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aeiou posted:I love vector graphics! Give us a link to the market so we can check it out. You can find it at https://market.android.com/details?id=com.interrupt.retrospace if you're curious. I've heard from people on reddit that the calibration on startup didn't work on some devices but the calibration on unpause (screen tap) did.
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# ? Mar 11, 2011 19:31 |
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# ? May 9, 2024 15:12 |
Wrote an iterative permutation generator (rather than using itertools) to cycle through an alphabet. Added support classes and hosed with parallel python to create a distributed hash cracker. Whoo lunch break! It's running locally here because I'm a lazy toss who doesn't want to pull out his laptop.
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# ? Mar 12, 2011 04:09 |
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If anyone wants an amateurishly implemented jqueryUI widget for categorizing stuff: http://siliconcow.no-ip.org/directoryTest/ I couldn't find much better elsewhere except kind of with some ExtJS stuff and I don't want to deal with the the licensing nonsense there(does a hosted application need to opensource it's code with GPLv3? They seem to think so but I thought that was only the AGPL...).
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# ? Mar 13, 2011 22:59 |
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SiliconCow posted:does a hosted application need to opensource it's code with GPLv3? They seem to think so but I thought that was only the AGPL... Technically, yes, anything based on GPL code needs to be distributable under the GPLv3, which means with source. However, web applications are a special case, because they are not actually distributed to the users - the web application runs entirely on the web server, so the users have no right to the source code under the GPL, as the application was never distributed to them at all. The AGPL addresses this. But Javascript UI stuff would not be covered under this arrangement, as it is distributed to the user, so they get rights under the normal GPL. If you have a web application with Javascript components that are distributed to the user, it becomes somewhat questionable if those components are a distinct entity which can be open-sourced to the user on its own, or if they drag the entire web application with them.
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# ? Mar 13, 2011 23:52 |
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C++, OpenMP for multithreading shenanigans and Qt for the GUI. I'm drowning in university work so I haven't had time to work on this ray tracer as much as I'd like. The ambient occlusion is really crude, the supersampling method is just a silly uniform grid, shadows are turned off and there's a gazillion other things I'd like to work on. Ah well, hopefully I'll have some time to work on it in a couple months.
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# ? Mar 14, 2011 13:50 |
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This was written by a co-worker on the team that I spent the 6 months working on (the Guild Wars 2 tools team): http://altdevblogaday.org/2011/03/13/before-you-wreck-yourself/
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# ? Mar 14, 2011 23:24 |
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Ugg boots posted:This was written by a co-worker on the team that I spent the 6 months working on (the Guild Wars 2 tools team): http://altdevblogaday.org/2011/03/13/before-you-wreck-yourself/ That was a fantastic read. Thanks.
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# ? Mar 15, 2011 17:58 |
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Just for kicks I decided to see if I could write a light-weight, json-based web service in C#, kind of like Sinatra for Ruby. I know it's a pretty terrible idea, but it's still fun to do.
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# ? Mar 17, 2011 03:57 |
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Part of a class project. Surprisingly, Lua, C++, and Java are very close performance wise, with Python lagging behind by about a third. I would have expected both Lua and Python to lag a little, but Lua keeps up just fine while Python lags behind badly. All of them are using SDL on the back end for graphics, input, and audio, but all of the game logic is written in the language specified. UraniumAnchor fucked around with this message at 18:19 on Mar 19, 2011 |
# ? Mar 19, 2011 05:01 |
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What is your performance measurement? I mean, that looks like a game that wouldn't require very high performance.
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# ? Mar 19, 2011 13:51 |
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Game logic is rarely a bottleneck even for big budget modern games -- many of which also use languages such as lua or python for those aspects of their game (avoids recompiles, and much easier for designers to work with if they have to). Unless you're writing the next Civilization, you're probably not going to have to worry much about your game logic impacting performance.
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# ? Mar 19, 2011 17:12 |
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Performance is actually a secondary concern, the point of the project is more to compare what the program structure ends up looking like and differences with object management etc. Lua and C++ consume the least memory, Java consumes the most with Python close behind, though I expect a lot of that is just overhead. The other 'performance' measure is FPS. Right now, using software blits, it's getting 330-ish for everything but Python, which is more like 210. I was actually expecting them all to be relatively close in performance, with the graphics code being the bottleneck, so I suspect I might be doing something wrong in the python code.
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# ? Mar 19, 2011 18:16 |
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Lone_Strider posted:Just for kicks I decided to see if I could write a light-weight, json-based web service in C#, kind of like Sinatra for Ruby. I know it's a pretty terrible idea, but it's still fun to do. Interesting. So the method parameters are typed, what happens if a query string matches the attribute but not the method parameter type? Exception? Doesn't match?
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# ? Mar 19, 2011 18:35 |
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Factor Mystic posted:Interesting. So the method parameters are typed, what happens if a query string matches the attribute but not the method parameter type? Exception? Doesn't match? It would return an error to the client, indicating a parameter type failure & the parameter that caused it. code:
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# ? Mar 19, 2011 19:24 |
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Wrote a bot that uses Markov chaining and 6 pages worth of Obama quotes to generate new tweets for my Obama Markov twitter account. I have it sitting in console spitting out new ones every 10 minutes and whenever I sit at my computer, I screen them and tweet the good looking ones. It only took me a few hours and less than 200 lines of code, but it's by far, been my favorite personal project I've ever worked on.
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# ? Mar 20, 2011 04:55 |
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poemdexter posted:
Easily the best application of Markov chains I've seen all year.
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# ? Mar 21, 2011 22:34 |
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Lone_Strider posted:Just for kicks I decided to see if I could write a light-weight, json-based web service in C#, kind of like Sinatra for Ruby. I know it's a pretty terrible idea, but it's still fun to do. I know this is off topic but what editor are you using?
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# ? Mar 23, 2011 10:44 |
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AcidRoot posted:I know this is off topic but what editor are you using?
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# ? Mar 23, 2011 17:34 |
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Game I'm workin' on
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# ? Mar 23, 2011 19:33 |
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takua108 posted:Game I'm workin' on This looks sweet. Could you give more details? The C64 style is perfect.
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# ? Mar 23, 2011 19:50 |
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NOG posted:This looks sweet. Could you give more details? The C64 style is perfect. Thanks! It's a Myst-esque adventure game, but with 2D brawler controls (left/right move left/right, up/down move forwards/backwards on the z-plane). It's a semi-abstract puzzle-solver at first, but then something awesome happens partway through the game and the tone and gameplay shift in a way that I won't spoil (in hopes that I end up finishing the game, something I've never done before [but this is the closest I've got]). I went with the throwbacky graphical style because a.) it looks awesome and b.) it's really easy to draw and animate stuff at 160x120. While I'm restricting myself to 160x120 (without any of that crap that games like Gang Garrison do where they have fake low-res graphics with conflicting resolutions), I'm using a full 24-bit color palette because why not. I'm also making all of the sounds and music myself, something I've never really gotten into before. As it turns out, it's really easy and fun to make music and sound effects with musagi and sfxr that sound just like the computers and consoles that I'm trying to imitate. I made a website for it, but it currently only works in the latest browsers (IE9, Firefox 3-4, Chrome, etc.): http://rezich.com/interior/. I hope to finish the game within a couple months.
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# ? Mar 23, 2011 20:17 |
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HAHA. I love the website design. That's pretty clever. What language/libraries are you using if I might ask?
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# ? Mar 23, 2011 22:53 |
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Ha! That website is certainly worth a click.
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# ? Mar 23, 2011 23:12 |
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takua108 posted:that crap that games like Gang Garrison do where they have fake low-res graphics with conflicting resolutions Man I sure do love websites that don't even let you link to their images.
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# ? Mar 23, 2011 23:42 |
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poemdexter posted:HAHA. I love the website design. That's pretty clever. What language/libraries are you using if I might ask? It's just CSS and a teeny tiny little bit of jQuery. Glad you like it
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# ? Mar 24, 2011 00:59 |
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edit: eh, just took this to the Flash questions. doesn't seem like I can do much with the project having lost the original files. Will repost if/when I make some progress.takua108 posted:It's just CSS and a teeny tiny little bit of jQuery. Glad you like it Agreed, the website is awesome. oldyogurt fucked around with this message at 12:56 on Mar 24, 2011 |
# ? Mar 24, 2011 01:52 |
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takua108 posted:It's just CSS and a teeny tiny little bit of jQuery. Glad you like it I guess I should have been more clear. I meant what languages/libraries for your game.
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# ? Mar 24, 2011 02:01 |
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Very very very early version of a game I'm creating. Nowhere near done but it's my first game so its mainly going to be a learning experience.
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# ? Mar 24, 2011 08:09 |
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The laser scan data isn't me. (I do not have a laser scanner ) I have a simulated camera that flies around and estimates its path based on what it sees.
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# ? Mar 24, 2011 08:31 |
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poemdexter posted:I guess I should have been more clear. I meant what languages/libraries for your game. I started off using C#/XNA, thinking I'd finally make a full game with that. Then I tried dicking around with FlashPunk for a bit, but, in the end, I decided that I wanted to make a drat game, and finish it, something I've never done before. So I went back to Game Maker, which I haven't touched in years. It's a huge pain because I have to do stuff in a far less elegant way than I'm used to, but I don't really care; this game is going to be finished, and the idea of finally finishing a project for once excites me. Also, in my defense, I'm using only code in Game Maker; no drag-and-drop actions (except "execute code"). I really wish they'd add a "GML only" mode in the future :\
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# ? Mar 24, 2011 08:41 |
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rstat.us is a website that my friends and myself started about 10 days ago and launched last night. It's based on the ostatus protocol and really is basically a back to basics twitter with a focus on openness and simplicity. It's currently very much so in the alpha phase, but it's interesting how fast it's already grown. We are fixing bugs and adding features at a fairly constant rate right now. Pretty psyched about getting this launched and out to the public.
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# ? Mar 24, 2011 21:15 |
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I'm making a financial account system for a my fraternity project that I've posted here before. Most chapters still use basic Excel spreadsheets to manage their chapter finances, which sucks. We're fortunate enough to have a Quicken setup, so I'm doing my best to emulate that: http://www.youtube.com/watch?v=oFod0__fjEI That's just the basic functionality, but I'm hoping to keep expanding upon it.
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# ? Mar 26, 2011 22:53 |
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Making lots of progress on my minecraft-style game. I have a lot more updates at http://dangerz.blogspot.com as I've been using that as a developer diary. Here are the latest screenshots: I'm working on loading/unloading chunks now without having collisions due to threading. As you can see, I'm also having issues with my textures there but I'll figure that out after the chunk loading/unloading. Being really new to game design, I'm still learning a lot of techniques that have probably been in use for a while. It's been a lot of fun though so it's well worth it. Before I get yelled at for copying Minecraft, know that I just wanted to learn how to make a 3d game and Minecraft looked really neat to try and mimic. It looks so simple to putz around in but when it comes time to actually creating it, it's proven to be pretty challenging.
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# ? Mar 28, 2011 18:40 |
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dangerz posted:Making lots of progress on my minecraft-style game. I have a lot more updates at http://dangerz.blogspot.com as I've been using that as a developer diary. Also your blog mentioned that you were planning on adding fog effects. If you're still using the basicEffect shader it has a fog mode built in, something like code:
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# ? Mar 28, 2011 19:34 |
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PDP-1 posted:That looks pretty cool, what algorithm are you using to generate the vertex buffers so that only the outside surface is shown? I was trying to do the check while I was building the actual chunk, but I couldn't figure out a good way to do it. If you have any better ideas I'd love to try them. quote:Also your blog mentioned that you were planning on adding fog effects. If you're still using the basicEffect shader it has a fog mode built in, something like
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# ? Mar 28, 2011 19:55 |
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dangerz posted:I'm working on loading/unloading chunks now without having collisions due to threading. First off, that looks awesome. Second, if you target .NET 4.0 then you get access to their ConcurrentDictionary which is a lockless dictionary. Just an FYI.
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# ? Mar 28, 2011 20:32 |
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Ugg boots posted:First off, that looks awesome. Second, if you target .NET 4.0 then you get access to their ConcurrentDictionary which is a lockless dictionary. Just an FYI. I think my issue is bigger than just a threadsafe Dictionary though. By having a massive Dictionary of all my cubes, I'm going to have a hell of a time adding/removing cubes as it grows in size without colliding with something else. I think the best approach would be to break that listing of cubes and put them inside of their respective chunk class. That way the odds of me accessing the dictionary while I'm adding/deleting from it are much smaller. Also, putting a lock on it doesn't effect the entire game. Only that individual chunk. The down side is that I can no longer access allCubes[cubeLocation]. I'll need to create something that transforms cubeLocation to chunkLocation and access world.terrain[chunkLocation].cubes[cubeLocation]. Only real issue I see there is some kind of rounding error causing the cubeLocation to transform into the wrong chunkLocation. Anyway, I'm rambling. Thanks for the compliments :]
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# ? Mar 28, 2011 21:05 |
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dangerz posted:Before I get yelled at for copying Minecraft Disown anyone who yells at you for that, it looks awesome.
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# ? Mar 28, 2011 21:18 |
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dangerz posted:Awesome, I'll look into ConcurrentDictionary. I was looking for something like that but couldn't find it. You probably are going to want some sort of spatial partitioning data structure like a kd-tree, FYI.
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# ? Mar 28, 2011 23:49 |
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# ? May 9, 2024 15:12 |
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dangerz posted:Making lots of progress on my minecraft-style game. I have a lot more updates at http://dangerz.blogspot.com as I've been using that as a developer diary. Here are the latest screenshots:
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# ? Mar 29, 2011 01:24 |