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bgreman posted:Is this at their Pittsburgh location? Yes, it is.
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# ? Oct 20, 2010 06:39 |
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# ? May 27, 2024 03:30 |
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ZentraediElite posted:Yes, it is. Cool, I phone interviewed there earlier this year but wound up taking a better offer elsewhere.
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# ? Oct 20, 2010 21:02 |
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Bob Morales posted:Okay now a Menger's Sponge! Here's a Sierpinski carpet instead! (It's basically the same, just flat!) Now, the Hilbert curve.. it's kicking my rear end. As did the Sierpinski carpet, I spent 8 and a half hours continuously working on it before I got it to work. I suck at this I should try writing some sort of L-system.
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# ? Oct 20, 2010 21:26 |
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Your Computer posted:Here's a Sierpinski carpet instead! (It's basically the same, just flat!) Shouldn't the carpet just be a polygon, which calls a function to create 8 polygons, each width and height 1/3 of the original height? You could just add each polygon to an array and call the function for each of them.
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# ? Oct 21, 2010 00:56 |
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Tw1tchy posted:Shouldn't the carpet just be a polygon, which calls a function to create 8 polygons, each width and height 1/3 of the original height? You could just add each polygon to an array and call the function for each of them. Indeed, I never said it was hard. Just... for me Truth is, I've never really done any real programming yet. Only small Java projects and some even smaller game projects. I've already learned a lot from doing these fractals!
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# ? Oct 21, 2010 01:03 |
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Seems to me a transformative IFS would be pretty drat easy to do with render-to-texture. Hell, I might just go do that now.
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# ? Oct 21, 2010 01:38 |
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Roflex posted:Seems to me a transformative IFS would be pretty drat easy to do with render-to-texture. Hell, I might just go do that now. If you decide to, I'd love to hear how you do it! I'm a real novice at this, both to fractals and to OpenGL/graphics programming in general. It's just so darn interesting, I wish I had some good resources I could learn more from (Currently using wikipedia!)
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# ? Oct 21, 2010 01:47 |
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flipCode was my favourite site when I was starting out, nothing really replaced it when Kurt stopped updating it. The site still has an archive, you should find some interesting stuff in there.
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# ? Oct 21, 2010 14:34 |
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Your Computer posted:If you decide to, I'd love to hear how you do it! I'm a real novice at this, both to fractals and to OpenGL/graphics programming in general. It's just so darn interesting, I wish I had some good resources I could learn more from (Currently using wikipedia!) If you have specific questions, try searching (or asking at if you can't find anything) StackOverflow.com, or any of the relevant sister sites at area51.stackexchange.com
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# ? Oct 21, 2010 21:47 |
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Your Computer posted:If you decide to, I'd love to hear how you do it! I'm a real novice at this, both to fractals and to OpenGL/graphics programming in general. It's just so darn interesting, I wish I had some good resources I could learn more from (Currently using wikipedia!) Also, stay away from nehe. Just trust me on this.
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# ? Oct 21, 2010 23:31 |
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tripwire posted:Also, stay away from nehe. Just trust me on this. Already done that for years, don't worry Thanks for the sites, MarsMattel and Surface, I have a lot to learn! Thankfully I've worked with 3D modelling for several years, so at least I know how that works. 2D graphics on the other hand, I have no idea about. Now for that Hilbert curve.. I think I might need to make a new system. My current system is really based on whatever I felt would work for a Koch snowflake. Totally simple "take this line, find these points, make new lines. Rinse and repeat".
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# ? Oct 21, 2010 23:57 |
Finishing up a sprite animation editor which imports/exports XML. Tile games are fun. EDIT: Added Internet Janitor's suggestions. Have origins now. No auto-bounding box yet. Also cropped for tables and added blue blobs for added work safe-ness. Jo fucked around with this message at 22:52 on Oct 23, 2010 |
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# ? Oct 23, 2010 05:02 |
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Jo: On the one hand, that seems reasonably useful. On the other hand, you created something new that makes XML and will inevitably create other new things that read XML. Does it figure out bounding boxes automatically from transparency, or do you set them manually? If you're dealing with variable-size frames you'll probably want some way to define the origin for each one.
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# ? Oct 23, 2010 16:36 |
Internet Janitor posted:Jo: On the one hand, that seems reasonably useful. On the other hand, you created something new that makes XML and will inevitably create other new things that read XML. TilED, the map editor, exports XML. I figured rather than hack together some binary format it would be easier to just re-use the code. Beside, Python has an easy XML implementation and Java can just copy/paste my loading code. As for the origin, you're right. Thanks for the suggestion. Jo fucked around with this message at 18:13 on Oct 23, 2010 |
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# ? Oct 23, 2010 17:59 |
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Implementing the Seeds cellular automaton as a Windows screensaver in C++ with SDL. Heavily cropped (each cell is a pixel, so the size depends on your screen res): Just to make things more interesting, it randomly deletes a 20-pixel tall row of cells every so often. Sadly, I couldn't get it to exit on mouse movement without exiting before it started. Also it dumps a renamed SDL DLL in your win32 dir if you install it, because I couldn't get SDL to statically link. I provided delete.bat to undo this. You can get it in its current state here. Seven Round Things fucked around with this message at 21:45 on Oct 24, 2010 |
# ? Oct 24, 2010 15:51 |
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Seven Round Things posted:Implementing the Seeds cellular automaton as a Windows screensaver in C++ with SDL. Wait 1 second then set a variable to the current mousex and mousey, then compare to that. That's what I always do.
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# ? Oct 25, 2010 09:58 |
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I posted about working on a tree algorithm a while ago and as of last week I moved on to other parts of terrain generation, so here is a video of the results of the tree experiment. http://www.youtube.com/watch?v=3TZM8gFPjlY The growth is vastly sped up in the video compared to how it will be in my game.
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# ? Oct 25, 2010 17:05 |
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Madox posted:I posted about working on a tree algorithm a while ago and as of last week I moved on to other parts of terrain generation, so here is a video of the results of the tree experiment. This is cool. I didn't see your original post, what language/technologies are you using?
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# ? Oct 25, 2010 23:37 |
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So I participated in a 24-hour game coding competition (OSGCC) this weekend and me and my teammates got 1st with this DDR-clone done with ASCII art. Of course it was coded in D (because me and one of my teammates are insane) and we had one teammate that was entirely in charge of the music and the ASCII art (she did amazing). Yeah, that's a narwhal. We had to incorporate 2 themes and ours were randomly picked to be narwhals and corn. Thus the random narwhals and corn absolutely everywhere. https://www.youtube.com/watch?v=Fil-LXC9CRA
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# ? Oct 26, 2010 01:57 |
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clockwork automaton posted:So I participated in a 24-hour game coding competition (OSGCC) this weekend and me and my teammates got 1st with this DDR-clone done with ASCII art. Of course it was coded in D (because me and one of my teammates are insane) and we had one teammate that was entirely in charge of the music and the ASCII art (she did amazing). Okay, this rules.
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# ? Oct 26, 2010 02:49 |
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CA: Pretty much every aspect of that is fantastic. Diggin' that you used Anamanaguchi. Did you use any tools for creating the animations, or were they typed by hand?
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# ? Oct 26, 2010 02:54 |
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Internet Janitor posted:CA: Pretty much every aspect of that is fantastic. Diggin' that you used Anamanaguchi. Did you use any tools for creating the animations, or were they typed by hand? All animations were typed by hand by our amazing artist and we actually have transparency with our ASCIIsprites (as I call them) which affects how we do the draws. You can see an example of one of the animations on our github repo (I love the expression on the narwhal's face in the first and last frames).
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# ? Oct 26, 2010 03:19 |
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Surface posted:This is cool. I didn't see your original post, what language/technologies are you using? I'm using C# and XNA, cross compiling for XBox. It's strictly DX9 and 3.0 shaders since that is what the XBox supports. Coming from C++ I thought I would really hate XNA but actually, I like it.
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# ? Oct 26, 2010 04:00 |
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clockwork automaton posted:Of course it was coded in D Wow this is great - I never heard of D before but I'll be investigating it tonight. Being able to load C/C++ libraries is pretty useful.
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# ? Oct 26, 2010 04:13 |
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clockwork automaton posted:ASCII DDR in D This is amazing.
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# ? Oct 26, 2010 07:33 |
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For some reason the moonwalking stick figures are really really funny
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# ? Oct 26, 2010 14:33 |
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clockwork automaton posted:ASCII DDR in D Please tell me that the "Great Job!" at the end was a T&E reference.
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# ? Oct 26, 2010 15:34 |
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Bahama.Llama posted:Please tell me that the "Great Job!" at the end was a T&E reference. I have no idea what you are talking about. csammis posted:For some reason the moonwalking stick figures are really really funny I'm a fan of the pelvic thrusts myself.
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# ? Oct 26, 2010 16:30 |
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clockwork automaton posted:So I participated in a 24-hour game coding competition (OSGCC) this weekend and me and my teammates got 1st with this DDR-clone done with ASCII art. Of course it was coded in D (because me and one of my teammates are insane) and we had one teammate that was entirely in charge of the music and the ASCII art (she did amazing). are you gonna port it to js/html5
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# ? Oct 26, 2010 18:22 |
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tef posted:are you gonna port it to js/html5 My artist originally wanted to do it that way. So there is a fairly high likelihood that this will happen after the code base is cleaned up.
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# ? Oct 26, 2010 21:07 |
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I've just started a Computer Arts course where they have wisely asked us to make a flash game. Needless to say, there are a bunch of clueless artists wrestling with actionscript 3. Here's the start of my effort: Click here for the full 1042x831 image. The pink blob is a hand that you use to drag the clouds around the orbit. Eventually, I'll have it so that you squeeze them to water the forests (which grow) in order to score points. Here's what it will look like once I get to working on the artwork:
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# ? Oct 26, 2010 21:33 |
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Click here for the full 1920x1150 image. It's a relatively simple Call centre/reception application that I'm building. I'm probably a week or so away from hitting beta stage. I'll be releasing it under some open source licence or other when I'm done (I use a couple of third-party libraries or scripts, so I'll have to figure out licencing based on them. I guess it'll probably end up GPLed or LGPLed.) Anyway, it's a JS Front end (built in ExtJS/Sencha) talking to a php/MySQL back end. I've built it in my spare time outside of work because we sorely need something like this. I figured that if we need it, there's a good chance that other people could benefit from it, too. In fact, I'm looking for a couple of people to alpha-test it. If you're interested, PM me your name and an email address, and I'll set up a user for you.
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# ? Oct 26, 2010 22:43 |
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bobthecheese posted:
Knowing absolutely nothing about call centers that looks pretty rad.
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# ? Oct 27, 2010 01:06 |
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I know nothing about actual call centres, either. It's actually more geared towards a reception-type role, but I've added a couple of call-centre type ideas such as (very basic) flow and escalation. I'm building it to make my work life easier. It also has email notifications based on priority, and future plans include a mobile app/page which offers a very cut-down version of the calls list, so that people out of the office can see calls assigned to them and respond to them. bobthecheese fucked around with this message at 01:41 on Oct 27, 2010 |
# ? Oct 27, 2010 01:37 |
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clockwork automaton posted:So I participated in a 24-hour game coding competition Thats awesome!
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# ? Oct 27, 2010 01:53 |
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For those of you wanting to play Ascii Ascii Revolution until we get it ported elsewhere you can play it on 64-bit linux right now. James added a 64-bit linux executable to the downloads section of the github page. It requires ncurses (probably installed) and cvlc (in vlc-nox package on ubuntu, vlc package on arch and gentoo). You will also need to download the souce code (downloads tab) and run the executable from this directory so the game can find its resources. I have some plans to at least try to get a version working on windows, and I'm fairly certain I will be able to easily compile that for OS X (after I build ldc that is).
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# ? Oct 27, 2010 02:29 |
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bobthecheese posted:
Looks a bit arduous without the most important feature: search.
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# ? Oct 27, 2010 02:50 |
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I'm slowly learning the ropes of Android development to make myself a workout logging app. I'm also taking a client/server architecture class (JSP/Servlet stuff) and using the class project to make a backend for the app to sync/store workout info. Its ugly and buggy but its slowly coming along! https://www.youtube.com/watch?v=l3eP5VfkgOw
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# ? Oct 27, 2010 21:01 |
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LOLLERZ posted:I'm working on a browser-based text editor. It uses a node.js backend as a text server. You should check out http://www.cloud9ide.com - also build on nodejs, with debugger and extensions
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# ? Nov 5, 2010 00:27 |
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# ? May 27, 2024 03:30 |
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bobthecheese posted:
As I said in the other thread, looks pretty good. I'm doing an ExtJS heavy app myself: Image here It's software for business continuity and makes heavy use of ExtJS TreeGrids, GridPanels and forms; built on top of a Nodejs backend and CouchDB database (so it's pretty much 100% JavaScript). Each form is broken down into component fieldsets that allow me to build up forms using different elements, and I have to do a little pre-processing on some stuff to put the data format for the CouchDB store but not much. We're due to go into Private beta this month with our first client - then we hope to roll it out early next year to paying customers.
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# ? Nov 5, 2010 00:37 |