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baka kaba posted:I like how at first that looks like Suzanne but ends up being Beethoven I thought it was one of the Daft Punk guys.
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# ¿ Jul 25, 2014 14:50 |
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# ¿ Apr 28, 2024 02:18 |
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TomR posted:"Horse Error" Hooray for corrupted vertex calculations! What happened, did you invert your animation transformations or something?
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# ¿ Aug 6, 2014 23:07 |
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Shoehead posted:
Looks to me like Skull Head Dude's position pointer is getting copied and used by some other aspect of the program. Either that or you have very specific memory corruption. Funky either way though.
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# ¿ Nov 30, 2014 20:05 |
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I decided to dive back into Blender and re-learn how to do animations. How do armatures work again? Probably not like this.
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# ¿ Dec 7, 2014 02:15 |
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blastron posted:Alright, got Blender export working, model conversion and import works as intended, asset pipeline works, let's throw this bad boy in: At a guess, the normals on all of your faces are backwards, so you're actually seeing through the model to the opposite face.
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# ¿ Mar 12, 2015 21:04 |
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Stinky_Pete posted:Anyway, I made a ton of progress yesterday, but lost some time with this little lesson in the order of operations: For me it's gotten to the point where I have zero trust for my understanding of what the order of operations is in any given language, and so I always enforce it with lots of parentheses. Sure they may be redundant in some cases, but order of operations bugs can be hellish to trace down. If an extra two characters can save me an hour of debugging, man, that's so worth it. Do you have simulated cockpits to do basic testing on?
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# ¿ Aug 26, 2015 17:05 |
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Stinky_Pete posted:No shake machines, if that's what you're asking, but we're using Xplane and I believe its SDK to substitute in our own autopilot/flight director (which I finished implementing from a savant-like mech eng's design, we're talking hundred of diagrams, a few months ago) to test it. We also have a portable setup with a throttle stick and all the buttons for pilot controls. The CEO's son has a pilot's license and has been working on that end. I meant some kind of software-only (or minimal-hardware) setup that would give you a simulation of what the plane is doing so you can test your software against realistic inputs and outputs without actually having to go up in the air. And it sounds like you do, so cool!
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# ¿ Aug 26, 2015 18:39 |
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seiken posted:help this is all wrong! Someone should write a videogame that's based on all the weird glitches you can get from improperly-set-up rendering pipelines. The only problem is that it'd start with a completely black screen and no indication of what you need to do to fix it.
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# ¿ Oct 4, 2015 18:33 |
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...is that a horse using a sphere collider and rolling around the terrain?
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# ¿ Nov 5, 2015 20:57 |
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Takanago posted:I gave health bars to enemies, but this guy just wanted to do his own thing. Looks good to me. Also, you should replace his spinning sprite with a spinning photo of the Moon.
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# ¿ Nov 19, 2015 20:41 |
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Mercury_Storm posted:I did it, I "fixed" aiming! Man, he is shredding. I didn't know you could play the chainsaw.
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# ¿ May 6, 2016 01:03 |
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Looks good to me. A ghost possesses one of the players, runs around for a bit trying to figure out how limbs work, gives up, and then tries and gives up on four other guys in rapid succession, while everyone else just stares blankly and tries to pretend everything is normal.
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# ¿ Nov 14, 2016 20:32 |
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# ¿ Apr 28, 2024 02:18 |
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Neat. Reminds me of trying to unpack camera pixel data and getting the image width / stride wrong. Like, if you think the image is 630 pixels per row, but it's actually 639 pixels, plus 1 pixel's worth of dummy data / zeros on the end to make it come out even.
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# ¿ Feb 26, 2018 17:31 |