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I started to poke around with Xcode and SDL, and I've got this Dr. Mario-style game going. I just have the sprites and movement going, up next is adding sound effects and actually making the pieces disappear when you line 4 (or more) of the same color up. I plan on writing a little how-to on 2D game programming basics for the Mac and putting all the source code up online when I'm done. I wish I had more time to work on this, between a job and everything, if I get one little thing accomplished each day I feel happy. I wish for a long rainy Saturday. I hope to give it a scoring system, menu, and demo mode just like a real game.
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# ? Aug 26, 2010 03:58 |
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# ? May 13, 2024 09:47 |
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Bob Morales posted:I plan on writing a little how-to on 2D game programming basics for the Mac and putting all the source code up online when I'm done. Oh yes this sounds amazing, I've been looking for a guide to get me into doing this. Would you mind providing a link when and if you get it done?
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# ? Aug 26, 2010 15:43 |
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Bob Morales posted:Are you just doing this with Quartz2D or what? Also, how are you handling input? It was written in Java, because I move between my Mac laptop and a windows desktop, depending on my mood and whether or not I want to listen to my roommates watch stupid poo poo on TV.
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# ? Aug 26, 2010 18:19 |
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tef posted:I got it under 1k, it uses a hilbert curve to draw the mandelbrot now It was accepted http://js1k.com/demo/506
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# ? Aug 29, 2010 14:47 |
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Just your normal raytracer.
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# ? Aug 29, 2010 16:03 |
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Foiltha posted:Just your normal raytracer.
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# ? Aug 29, 2010 18:55 |
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subpixel rendering maybe?
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# ? Aug 29, 2010 19:45 |
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Yeah, he likely put some thought into how he's sampling each pixel. If you're interested, the sample chapter of Physically Based Rendering discusses sampling theory in the context of a raytracer. edit: or, he just rendered it at a higher resolution and scaled the image down in Photoshop before uploading it vv
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# ? Aug 29, 2010 22:07 |
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tef posted:
Congrats!
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# ? Aug 30, 2010 01:34 |
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tripwire posted:Congrats! Typically, the moment I finish I change something. So I added keybindings for up and down arrow, and re-centered it around something a little more interesting. http://secretvolcanobase.org/~tef/js1k.html I should stop posting about this now. Edit http://js1k.com/demo/570 now online tef fucked around with this message at 14:25 on Aug 30, 2010 |
# ? Aug 30, 2010 01:39 |
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Seawaffle posted:This looks nice and crisp as opposed to the terrible crap that spews out when I write a raytracer. What's the secret? The 2 guys after you had it right. I used supersampling (http://en.wikipedia.org/wiki/Supersampling) with 4 samples per pixel for that render. The basic idea is to cast more than one primary ray per pixel and calculate an average from the results to form the final color for the pixel. How you choose to calculate the direction of the sub pixel rays is up to you. I took the laziest way out and distributed the sample points by using a uniform grid. The grid doesn't provide the best results (jittering would be better I think) but it's really trivial to implement. Edit: I just remembered I did also scale it down with Photoshop because the original render is too wide to post However, the aliasing is not noticeable in the original either. Foiltha fucked around with this message at 06:46 on Aug 30, 2010 |
# ? Aug 30, 2010 05:58 |
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quiggy posted:Oh yes this sounds amazing, I've been looking for a guide to get me into doing this. Would you mind providing a link when and if you get it done? Here's what I have so far. Oldest items are at the bottom, so start there! http://isovega.net/macgameprog/index.php?blogid=1&archive=2010-08
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# ? Aug 30, 2010 20:34 |
Writing a roguelike in Common Lisp. The green are bands of radiation across the desert.
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# ? Aug 31, 2010 02:51 |
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Panic! at the Fist Jab posted:Writing a roguelike in Common Lisp. The green are bands of radiation across the desert. What system/implementation/libraries are you using? I've spent weekends trying to find something that works well, there always seem to be a snag somewhere with those cffi libs.
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# ? Aug 31, 2010 14:56 |
Beef posted:What system/implementation/libraries are you using? I've spent weekends trying to find something that works well, there always seem to be a snag somewhere with those cffi libs. I'm very much a noob at it, but I'm using Emacs23+SLIME with SBCL. The library I'm using is the CL bindings to the libtcod graphics library. I'm using this repo, but as I googled for it just now, turns out there's a better maintained version here. If you've never used TCOD before, it's terrific. Noise generators, pathfinders, configuration parsing, bitmap-to-grid, simple timing, color blending, the works.
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# ? Aug 31, 2010 15:44 |
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It may only be a simple tile-based game, but this is the first time I've ever done stuff like A* searching and Flood Filling. It's not much to look at, but I'm pleased to be moving onto more interesting stuff than code:
Click here for the full 628x506 image. Unfortunately, there's still a weird bug with the Flood Filling whenever I start exactly two tiles above or below a wall ( but not when it's to either side ).
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# ? Aug 31, 2010 16:11 |
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Beef posted:What system/implementation/libraries are you using? I've spent weekends trying to find something that works well, there always seem to be a snag somewhere with those cffi libs. I highly recommend you check out libtcod, which has official bindings in C, C++, and Python. It's pretty good for rapid roguelike development, although anyone familiar enough with the genre will immediately be able to tell that you're using that library for your game. I've got a pet project I'm working on off and on that uses libtcod, and it is glorious.
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# ? Aug 31, 2010 20:14 |
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Been working on a GIF-oriented imagehost. Spent about 6 hours learning the intricacies of the gif format so I could turn a full-framed, huge-in-filesize gif and summarize it in a nice small comic-strip-style jpg (I'd do png but jpg compresses a lot better for the image content). Most of the gif conversion stuff is running in pure php (with a little GD in there where it made my life easier. It didn't make my life easier most of the time). Also finally got around to figuring out templating so now I can get a real web design up there eventually. More non-technical details in the TFF post.
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# ? Sep 1, 2010 00:12 |
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Just finished beta 2 of my shader editor for Unity 3. It's coming along very well. Lots of GUI rework and stuff behind the scenes. I'm happy with how it's coming along. It's great to have something out there that people use. If you are a user of unity you can find it here:
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# ? Sep 1, 2010 00:37 |
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Crossposting from the iPad Apps & Games thread. I ended up writing a recipe manager for the iPad after not finding any that I liked. Features:
A few screens (click for big): Recipes List and Recipe View Browser and Grocery List It's getting pretty close to completion, NoDamage fucked around with this message at 00:08 on Sep 6, 2010 |
# ? Sep 1, 2010 10:10 |
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Strumpy posted:Just finished beta 2 of my shader editor for Unity 3. It's coming along very well. Lots of GUI rework and stuff behind the scenes. I'm happy with how it's coming along. It's great to have something out there that people use. I'm pretty sure you posted other screenshots of this in the thread, and I may have replied, but to reiterate: I love this poo poo.
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# ? Sep 2, 2010 01:44 |
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NoDamage posted:Crossposting from the iPad Apps & Games thread. I ended up writing a recipe manager for the iPad after not finding any that I liked. Wow, that is extremely slick and professional looking. Very well done.
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# ? Sep 2, 2010 05:23 |
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NoDamage: Do you actually parse the ingredient quantities? It would be really neat to be able to switch units or modify the number of servings and have the app recalculate all the measures automatically.
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# ? Sep 2, 2010 21:40 |
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Internet Janitor posted:NoDamage: Do you actually parse the ingredient quantities? It would be really neat to be able to switch units or modify the number of servings and have the app recalculate all the measures automatically. It's one of those situations where I don't want to do it unless I can do it well - a half-assed implementation won't really be all that useful. That said, I agree that being able to switch units or scale the recipe would be pretty sweet.
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# ? Sep 2, 2010 21:56 |
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Ugg boots posted:I'm pretty sure you posted other screenshots of this in the thread, and I may have replied, but to reiterate: I love this poo poo. He did. I still think the node flow is completely retarded (see my earlier posts for explanations) but otherwise it's cool as hell.
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# ? Sep 3, 2010 17:39 |
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Lexical Unit fucked around with this message at 23:14 on Mar 4, 2020 |
# ? Sep 3, 2010 20:37 |
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Still working on my game which loads FO:T graphics as placeholder. Click here for the full 800x600 image.
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# ? Sep 3, 2010 23:39 |
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Lexical Unit posted:NoDamage, awesome app. Looks like it's specifically for the iPad; are you planning on a iPhone version? Another nice feature would be to generate shopping lists from a set of selected recipes. If you could intelligently combine them into one list, that'd be perfect. Observe the bottom right screenshot.
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# ? Sep 4, 2010 01:31 |
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Lexical Unit posted:NoDamage, awesome app. Looks like it's specifically for the iPad; are you planning on a iPhone version? Another nice feature would be to generate shopping lists from a set of selected recipes. If you could intelligently combine them into one list, that'd be perfect. Obviously it's a lot more convenient to be able to pull up your grocery list on your phone than having it on the iPad itself.
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# ? Sep 4, 2010 02:48 |
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I was getting sick of maintaining three different lighting systems and not being able to do mesh lighting because of architectural limitations, so I devised some clever solutions to some of the quirkier poo poo with photon mapping and started a new general-purpose light tool: Click here for the full 800x450 image. Unlike the old lighting tool, this toy is entirely built around UV-map based lightmaps so it can handle any lightmap projection on any geometry. That means anything that exports to its geometry format could use it for lighting. It's also fully multi-threaded, and uses disk caching extensively so it's disk-bound rather than memory-bound. (And yeah I know the edges are dark, I haven't implemented the feature that will prevent those yet)
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# ? Sep 6, 2010 04:34 |
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While implementing a multithreaded version of Conway's game of life, I decided to see what kind of world would arise if I let each cell update its state as soon as its next state is finished being calculated ( opposed to all cells updating their state at the end of a single round/step after everything has been evaluated). The R-G-B values of each pixel are shaded as such: R: shaded 0 (no red) if the pixel does not contain a live cell, or 255 (full red) if it does. G: shaded 0 through 255, increased by 1 each round this pixel contains a live cell (%255 for overflow). B: shaded 0 through 255, increased by 1 each time a live cell is born at this pixel (%255 for overflow). It forms more interesting things than blobs, but its interesting that most blobs will shoot gliders and other familiar conway structures as they grow outward. Click here for the full 1440x827ish image. gently caress jpeg encoding for messing with the colors Click here for the full 1440x827 image. Surface fucked around with this message at 08:44 on Sep 7, 2010 |
# ? Sep 7, 2010 08:41 |
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How are you scheduling the updates? I'm guessing gliders survive because they're usually small structures surrounded by empty space, and empty space doesn't become inconsistent if processed out of order.
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# ? Sep 7, 2010 11:01 |
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NoDamage posted:Crossposting from the iPad Apps & Games thread. I ended up writing a recipe manager for the iPad after not finding any that I liked. This is really awesome, great work I'd use that but I have no iPhone/iPad, any chance for an android version sometimes?
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# ? Sep 7, 2010 13:59 |
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Working on (another) update to the Patriots 2010 season app for iPhone. This one is actually going to have a play-by-play feed during games. Still totally free. I'm not sure if any other NFL team apps do this. Video (framerate on the phone is much smoother) - http://screencast.com/t/NDc2MTQ4Mz Can't wait to get it out and see what people think of it.
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# ? Sep 7, 2010 16:54 |
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Lexical Unit fucked around with this message at 23:14 on Mar 4, 2020 |
# ? Sep 7, 2010 19:55 |
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OneEightHundred posted:(And yeah I know the edges are dark, I haven't implemented the feature that will prevent those yet) That's basically the form-factor between the patches converging to infinity, right?
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# ? Sep 7, 2010 20:18 |
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shodanjr_gr posted:That's basically the form-factor between the patches converging to infinity, right? The solution is to determine the area of the geometry contained within the collection sphere. There's a proper way to calculate that but it's kind of annoying, so for now it just uses pi*r^2 for the valid area factor. There are some other side-effects to doing this "properly", like spatially-dense geometry (ridges, spikes) doesn't wind up excessively bright, and photon impacts can be partitioned by smoothing group instead of maintaining one hit catalog for the entire scene or bleeding over "sharp" edges. OneEightHundred fucked around with this message at 21:02 on Sep 7, 2010 |
# ? Sep 7, 2010 20:33 |
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pee posted:How are you scheduling the updates? I'm guessing gliders survive because they're usually small structures surrounded by empty space, and empty space doesn't become inconsistent if processed out of order. I can't remember the setup that generated those specific screen shots, but I think I essentially had each thread evaluating from pixels 0 to N as so: for( int i = 0 + threadOffset; i < N ; i = i+ numThreads ); Though by the time I took those screen shots I may have been having too much fun and so started doing additional odd things.
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# ? Sep 7, 2010 23:40 |
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I've finally released what I'd been working on for a long time (having posted several screenshots here over the past could of months). http://www.zaxportal.com It's the first time I've ever used myBB, so I'm doing my best to work with it. Doh004 fucked around with this message at 03:32 on Sep 12, 2010 |
# ? Sep 8, 2010 22:26 |
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# ? May 13, 2024 09:47 |
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The last couple of weeks I've been working for a computer demo as intro for a LAN party. My idea was to start with a standard Philips TV test pattern which then turns out to be a 3D structure which the camera flies around, and then something else happens. So far I have this: That is, some basic shapes with a shader to create that interlaced look. the waves are just a test of the beginnings to a VCR seek effect I'll need. I'm using Clanlib, which seems pretty decent in all regards, but I've been stuck for the last couple of days, purely because of a lack of motivation (read: I'm lazy). FML.
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# ? Sep 9, 2010 00:07 |