Today I was waiting for someone else to reply to this thread, in order for myself not to have the last post. :’(
I posted some pages back a GTA like prototype
I have a 5 month old baby so cut me some slack progress is very slow. Would like to start this prototype in a desert setting with a mix of broken buildings etc, a bit like Mad Max. So far I have 3D and 2D objects rendering, added option to change the field of view and zoom.
You can move about using WASD + character faces mouse or W to walk toward mouse S to move away from mouse (Experimenting).
Working on ideas for cars:
Celebrating. Happy 2nd Birthday!
No presents, though, since besides helping @Spasi to get LWJGL 3 running on Android the last week, I’ve been working on a decent test coverage for JOML (for that extra warm and cosy feeling), which takes like forever.
Additionally, I’ve been working on validation tools to check certain architectural design decisions on each method, such as that the method may only write fields of the object which it also returns as a result (‘this’ or ‘dest’), using the wonderful ASM library with its analysis package to build control flow graphs and do some wonderful data flow analysis. This has been the source for one or two bugs in the past and must not happen again.
This test suite and the validation tooling should help in making life easier for contributors, too.
I finally got to “paint” robots on to my battlefield last night and get them to shoot at each other again. Only been 3 years… and it’s just a hack for now as well. Need more time in a day
Cas
I’m working on a little tech demo where you throw CRT monitors at bowling pins. Then the monitors come back through chutes, and the pins get put back.
I reckon I need some kind of arm to push the pins out of the way. I’ll figure that out in the morning.
I finished and submitted a web article. It’s about the physics of the oboe, a sort of intro level thing, discussing the basics. If it gets posted, it will be on a site called HyperPhysics. I was invited to submit something when I pointed out a few corrections, a couple months ago, to statements on their oboe page. Couldn’t resist the opportunity, but writing sure is difficult! It is especially so when your knowledge is more geared to working with the ideas, not knowing who came up with what and when, and how this theory is different from that, and providing citations for all assertions. I hope it turns out to be interesting and useful to at least a few people, and not just a glorified “book report.”
Am going to get back to working on Hexara, now, and hopefully this time won’t allow myself to get derailed with any other projects.
Today was my birthday! The big 20. It’s crazy to think I started coming here when I was still in middle school. You guys are awesome and so is this community.
We set up a plan of attack for Robot Farm today with the artists in terms of improving the environments (the main criticism we got for the game). I think we’re going to vastly improve it and make it super cool. I’m pretty excited to get at it.
Blimey… you’d have been about 4 years old when I made my first post on these boards :S
Cas
I’ve been working on something.
I am on my last day of vacation in sunny Florida (Cape San Blas/Port St Joe) and am very sad to have to go back to snowy cold ass Chicago tomorrow. But I made a cool new demo video for my game Dodger Dog which is in the WIP thread if anyone wants to check it out.
I apologize for bringing c++ to this forum once again…
typedef std::_List_iterator<std::_List_val<std::_List_simple_types<std::function<void(int, int)>>>> ResizeListenerHandle;
So I wrote this as part of my c++ game. Believe it or not, it is actually useful.
… I sure am glad typedefs exist. :persecutioncomplex:
So wrong, but so right
Combine that with macros!
#define DEF_ITER(type) typedef std::_List_iterator<std::_List_val<std::_List_simple_types<std::function<type>>>>
DEF_ITER(void(int,int)) ResizeListenerHandle;
DEF_ITER(void(int,int)) PositionListenerHandle;
// And so on...
Today has been a stressful day. It’s a shame there’s no gun emoji on this forum. :
This weekend I did a small experiment combining ForkJoinPool and artemis-odb to try processing entity system updates concurrently. The idea was to take a bag of entity IDs as provided by artemis, but instead of iterating them one by one, it splits the work among worker threads as much as it seems fit - which would be a parameter to decide based on how much work the system has actually to do on each entity.
I don’t know yet if this is going anywhere, or even worth the overhead, but with entity numbers large enough I can already provide some bonus heat to my office room with CPU cores at 100% … :
@CoDi^R
It’s certainly worth it, just not for every task.
If you have a task that requires minimal input and minimal output and apart from that does not modify shared data, that’s your candidate!
Pathfinding, complex ai or line-of-sight calculations are a perfect fit :point:
I tried this some time ago with a simple thread pool and i even got a small improvement by doing the posNew=pos+v*t with 4 threads, despite the overhead.
Thanks to theagentd and a few hours on skype, gamma correction was added to my engine!
We changed from using 24 bit, R8G8B8 colors to 48 bit R16G16B16 long colors
Without gamma:
With gamma: