level 0
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« Reply #3436 on: June 07, 2013, 12:01:18 PM » |
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Just tackled this one earlier this week...
I had a puzzling bug in which the framerate would slow down to an absolute crawl after a few minutes of play. The really puzzling thing was that the bug only happened when run using the Visual Studio debugger, which made it so that I couldn't use a profiler to spot the issue. I kept looking at all the wrong areas... since the bug started happening right at the same time as lots of images appeared on the screen, I wrongly thought it was that, and spent a while trying to figure out what the heck the debugger could be doing to make the rendering slow down so much over time. Turns out it was correlation, not causation... after banging my head against the desk repeatedly for a long time and looking at all the wrong areas I found that there was a single Console.WriteLine that was getting called tens of thousands of times. In retrospect, it makes sense, I just never before thought of the possibility that writing output would be something I had to concern myself with =p
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_Tommo_
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« Reply #3437 on: June 08, 2013, 07:31:04 AM » |
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Finally got 3D font generation working, that shit's HARD at load time it tesselates any glyph from a font, finds closed contours, uses an heuristic (still buggy) to find holes and remove triangles, and stores them in a character table. Then each time you update a string it generates a VBO containing the extruded glyphs that works exactly like a normal 3D model. Phew. It's still buggy & the normals are not supposed to work like that (needs vertex un-merging on the edges) but yeah, I wasn't sure to be able get here at first EDIT: fixed extrusion normals, now the sides are somewhat correctly lighted! I still have to find discontinuity points (eg: angle > max) where the strip is broken and the vertices are split... this is needed to fix bad gradients and spilling light/shadow that's pretty evident on the email thing, the linkedin icon, the VLC cone etc and makes the text a bit inconsistent. Why icons instead of text? It's so secret that if I would tell I would be k
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« Last Edit: June 08, 2013, 05:33:42 PM by _Tommo_ »
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kamac
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« Reply #3438 on: June 08, 2013, 09:44:54 AM » |
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Tommo, that's tough
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pixhead
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« Reply #3439 on: June 08, 2013, 11:35:11 PM » |
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FINALLY got pathfinding working! It took me a while to grasp it all, but it's there, the bare bones of my AI system. After hitting a wall, finally making some progress again is WONDERFUL!!
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