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I've been working on a bmp creator. The plan is to use this to output images for a ray tracer I'm going to start when this is done. It's done entirely in C using standard libraries. A good exercise. Now to fix problems with alignment buffers.
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# ? Jun 8, 2011 00:01 |
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# ? May 9, 2024 14:44 |
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If you haven't done it yet, go ahead and write a program that changes the color of one random pixel to a random color in an infinite loop.
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# ? Jun 8, 2011 00:28 |
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poemdexter posted:If you haven't done it yet, go ahead and write a program that changes the color of one random pixel to a random color in an infinite loop. Waaay ahead of you buddy. Pretty much what already happens. It's now adding the 4 byte alignment and in the process I worked out my find buffered width function was completely wrong and worked only through magic and witchcraft :S. Last thing is actually checking that everything is malloced correctly, and correctly falling out if it is not. I expect this to double my code
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# ? Jun 8, 2011 00:46 |
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Dolex posted:I'm using genetic algorithms with fractals. Tell me more
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# ? Jun 8, 2011 01:20 |
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I'm slowly figuring out this whole 'game engines in Forth' deal. gwar3k1: Thanks for the interest! I don't have a blog, but I do intend to put together a postmortem/tutorial once I finish a nontrivial game in Mako. For the time being you can always follow my Github for the project- I try to make my commit messages informative. If there's anything in particular that you're curious about I'd be more than happy to answer your questions here or in a PM.
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# ? Jun 8, 2011 05:16 |
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Antinumeric posted:
I'm crossing my eyes and nothing's happening
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# ? Jun 8, 2011 10:50 |
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At the end of last year, I posted in this thread about a C++ library I was working on that emulated the postponed C++0x concepts features. Back in May of this year, I gave a talk on this library at BoostCon and that talk is now online. This was my first time presenting for an hour and a half straight, so I was a bit nervous in the first few minutes, but it picks up. Anyway, you can watch the talk here and the slides are here.
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# ? Jun 11, 2011 01:24 |
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That Turkey Story posted:At the end of last year, I posted in this thread about a C++ library I was working on that emulated the postponed C++0x concepts features. Back in May of this year, I gave a talk on this library at BoostCon and that talk is now online. This was my first time presenting for an hour and a half straight, so I was a bit nervous in the first few minutes, but it picks up. I can't watch tonight because I'm goin hiking with a friend tomorrow and she wants to be on the road by five in the loving morning but: I'm looking forward to seeing how your project turned out, and I hope you appear in a star trek uniform like you did in that other video
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# ? Jun 11, 2011 03:00 |
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Otto Skorzeny posted:I can't watch tonight because I'm goin hiking with a friend tomorrow and she wants to be on the road by five in the loving morning but: I'm looking forward to seeing how your project turned out, and I hope you appear in a star trek uniform like you did in that other video I did, and I whisper catchphrases into the microphone every once in a while if you listen carefully. There's also a single frame of goatse in each slide transition.
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# ? Jun 11, 2011 08:00 |
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Sweet, I was actually wondering about this the other day.
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# ? Jun 11, 2011 15:49 |
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All of the questions at the end got cut off, which is unfortunate. IIRC, I went into some of how the preprocessing works behind the scenes.
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# ? Jun 11, 2011 17:04 |
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That Turkey Story posted:At the end of last year, I posted in this thread about a C++ library I was working on that emulated the postponed C++0x concepts features. Back in May of this year, I gave a talk on this library at BoostCon and that talk is now online. This was my first time presenting for an hour and a half straight, so I was a bit nervous in the first few minutes, but it picks up.
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# ? Jun 12, 2011 07:30 |
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Plorkyeran posted:This is pretty awesome (both the project and the talk once you relaxed). Thanks. Concepts own.
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# ? Jun 15, 2011 17:09 |
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http://llvm.org/viewvc/llvm-project?view=rev&revision=133103
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# ? Jun 16, 2011 00:48 |
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Just realized I can do per-pixel effects pretty easily in Mako even though I didn't originally intend it. Here are some bitwise operations mashed together and animated: (source) Internet Janitor fucked around with this message at 04:26 on Jun 16, 2011 |
# ? Jun 16, 2011 04:02 |
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rjmccall posted:http://llvm.org/viewvc/llvm-project?view=rev&revision=133103 I love you.
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# ? Jun 16, 2011 06:13 |
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I'm working on a planetarium project and just worked out how to translate right-ascension and declination into Cartesian space.
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# ? Jun 16, 2011 22:26 |
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Woodsy Owl posted:I'm working on a planetarium project and just worked out how to translate right-ascension and declination into Cartesian space. Many Bothans died to bring us this information.
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# ? Jun 16, 2011 23:19 |
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I code stupid poo poo when I am burned out, so I give you WubClock the alarm clock that plays dubstep.fm (or really whatever pls file you give it). edit: updated image. clockwork automaton fucked around with this message at 06:40 on Jun 22, 2011 |
# ? Jun 22, 2011 06:32 |
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I'm working on a little system for visualizing arbitrary data structures: It can crack apart an arbitrary tree of maps, collections, arrays and leaves as anything with a toString() method- so basically JSON. Thoughts?
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# ? Jun 22, 2011 16:24 |
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That's pretty neat. If you want to completely munge it up I suggest throwing some of the old arbitrarily defined white space delimited formats at it, e.g. EDI. I made a similar app about a year ago but it's trapped in .NET 2.0/WinForms and I'm too lazy to update.
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# ? Jun 24, 2011 20:59 |
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Currently working on a little program I call poo poo - the Simple Human Instance Tracker (Get poo poo Donetm). I have borderline OCD when it comes to tasks, getting stuff done, and tracking it, so I decided I'd make a small desktop app to track metrics without the standard things you find in these kind of tools (namely, it's not a bug tracking tool, but rather something geared toward manager reviews). I figure all of this work will pay off when I have my yearly review and I can submit a cool list of what I've done for the year with graphs and stuff. (To be honest, I think it's more about the fact that I can be lazier at year-end.) Here, have some screenshots: It has been a fun project for me because I'm mostly a web guy and I get to play with winforms. The program was originally named poo poo because I started it in Ruby with Shoes, but the table rendering I came up with was so lovely I just decided to start over and went to C#. The database is compactSQL and all the configuration options are stored in an XML file. I just got the database location stuff implemented so I'm toying around with the idea of using multiple clients on a central, network db in future versions. Since this is a side project (and how I 'relax') I'm usually working on it at night while drinking homebrew. I haven't really researched the effectiveness of programming while drunk and listening to music, but I imagine it's some sort of bell-curve.
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# ? Jun 24, 2011 22:34 |
benitocereno posted:I haven't really researched the effectiveness of programming while drunk and listening to music, but I imagine it's some sort of bell-curve. http://xkcd.com/323/ How come winforms over WPF?
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# ? Jun 25, 2011 00:43 |
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fletcher posted:http://xkcd.com/323/ I'm putting that on my wall next week. No reason in particular really on the WPF note. My understanding is that WPF is great for things that are going to be a bit more graphically intensive and for templating apps, but since the controls are cross-compatible and I don't need to template I didn't really give it that much thought. I'm on VS2008, so maybe it didn't suggest WPF as strongly to me as VS2010 when I popped it open out of frustration. I've also read that WPF will probably be excellent in about 5 years, but for now winforms are still much more mature and offer more "bang for the buck." Am I misguided about this? I'm definitely open to new things if it has other cool features. All that said, now that I'm this far along I'll finish this out in winforms and maybe try WPF next. I've already restarted once from Shoes, no way am I going to do it again
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# ? Jun 25, 2011 01:00 |
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I am an admin for a Star Wars MUSH with a heavily modified WEG d6 system. At the moment our character sheet code is very resource heavy in softcode (PennMUSH) for which we've just been hacking work arounds to get working without crashing the MUSH (hosting limits). So I've decided to port that softcode to hardcode (C) to reduce memory consumption by getting rid of all the softcode parsing necessary to run the commands. Don't really have screenshots, but I figure I'd share.
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# ? Jun 25, 2011 03:33 |
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benitocereno posted:I'm putting that on my wall next week. Stay with WinForms so you don't hang yourself.
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# ? Jun 27, 2011 17:51 |
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I've been teaching myself the Sencha Touch mobile app framework. Here are some screen shots from a little app I made featuring the local college football team:
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# ? Jun 28, 2011 02:00 |
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Got sick of looking at the same forums stylesheet for the past five or so years, so decided to experiment. Took the header and gutter from the frontpage and tried to clean up the place. It's currently implemented as a Chrome extension.
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# ? Jun 28, 2011 18:55 |
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Anal Volcano posted:Got sick of looking at the same forums stylesheet for the past five or so years, so decided to experiment. Took the header and gutter from the frontpage and tried to clean up the place. It's currently implemented as a Chrome extension. that's extremely clean looking. I like it.
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# ? Jun 28, 2011 19:31 |
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Anal Volcano posted:Got sick of looking at the same forums stylesheet for the past five or so years, so decided to experiment. Took the header and gutter from the frontpage and tried to clean up the place. It's currently implemented as a Chrome extension. Nice, I'd like to try it out when you get it in a place to send it to other people
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# ? Jun 28, 2011 20:32 |
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This (http://terrariviewer.codeplex.com) is a character/inventory editor for the game Terraria. It's actually turned out to be pretty popular and ended up getting included in a PC Gamer article. Since this is my first project of any kind, I'd call that a personal success. TJChap2840 fucked around with this message at 05:42 on Jun 29, 2011 |
# ? Jun 29, 2011 04:45 |
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Anal Volcano posted:Got sick of looking at the same forums stylesheet for the past five or so years, so decided to experiment. Took the header and gutter from the frontpage and tried to clean up the place. It's currently implemented as a Chrome extension. You should show this to the Questions/Suggestions thread and see what they'll think about replacing what they have now with this. Seriously looks great. I guess you could also use the room on the logo strip for the current forum stats and maybe a place for the other links and list of mods/admins.
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# ? Jun 29, 2011 20:05 |
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Anal Volcano posted:Got sick of looking at the same forums stylesheet for the past five or so years, so decided to experiment. Took the header and gutter from the frontpage and tried to clean up the place. It's currently implemented as a Chrome extension. This looks fantastic. The current layout's kind of busy, and this simplifies it greatly. How does it look on smaller screens like tablets and smartphones?
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# ? Jun 29, 2011 20:31 |
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Anal Volcano posted:Got sick of looking at the same forums stylesheet for the past five or so years, so decided to experiment. Please throw this up on github or something so we can play with it! Looks fantastic and I'm sure people would be more than happy to port it to other browsers and continue to improve the design. This seems to be a fairly low-traffic thread so if you just shared it here you could probably improve it mightily before sharing your work with higher-traffic threads or the forums at large.
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# ? Jun 29, 2011 22:26 |
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Thanks for the feedback, y'all. I'll get a release/GitHub up in the next couple days - a few pages need special treatment (search, user control panel), but once that's done I'll package it up as a Chrome extension. It shouldn't be too hard to adapt to a userscript for Firefox. I'd also like to try styling the navigation under the header in the same way as the top menu bar on the front page.NOG posted:You should show this to the Questions/Suggestions thread and see what they'll think about replacing what they have now with this. Seriously looks great. I guess you could also use the room on the logo strip for the current forum stats and maybe a place for the other links and list of mods/admins. I'll ask around, I guess, but I'm not really optimistic. I'm fairly sure there's some internal design work being done on the forums (Lowtax seems to indicate so, at least, unless he was calling me retarded for other reasons). I did manage to get 219.css added to YOSPOS, but efforts to get an updated version in there have been in vain so far. Good ideas about how to use the logo area, by the way. Ari posted:This looks fantastic. The current layout's kind of busy, and this simplifies it greatly. How does it look on smaller screens like tablets and smartphones? Because I've just been doing it as a Chrome extension and a personal project, I haven't been concerned with a tablet/phone version - it's actually fixed-width and non-responsive right now. I've thought about doing a mobile stylesheet/template for SA, but I have my doubts that it would be implemented. Suppose it would be good practice either way.
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# ? Jun 30, 2011 05:59 |
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Anal Volcano posted:I'll ask around, I guess, but I'm not really optimistic. I'm fairly sure there's some internal design work being done on the forums (Lowtax seems to indicate so, at least, unless he was calling me retarded for other reasons). I did manage to get 219.css added to YOSPOS, but efforts to get an updated version in there have been in vain so far. I think it was because you mentioned search, since the UI is being worked on apparently. Keep on improving it a bit to include most of the features it had before, and you'll have yourself something that everyone can agree is undeniably better than what we have now. edit: For the page features, I'm not all for having redundant links for the store like it is now for us. So the way you have your design now with just the Buy Forum Stuff link is great. LP0 ON FIRE fucked around with this message at 15:12 on Jun 30, 2011 |
# ? Jun 30, 2011 15:03 |
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So here's a bit more experimenting. Moved page nav to the blue bar on the thread list and in each thread: I'm not really sure what to do about the positioning of the thread rating buttons and I know the header on the thread list looks kinda ugly with the second blue bar on top of it. I'll try to find things to do with them. Also, notice the moved Archives bar in the last picture. Definitely better than the random box on top of the forum, IMO. (by the way, I don't really want to clutter this thread too much with discussion of this, so I'll make a new thread somewhere whenever the first semi-finished version is out. Just wanted to get some feedback before then )
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# ? Jun 30, 2011 16:09 |
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Link to the Past engine in HTML Canvas. Hooray! It's pretty beastly. Currently has proper collisions, diagonal tiles, speed changes, dashing, water, ice, bridges you can walk under or over, a z-index for tiles so things are on different 'floors', jumping from ledges, ladders and a whole bunch of neat little touches. I'm currently working on getting objects like rocks and signs and chests working. I haven't put in any landscape graphics just yet, what's there is a kind of debug drawing mode that shows the behaviour of each tile. Walkable is grey (or blue for water), non-walkable is yellow, bridges are green, things higher on the z-index are lighter. Version 0.25 in progress
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# ? Jun 30, 2011 17:24 |
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Clavius posted:Link to the Past engine in HTML Canvas. Hooray! That's fantastic! I've been trying to get into engines like this since I started programming, but there really aren't any good tutorials or resources (that I've found, anyway). If you ever feel like writing a tutorial or releasing the source, I would be forever in your debt
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# ? Jun 30, 2011 18:20 |
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# ? May 9, 2024 14:44 |
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Your Computer posted:That's fantastic! Just play with something like PyGame to make a simple game and then slowly pull the PyGame pieces out and replace it with home-made implementations and boom, you have an engine that you wrote.
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# ? Jun 30, 2011 18:45 |