Made a cool 2D particle setup for my game, been playing with loads of particles ever since… (and occasionally destroying my computer by rendering a little too much haha)
I EFFING LOVE PARTICLES ;D
J0
Made a cool 2D particle setup for my game, been playing with loads of particles ever since… (and occasionally destroying my computer by rendering a little too much haha)
I EFFING LOVE PARTICLES ;D
J0
The Internet in a nutshell:
[quote]Posts Link
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But that’s sonic…
But that’s sonic…
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This looks like one of those sexy raycasting false 3D engines. Is that what it is?
[quote=“Jacob_Pickens,post:3225,topic:49634”]
No.Over 90% of the text in your attempted post consisted of quotes.
Please either remove (nested) quotes or write something interesting.
Long - long time Ago ^^
up: Do you use shaders?
i can’t achieve properly projection :(.
(hm, maybe i can use rotated camera with filled Z buffer)
I started adding Hunters and Beggars to Vangard.
I finished the save-game functionality to the “good enough” level - I can save a record of the game in readable form at any point in the game so I can debug more easily but I have made no attempt to load the game from the file - that would just be a waste of time at this early stage.
Save files are not compressed yet and are 75MB big! With compression they go down to a nicer 5.8MB.
I beat Dungeon Crawl: Stone Soup for the first time… after something like 3 years and hundreds of characters.
This is the third project in a row to lose inspiration in. I keep doing this because I have no real goal to achieve. I wish I could find a better project to have fun on.
All I got done was some backend collision and rendering. I also decided to (finally) animate a robot I used as my main player sprite ever since I started with LibGDX just over a year ago.
I shamefully suffer the same situation quite frequently. It’s all in the planning, and goals from what I have found. If you keep the game planned out ahead of time, you might be able to stick with it for a month before you need to look outward for someone to egg you on.
Managed to get openJDK to build on windows 10 and removed array bounds checks from generating to see what’ll happen.
There’s a lot of LUT math going on server side and if I can end up with a annotation to skip bounds checks on specific arrays that can’t otherwise be eliminated then I’ll be pretty happy.
Programmed some boids in Python because I haven’t messed with it in a while. Now I remember why.
I also just got back from talking with the IT director at Duke University, it was really neat. We talked about what courses there were and stuff, and I got the feeling I was pretty well off in terms of my knowledge compared to other applicants. Hopefully this’ll help me in my interview when I apply!
ZEcRE-Nzl3g
I hope you checked the asm. Bounds checking removal works pretty well.
Got my random room generator finished. Paths all connect to eachother. It can be expanded infinitely in all directions with no errors.
The dimensions of the rectangles are determined by taking a chunk of the world, and splitting it up with a binary space partition with randomized widths and heights.
I am using 5 different factors of width/height size. I pick a minimum size, then force the splitting of rectangles in the BSP to make child rectangles using those factors.
Then I path the rectangles, add them into a world, and put the walls in. The walls are so complex, took me 2 days just to set up the walls or something.
Anyway, that’s about it
here’s some code:
int size = 4;
public Set<Rectangle> Split(int minWidth, int minHeight){
int[] sizes = {
(minWidth/15)*4,
(minWidth/15)*8,
(minWidth/18)*6,
(minWidth/18)*12,
(minWidth/15)*12,
};
Whole method: http://pastebin.com/AwuUcYuW
You know what scares me most when I read through the innumerable posts in this thread? The overwhelming knowledge of rendering algorithms, GLSL and basically computers graphics programming in general that most people here possess. I feel like a 13-year-old ant (which is ancient for an insect).
Ignorance is bliss
Today I managed to finally get the actual finished world atlas data for my extraordinarily long-in-the-development game Battledroid onto the screen, in 3D, for the first time.
The world atlas is a fiddly thing to create, and is based on actual real data. I’ve got a water/land projection that shows what’s water and what’s not; a basic terrain projection, that I hand painted in GIMP with reference to a colourful and cloud-free globe and with a bit of knowledge about latitude and a little bit of creative license (so it’s like, arctic, tundra, scrubland, temperate, forest, jungle, swamp, arid, or full desert); a map of the current (2013 anyway) population density of the whole globe; and a map of the average slope gradients for the whole globe less Antarctica for which I seem to be unable to get data. The gradient data is then applied to the terrain data to determine where the terrain is mountainous and impassable. The population data is combined with a generated cellular texture to produce a pattern of urbanisation.
The normals and water map are turned into cubemaps for a geodesic sphere renderer coded by @theagentd. The combined map turned into a cubemap and from there is munged into a rectangular image that happens to match the geodesic sphere’s memory layout. The globe has approx 1 million hexes (and 20 pentagons :)), of which about 2/3rds are water, and most of the rest is conquerable territory. So players will have about 300,000 territories to fight over.
Here are the source textures:
https://dl.dropboxusercontent.com/u/1199028/water.png
https://dl.dropboxusercontent.com/u/1199028/normals.png
https://dl.dropboxusercontent.com/u/1199028/terrain.png
https://dl.dropboxusercontent.com/u/1199028/gradient.png
https://dl.dropboxusercontent.com/u/1199028/population.png
Here’s a view of the world, showing a heatmap of the value of resources at each hex:
https://dl.dropboxusercontent.com/u/1199028/globe-zooomed-out.png
And zoomed in a bit:
https://dl.dropboxusercontent.com/u/1199028/globe-zoomed-in.png
Just got to get it into the game UI now and make all the different data views (resource map, attack heat map, ownership map, etc)
Cas
Where are the pentagons then? :
There should only be 12 pentagons. 2 at the poles and 5 around each tropical line. =P