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It took me about 3 hours, but I was finally able to successfully UV unwrap a cube in Blender, make a texture, and get it into my engine. I also implemented an FPS camera this week, and that was a lot of fun. ErIog fucked around with this message at 09:47 on May 25, 2016 |
# ? May 25, 2016 09:44 |
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# ? Apr 23, 2024 12:37 |
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Luigi Thirty posted:Sure if you want a bunch of PPU code that doesn't work! I wrote the 6502 core for an Apple I emulator that I wrote that does work but I never finished adapting it for NES emulation. The PPU is surprisingly easy to build once you understand how name tables, pattern tables and such work. Sampling for the APU? Bit trickier in my opinion.
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# ? May 25, 2016 22:35 |
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I just started working on something every programmer ought to once in their life: a tetris clone. Yeah, I know. The difference is this one is being done in Haskell. I gotta say, it is quite a mind bending exercise. Oh, and, pieces can only rotate for now, still a ways to go. vv
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# ? May 26, 2016 19:32 |
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Aurium posted:I really want to stir this with my mouse. Unfortunately that's probably not going to happen. The fluid-like movement is faked, so it would be hard to have something external affect it.
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# ? May 27, 2016 21:32 |
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Here's something I've been working on for a while -Protect the Freedom Wall! : The slow motion-ish effect is a result of the GIF capture software - its much smoother when just playing the game
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# ? May 30, 2016 10:14 |
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Plumps posted:Here's something I've been working on for a while -Protect the Freedom Wall! : Slow motion on explosions is cool, you should implement it.
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# ? May 30, 2016 12:27 |
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ErIog posted:Slow motion on explosions is cool, you should implement it. "Its not lag, its a feature" ?
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# ? May 30, 2016 13:51 |
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Plumps posted:"Its not lag, its a feature" ? I was kind of joking, but also not really joking. Presentation is important, and a slight bit of slowdown at key places can help make things feel like they hit harder. Zelda has done this for a long time and modern bullet hell games use synthetic slowdown as a kind of balancing measure when there's a lot of stuff on the screen. Think of it like screen shake, but for your game timer. Too much would be obnoxious, of course, but it always felt weird to me when I was running Lemmings on modern hardware that I could explode a zillion of them without the game slowing down. Having the game slow down when there were lots of explosions felt more like stuff really was being wrecked. Fooling around with octrees. Those green cubes were supposed to be inside those red cubes. I eventually figured it out, but pictures where stuff goes right are inherently boring since my project is boring. ErIog fucked around with this message at 14:18 on May 30, 2016 |
# ? May 30, 2016 14:05 |
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Well I started and finished this yesterday.
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# ? May 30, 2016 14:46 |
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Plumps posted:"Its not lag, its a feature" ? I agree, it kicks rear end. It really gives the impression of "hitting harder".
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# ? May 30, 2016 15:56 |
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I'm creating a toy interpreter for a language that I've created on a whim. I'm going to use it to create IF games with, because I have issues with most types of IF languages. What I have isn't that exciting, but at least the interpreter part is working. Or at least the interpretation of the two most basic line types. That's from this result of code: code:
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# ? May 30, 2016 16:13 |
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Mr Shiny Pants posted:I agree, it kicks rear end. It really gives the impression of "hitting harder". I've been spending ages trying to get uniform performace on different machines, I never thought of adding artificial slow-mo. Although where it is now I could just leave that to the code/cpu botlleneck that happens when too many bits are flying around.
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# ? May 31, 2016 04:42 |
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ndb posted:I'm creating a toy interpreter for a language that I've created on a whim. I'm going to use it to create IF games with, because I have issues with most types of IF languages. Creating your own language is no small feat, and the syntax is very readable so far. I wouldn't mind hearing what your goals are for this engine. Interactive Fiction is the best.
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# ? May 31, 2016 05:05 |
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Nude posted:Creating your own language is no small feat, and the syntax is very readable so far. I wouldn't mind hearing what your goals are for this engine. Interactive Fiction is the best. The initial goal was to make it so that the language is easy to read and easy to write. The Inform language, I believe, is easy to read, but a killer to write - plus it relies too much on English syntax. The goal for my language is to introduce a new syntax that makes it easier for anyone to write code, the language is object oriented and static typing to help with mental models. The engine itself is event-based, so that'll allow a lot of customizability. For instance, if you want to make it so that you have a hook in a room, you can make it so that you can hang your clothing off the hook, or take it off of the wall and use it as a weapon. It's all up to the programmer.
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# ? May 31, 2016 22:58 |
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Are you planning on designing your compiler to export files which are usable by the Z-Machine or the TADS vm?
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# ? May 31, 2016 23:00 |
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Internet Janitor posted:Are you planning on designing your compiler to export files which are usable by the Z-Machine or the TADS vm? At this phase, I'm just concentrating on creating an online interpreter. I am planning on designing a more traditional compiler that will export files to probably Z-machine, but I haven't fully decided yet.
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# ? Jun 2, 2016 01:36 |
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So I've finished the demo of this and put it up of itch.io - is it ok to link it here?
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# ? Jun 3, 2016 08:02 |
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Plumps posted:So I've finished the demo of this and put it up of itch.io - is it ok to link it here? Shalinor fucked around with this message at 17:34 on Jun 3, 2016 |
# ? Jun 3, 2016 17:32 |
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I'll just go ahead and do the needful. https://chunkblaster.itch.io/defend-the-freedom-wall
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# ? Jun 3, 2016 19:25 |
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thanks
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# ? Jun 4, 2016 00:15 |
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My rust chip8 emulator is working somewhat: taqueso fucked around with this message at 04:57 on Jun 6, 2016 |
# ? Jun 6, 2016 04:27 |
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I approve of these test programs.
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# ? Jun 6, 2016 05:12 |
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Plumps posted:So I've finished the demo of this and put it up of itch.io - is it ok to link it here? The blood spatter is my favorite part, it's like art
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# ? Jun 6, 2016 19:40 |
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Factor Mystic posted:This is a 404. Is the repo private or something? Yeah, sorry. In the meantime, I've been reliving 1994 with Open Watcom. (I am not an art.) I've also got drawing code that allows for 2D wireframe shapes with up to 64 vertices and janky PCX loading code.
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# ? Jun 7, 2016 22:34 |
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Spent 2 days modifying my first person camera into a third person camera. My little cheese wedge was doing an all-around poor job of both moving in the direction the camera is facing and also facing that direction itself. Finally sorted it out, though. Also finished, but not pictured, I have sphere/plane collision working properly so my little cheese wedge can march itself up and down inclines and fall off the edge of the world. The code is spaghetti right now, but I think I can give everything a good refactoring now that I know what's what. I'm also still brute force testing my collision instead of using my octree implementation because it was impossible to untangle what was an octree bug versus what was an actual collision bug when I was trying to hammer out my actual collision code. So I need to turn that back on and integrate it with the collision system. I'm almost ready to make a very rudimentary thing with it. ErIog fucked around with this message at 09:47 on Jun 8, 2016 |
# ? Jun 8, 2016 09:44 |
Luigi Thirty posted:Yeah, sorry. I'd love to see this, if you don't mind!
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# ? Jun 8, 2016 21:15 |
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Neurion posted:I'd love to see this, if you don't mind! The code's a total mess since I'm learning as I go but here you go. I'm most proud of the UI widgets. e: Well, it's missing the Watcom project file... but you can just add all the files to a DOS4/GW project in Watcom and compile it.
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# ? Jun 9, 2016 04:12 |
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Plumps posted:So I've finished the demo of this and put it up of itch.io - is it ok to link it here? This is amazing and I love you. What did you write it in, by the way?
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# ? Jun 9, 2016 07:41 |
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The Wizard of Poz posted:This is amazing and I love you. Well thanks! Its made in Game Maker Studio - my first attempt at making a 'real' game, besides text adventures in QBASIC in the 90s.
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# ? Jun 9, 2016 16:47 |
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Uh oh code:
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# ? Jun 9, 2016 23:17 |
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KARMA! posted:Uh oh uh oh indeed...... I really thought I'd caught all of these can you give me any more details - what system were you running it on, what was happening at the time so I can try to recreate it?
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# ? Jun 10, 2016 01:32 |
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KARMA! posted:Uh oh I couldn't replicate the exact error, but I did find a similar one - I've fixed it and updated.
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# ? Jun 10, 2016 04:11 |
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That Haskell Tetris I was working on mostly works now. I'm too lazy to make victory / defeat conditions, so I'm going to declare it Good Enough™. Also, I'm not a good Tetris player. (For some reason, this gif fucks up the green colored tiles )
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# ? Jun 10, 2016 05:19 |
This is a stupid simple utility that I'm now really glad to have. I call it "catpicture" and it's a tool to cat pictures to the command line. I spend a lot of time SSH-ed into remote machines doing ML or image processing, and I hate having to pull down a picture just to see if it's garbage. This tool will take (either via stdin or the args) an image and dump a rescaled version to the terminal using ANSI colors. It also has support for cropping a region, outputting a different size, or using true color. I'm going to eventually add some basic edge detection so it looks higher resolution and a feature to allow just the background to be filled (so you don't get the artifacts from '#'). You can also call it with just raw data and it will do its best. Need to add aspect ratio check. Jo fucked around with this message at 06:01 on Jun 10, 2016 |
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# ? Jun 10, 2016 05:59 |
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Jo posted:This is a stupid simple utility that I'm now really glad to have. I call it "catpicture" and it's a tool to cat pictures to the command line. I spend a lot of time SSH-ed into remote machines doing ML or image processing, and I hate having to pull down a picture just to see if it's garbage. This tool will take (either via stdin or the args) an image and dump a rescaled version to the terminal using ANSI colors. Can't you set the bg color instead and just print spaces so you get blocks of color rather than '#'? e: I also made a tool like this some time ago
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# ? Jun 10, 2016 07:44 |
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You should probably have a neural network that chooses the (glyph, fgcolor, bgcolor) combo that will be perceived as most similar to the source image. With unicode you can probably really out-do aalib.
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# ? Jun 10, 2016 08:00 |
taqueso posted:You should probably have a neural network that chooses the (glyph, fgcolor, bgcolor) combo that will be perceived as most similar to the source image. With unicode you can probably really out-do aalib. That's precisely my plan. In v1 (done this evening) I just wanted to get image reading and console wiring working. I'm new to Rust, so it is still a bit of an up hill battle. V2 I'll do some simple edge detection and add the option to show just the background. V3 I'll get fancy.
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# ? Jun 10, 2016 13:30 |
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sweet rust-buddy
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# ? Jun 10, 2016 17:58 |
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Jo posted:This is a stupid simple utility that I'm now really glad to have. I call it "catpicture" and it's a tool to cat pictures to the command line. Can it render cat pictures?
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# ? Jun 10, 2016 18:10 |
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# ? Apr 23, 2024 12:37 |
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Jo posted:This is a stupid simple utility that I'm now really glad to have. I call it "catpicture" and it's a tool to cat pictures to the command line. I spend a lot of time SSH-ed into remote machines doing ML or image processing, and I hate having to pull down a picture just to see if it's garbage. This tool will take (either via stdin or the args) an image and dump a rescaled version to the terminal using ANSI colors. This is awesome please put it on the internet when you're done with it I will totally use this thing all the time.
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# ? Jun 10, 2016 21:55 |