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Hubis posted:I did this once for a project when I was younger, and was so proud of myself until I later learned I'd reinvented A* I'm sure my version will be a cumbersome and inefficient version of A* (mine doesn't work quite the same, and that will probably be why), but I just wanna see if I can do it. Plus I imagine if I get this working I'll be able to implement real pathfinding algorithms a lot more easily.
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# ? Oct 12, 2010 14:47 |
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# ? May 13, 2024 00:55 |
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tripwire posted:Nice use of comic sans Pretty sure that's Monaco and definitely not comic sans.
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# ? Oct 12, 2010 15:34 |
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Scarboy posted:Pretty sure that's Monaco and definitely not comic sans. Monaco is monospaced Comic Sans.
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# ? Oct 12, 2010 15:51 |
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Parantumaton posted:Monaco is monospaced Comic Sans. Almost. The h, e, q, u, i, c, f, j, m, a and g are modified, but they are variants of the same face. Now I have a terrible urge to make a monospaced Market Felt.
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# ? Oct 12, 2010 16:25 |
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tripwire posted:Nice use of comic sans lookat this noob Optimus Prime Ribs posted:I'm sure my version will be a cumbersome and inefficient version of A* (mine doesn't work quite the same, and that will probably be why), but I just wanna see if I can do it. Yeah. My experience was basically that, with every improvement I came up with, the closer I got to a "classic" A* implementation. I kind of wonder what the known lower-bound is to find the best path from A to B in a universe of size N, and how far A* is from it... Hubis fucked around with this message at 17:44 on Oct 12, 2010 |
# ? Oct 12, 2010 17:42 |
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Wouldn't that just depend on the quality of your heuristic? Edit: And I guess the search context... http://en.wikipedia.org/wiki/D* Spime Wrangler fucked around with this message at 18:05 on Oct 12, 2010 |
# ? Oct 12, 2010 17:59 |
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I reinvented Dijkstra's algorithm in QBasic when I was a kid. Reinventing A* would be impressive if you had no prior knowledge.
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# ? Oct 12, 2010 22:42 |
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Parantumaton posted:Monaco is monospaced Comic Sans. Monaco looks awesome at 9 point without anti-aliasing: Otherwise yeah, it's pretty fugly.
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# ? Oct 13, 2010 03:40 |
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It's been a while since I last wrote a software renderer and I wanted to try out the halfspace method of rasterising (as opposed to scanline). Still got a whole load of optimising to do. Video.
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# ? Oct 13, 2010 11:47 |
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Internet Janitor posted:Monaco looks awesome at 9 point without anti-aliasing: Looks okay but it's too small to use, unless you are running at 640x480
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# ? Oct 13, 2010 19:49 |
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I took a look at some fonts today, and I liked Inconsolata
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# ? Oct 14, 2010 00:17 |
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I spent most of the day working on an algorithm that grows trees procedurally for an upcoming game. You can't see the growth in action, but the results are looking sweet. Now if only I can do decent leaves.
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# ? Oct 14, 2010 07:35 |
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Lurchington posted:I took a look at some fonts today, and I liked Inconsolata "Envy Code R" is my favorite: http://damieng.com/blog/2008/05/26/envy-code-r-preview-7-coding-font-released
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# ? Oct 14, 2010 16:52 |
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After two university programming courses and dicking around around with some very simple games (space invaders!) I decided to try a roguelike: It doesn't really do anything yet besides draw some tiles and let you walk around but it's been very educational nonetheless. I'm using Java's Graphics2D to draw a tileset shamelessly stolen from my Dwarf Fortress install instead of text because I couldn't get AWT to draw fonts that didn't look like poo poo.
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# ? Oct 15, 2010 01:27 |
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I hosed my windows install and didn't back much of anything up so I ended up starting to rewrite my lovely software renderer for the last few days. Design is a bit smarter and a bunch of stuff is vectorized now like surface manipulation, the math stuff like matrix and vectors, and all the transformation stuff. It also actually has a proper timer so I can set / get the FPS... though it seems too high to get anything meaningful if I leave it uncapped in a simple scene at a low resolution. It hasn't regained the ability to draw lines yet but if you look carefully you can see the vertex pixels that make up my cube Click here for the full 676x340 image. It's actually less to look at than the first post I made on this because I had wireframe triangles working then... but this is totally more impressive in the underlying implementation of everything even if you can't see it. slovach fucked around with this message at 08:24 on Oct 15, 2010 |
# ? Oct 15, 2010 08:21 |
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slovach posted:It's actually less to look at than the first post I made on this because I had wireframe triangles working then... but this is totally more impressive in the underlying implementation of everything even if you can't see it. Ah, the best part about software development. All that effort and clever solutions and such yet the poo poo looks the same. Cool project though.
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# ? Oct 15, 2010 18:16 |
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I felt inspired and got wireframe back in Click here for the full 676x340 image. Next up is actual model loading so I can get away from this cube already and maybe stress it a little. edit: Testing out my new SSE transformation stuff. With no drawing, it plows through 1,048,576 verticies at about 12 fps. It's about 90%~ faster than the x86 version. Kind of ridiculous scaling, really surprised me. About 327,680 clocks in around 38 fps. I still have a lot of room for improvement. Maybe I'll look into threading stuff eventually, as well. slovach fucked around with this message at 09:34 on Oct 16, 2010 |
# ? Oct 16, 2010 03:30 |
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This isn't quite a screenshot, but... this is what I'm working on these days.
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# ? Oct 16, 2010 07:18 |
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ZentraediElite posted:This isn't quite a screenshot, but... this is what I'm working on these days.
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# ? Oct 16, 2010 07:42 |
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gibbed posted:Anything interesting about it? Well I just got switched to this product about a month or so ago. I'm working on the actual software that runs on the thing. It's all C#, which i'm still learning.
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# ? Oct 16, 2010 08:32 |
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I am pretty bad at maths (and typos) so this actually took a couple of days to get working, but now it does so I can actually work on game-side stuff like sliding along the plane of contact, and importing world collision from Blender or whatever. https://vimeo.com/15899261
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# ? Oct 16, 2010 18:21 |
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slovach posted:I felt inspired and got wireframe back in Maybe I'm just stupid, but how in the hell are you doing that in command prompt?
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# ? Oct 17, 2010 04:48 |
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Optimus Prime Ribs posted:Maybe I'm just stupid, but how in the hell are you doing that in command prompt? I just give GetDC() the console window handle.
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# ? Oct 17, 2010 05:17 |
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slovach posted:I just give GetDC() the console window handle. drat, I never had any clue you could do that (i.e. use an HDC to a console for graphics, not getting an HDC of a console). That's actually pretty neat.
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# ? Oct 17, 2010 06:22 |
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Scaevolus posted:I like this. Just to give some follow up to this comment, I doubled the price and noticed no appreciable drop in sales, insofar that there were any. At £1.49 I seem to get a sale every couple of days. What I've found interesting is that it's been downloaded ~4000 times since my last post in this thread, at a greater rate than other projects of mine I think are better. I suspect this is because it gets twice the exposure - people might see the paid for version and seek out the 'Lite' version. To contribute a screenshot I added a few variants on the maze building algorithm. Just providing a bias towards turning left makes it very reminiscent of climbing plants. It makes me want to build some sort of tropism simulator, I imagine it could produce some rather cool effects.
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# ? Oct 18, 2010 01:45 |
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Doom clone from scratch. Collision detection actually works, yay! Now I'm refactoring and poo poo.
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# ? Oct 18, 2010 05:13 |
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PnP Bios posted:Doom clone from scratch. Collision detection actually works, yay! Now I'm refactoring and poo poo. Are you able to load in the original WAD files?
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# ? Oct 18, 2010 14:12 |
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PnP Bios posted:
Are you actually writing Doom in TK??? I thought Tk died over a decade ago. Wow. Edit: Well a quick google shows that OpenTK is not the same as the old TK/Windowing shell used with TCL. That would have been craziness! Madox fucked around with this message at 15:28 on Oct 18, 2010 |
# ? Oct 18, 2010 15:22 |
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ZentraediElite posted:Well I just got switched to this product about a month or so ago. I'm working on the actual software that runs on the thing. It's all C#, which i'm still learning. Is this at their Pittsburgh location?
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# ? Oct 18, 2010 19:12 |
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Babby's first Koch snowflake! (Using OpenGL!)
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# ? Oct 18, 2010 21:14 |
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Your Computer posted:Babby's first Koch snowflake! Do a pentagon! Are you drawing by pixels, or lines? I was just curious to how big of a display list you end up with on the final iterations.
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# ? Oct 18, 2010 22:00 |
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Bob Morales posted:Do a pentagon! And just in case you were actually trying to say pentagram here's one of those as well! (..fine, I just wanted to make a pentagram!) I'm drawing using points and lines, with GL_LINES doing the drawing-to-screen. Right now I'm just using an ArrayList with lines and iterating all the members of said list. e: With slight fear of posting too many pictures, here's a Sierpinski Triangle as well. This is way too much fun! Made a couple of new classes for this one, still doing pretty much the same thing (just with triangles instead of lines.) Your Computer fucked around with this message at 01:03 on Oct 19, 2010 |
# ? Oct 18, 2010 23:21 |
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Bitruder posted:Are you able to load in the original WAD files? Not planning on it, going for something a bit more sophisticated.
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# ? Oct 19, 2010 02:48 |
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Doh004 posted:I posted this earlier, but I have screenshots now online to show you guys: Hey RPI Fraternity buddy. This actually looks like some really useful software. We do the same thing, except through email list, internal website and google docs (and is, obviously, a lot more difficult to manage). Good work
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# ? Oct 19, 2010 12:40 |
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Your Computer posted:e: With slight fear of posting too many pictures, here's a Sierpinski Triangle as well. This is way too much fun! Do a hilbert curve!
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# ? Oct 19, 2010 16:57 |
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Your Computer posted:Sierpinski Triangle Okay now a Menger's Sponge!
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# ? Oct 19, 2010 17:04 |
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polyfractal posted:Hey RPI Fraternity buddy. This actually looks like some really useful software. We do the same thing, except through email list, internal website and google docs (and is, obviously, a lot more difficult to manage). Good work Thanks. I'm trying to get more chapters to sign up, but it's near impossible to get in touch with other chapters and to get them to actually use the service. I guess that's part of the battle of getting repeating users. What fraternity are you in?
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# ? Oct 19, 2010 17:58 |
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Doh004 posted:Thanks. I'm trying to get more chapters to sign up, but it's near impossible to get in touch with other chapters and to get them to actually use the service. I guess that's part of the battle of getting repeating users. What fraternity are you in? Grad brother of Phi Gamma Delta actually (aka FIJI, graduated last year). I know what you mean - it was hard enough to get our brothers to use google docs or, god forbid, dropbox. Then again, I was shocked to hear other chapters and houses not even having an email listserv, let alone coordinated google docs or an internal brother website system. I imagine convincing outside fraternities to use software like this could be quite tough. I'll mention it to our current web chair and see if he is interested in looking at it. Being a grad I don't have much pull anymore, but I can knock few heads around when I come back to drink sometime.
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# ? Oct 19, 2010 22:46 |
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Grats on being able to keep your 'house' in RHAPs after the sophomore housing clusterfuck kicked all the upperclassmen out. I think Delta Phi was able to keep their little string in Colvin 14-16, too.
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# ? Oct 19, 2010 23:41 |
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# ? May 13, 2024 00:55 |
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Take it to LAN guys, I can only have my RPI goonery in one location
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# ? Oct 20, 2010 00:28 |