• What Are You Working On Jan 2013
    1,974 replies, posted
And determinism.
[QUOTE=Mr.Heal;39096586]It seems like anyone whos been around for a long time falls into insanity, and/or gets perma banned. It's like the Facepunch curse or something. The only question is, whos next? :tinfoil:[/QUOTE] You can rest assured Mr.Heal, that's not going to happen with me.
[QUOTE=VGS_Devs;39100922]You treat tabulated elements differently to floating parts of the page. [URL]http://tympanus.net/codrops/2011/01/14/visual-movement-flow/[/URL] some information on graphic design.[/QUOTE] I think you quoted the wrong post. :v:
[QUOTE=Mr.Heal;39096586]He isn't the amc we need, he is the amc we deserve. It seems like anyone whos been around for a long time falls into insanity, and/or gets perma banned. It's like the Facepunch curse or something. The only question is, whos next? :tinfoil:[/QUOTE] I'm next.
I'm currently working on a parser for a language I've thought up: Fibonnaci: [code] function fib(n) { return 0 if n == 0; return 1 if n == 1; f(n-1)+f(n-2); -- implicit return } [/code] The language doesn't have statements, or keywords/flow control mechanisms beyond short circuiting binary operators. I got this idea from someone who said their language was only expressions, and I wanted to see how far you could take that idea and how simple you could make the language. In the language "if" is an short circuiting operator. Unlike C's 'and' and 'or', though it evaluates the right side first. It's like a right-side preferring "or not". Similarly "else" is just or with a precedence lower than that of "if". Flow operators have lower precedence than normal operators. So I ran into my first issue when I realized I could only really have if branch between two different expressions. The solution to this is grouping. [code] function whatcolor(color) { [ print("My god Martha!"); print("He's got yellow!") ] if color == "yellow" } [/code] Groups are expressions which are collections of expressions. They resolve to the value given either from a return operation or the value of the last expression so that [..;..;expression] == expression. This is the same behavior as blocks, the difference being that groups are evaluated as soon as they are encountered, where as blocks must be called and can be passed arguments. Even assignments are expressions! [code] print(line) while (line = gets()); [/code] Could also have unary while: [code] line = gets() while [print line; line = gets()]; [/code] I dunno it's pretty ugly and non-conventional, but it'll be fun to mess around with.
this is basically ruby with c syntax [editline]5th January 2013[/editline] [code] begin puts "my god martha" puts "he's got yellow" end if colour == "yellow" [/code] [editline]5th January 2013[/editline] good luck though, writing your own language is very educational
[QUOTE=NovembrDobby;39098518]since 2011 is not 'a long time'[/QUOTE] How about [url=http://www.facepunch.com/member.php?u=102267]since 2007[/url]? (or [url=http://facepunch.com/member.php?u=249605]2009[/url] if you want to stick w/ the amc theme)
[QUOTE=swift and shift;39104029]this is basically ruby with c syntax [editline]5th January 2013[/editline] [code] begin puts "my god martha" puts "he's got yellow" end if colour == "yellow" [/code] [editline]5th January 2013[/editline] good luck though, writing your own language is very educational[/QUOTE] [code] ->{ puts "my god martha" puts "he's got yellow" }.call if colour == "yellow" [/code] Curly braces for even more C-ness, why not?
Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking [video=youtube;mnKfQZDmNXc]http://www.youtube.com/watch?v=mnKfQZDmNXc[/video] Would like some feedback!
[QUOTE=JLea;39104444]Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking [video=youtube;mnKfQZDmNXc]http://www.youtube.com/watch?v=mnKfQZDmNXc[/video] Would like some feedback![/QUOTE] That is some amazing assets you have there, It genuinely looks amazing!
[QUOTE=JLea;39104444]Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking [video=youtube;mnKfQZDmNXc]http://www.youtube.com/watch?v=mnKfQZDmNXc[/video] Would like some feedback![/QUOTE] I'm not sure whether you're aiming for realism or not, but you really can't tell how many rounds are left in a magazine from looking down the top of it. You can buy custom magazines that come with counters though. The recoil on the pistol looks really good!
[QUOTE=JLea;39104444]Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking [video=youtube;mnKfQZDmNXc]http://www.youtube.com/watch?v=mnKfQZDmNXc[/video] Would like some feedback![/QUOTE] Very professional.
[QUOTE=JLea;39104444]Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking [video=youtube;mnKfQZDmNXc]http://www.youtube.com/watch?v=mnKfQZDmNXc[/video] Would like some feedback![/QUOTE] Is this your own custom engine, or are you using something like source? It doesn't look anything like source if that's the case, it really looks AMAZING!
[QUOTE=Dr Magnusson;39104499]I'm not sure whether you're aiming for realism or not, but you really can't tell how many rounds are left in a magazine from looking down the top of it. You can buy custom magazines that come with counters though. The recoil on the pistol looks really good![/QUOTE] I'm not a firearm entusiast but the ones I've used had small holes along the magazine's side or back which would give you at least a rough estimate of how full it was.
[QUOTE=JLea;39104444]Not sure if anyone remembers me. I've been working on finishing the FPS mechanics for Ivan's Secrets and our awesome animator and I have put this together over the week. Some uncommon stuff including: * Watch checking * Floating aimpoint (freeaim) * Magazine checking -video. Would like some feedback![/QUOTE] Wow, are you guys still on source? This is awesome!
Thanks! No it's definitely not Source. Moved to CryEngine a while back, nice to use modern tools for once :/ [QUOTE=Dr Magnusson;39104499]I'm not sure whether you're aiming for realism or not, but you really can't tell how many rounds are left in a magazine from looking down the top of it. You can buy custom magazines that come with counters though. The recoil on the pistol looks really good![/QUOTE] I'd say more we're going for immersion more than realism, a nice balance has to be made.
[QUOTE=sambooo;39104139][code] ->{ puts "my god martha" puts "he's got yellow" }.call if colour == "yellow" [/code] Curly braces for even more C-ness, why not?[/QUOTE] one 'interesting' bit of syntax sugar in 1.9 is you can write 'fn.()' instead of 'fn.call'
[QUOTE=Jawalt;39087770]It's like we're watching amc's descent into madness or some shit.[/QUOTE] "But I don’t want to go among mad people," amcfaggot remarked. "Oh, you can’t help that," said Jawalt: "we’re all mad here. I’m mad. You’re mad." "How do you know I’m mad?" said amcfaggot. "You must be," said Jawalt, or you wouldn’t have come here.” Couldn't help my self on this one, insane in the membrane. Edit: Could anyone recommend me a good C++ db management class, I would like to prefer the MySQL engine. MySQL Connector seems lame.
[QUOTE=swift and shift;39104967]one 'interesting' bit of syntax sugar in 1.9 is you can write 'fn.()' instead of 'fn.call'[/QUOTE] I learned the 'arrow' lambda syntax from your Twostroke presentation. Not related but I just wanted you to know you're awesome.
Writing deferred shadowing: [t]https://dl.dropbox.com/u/41041550/Coding/C%23/OGLFV/deferredshadows_1.png[/t] [editline]5th January 2013[/editline] red is shadowed, green is lit
[QUOTE=Dr Magnusson;39104499]I'm not sure whether you're aiming for realism or not, but you really can't tell how many rounds are left in a magazine from looking down the top of it. You can buy custom magazines that come with counters though. The recoil on the pistol looks really good![/QUOTE] Ideally you would just show the player getting the magazine out, and display the magazine, with the holes filled and what not. This would give a good estimation of the amount of bullets left to the player without giving him the exact number. This is a single stack M1911 magazine, for reference [img]http://www.gunsprings.com/content/Image/8%20round%20Black.JPG[/img]
[img]https://dl.dropbox.com/u/19560951/Water/Greg_Feature%20Graphic.png[/img] The iOS version of Gregs World has finally been approved by Apple and is now available in the App Store! [url=https://play.google.com/store/apps/details?id=com.johannes.gregsworld]Android[/url] [url=https://appworld.blackberry.com/webstore/content/20081028/]BlackBerry PlayBook[/url] [url=https://itunes.apple.com/us/app/gregs-world/id588993342]iOS[/url] Enjoy!
We threw a quick dayz rip off together coded in unity.. It looks like every other game made in Unity at the moment though. [img]http://puu.sh/1JTLz[/img] It's played in the browser, and we're hoping that it'll support about 200+ people on the same server - but we obviously haven't tested that yet. We're planning to clean it up and remove some of the obvious DayZ stolen mechanics (like `blood` and `fast zombies` and open it up to testers in a couple of weeks. Then based on feedback either abandon it or move it forward in its own direction.
[QUOTE=garry;39106028]We threw a quick dayz rip off together coded in unity.. It looks like every other game made in Unity at the moment though. [img]http://puu.sh/1JTLz[/img] It's played in the browser, and we're hoping that it'll support about 200+ people on the same server - but we obviously haven't tested that yet. We're planning to clean it up and remove some of the obvious DayZ stolen mechanics (like `blood` and `fast zombies` and open it up to testers in a couple of weeks. Then based on feedback either abandon it or move it forward in its own direction.[/QUOTE] You should charge 49,99 for it, and include an in-game microtransaction shop with items you lose permanently when you die.
[QUOTE=garry;39106028]We threw a quick dayz rip off together coded in unity.. It looks like every other game made in Unity at the moment though. [img]http://puu.sh/1JTLz[/img] It's played in the browser, and we're hoping that it'll support about 200+ people on the same server - but we obviously haven't tested that yet. We're planning to clean it up and remove some of the obvious DayZ stolen mechanics (like `blood` and `fast zombies` and open it up to testers in a couple of weeks. Then based on feedback either abandon it or move it forward in its own direction.[/QUOTE] Garr Z's Mod
Garry's Game Z
Garry'z Mod
Zazzy'z Zmod G
[QUOTE=garry;39106028]We threw a quick dayz rip off together coded in unity.. It looks like every other game made in Unity at the moment though. [img]http://puu.sh/1JTLz[/img] It's played in the browser, and we're hoping that it'll support about 200+ people on the same server - but we obviously haven't tested that yet. We're planning to clean it up and remove some of the obvious DayZ stolen mechanics (like `blood` and `fast zombies` and open it up to testers in a couple of weeks. Then based on feedback either abandon it or move it forward in its own direction.[/QUOTE] I found it. I wish I could post an ingame screenie for bragging rights but it stops loading on "head" after an unhandled error :( Oh well [editline]5th January 2013[/editline] The issue is probably that I need to log in. Either way, here's some[URL="http://i.imgur.com/5cpKX.png"]bragvidence[/URL]
I was thinking about how lazy evaluation is awesome and how I'd implement something like that in a language of my own. At first I thought I required some advanced interpreter/compiler wizardry but then it occurred to me that you can do that by just evaluating expressions from the outside to the inside. Trivial example: 0 * someExpensiveFunctionThatReturnsANumber() Instead of trying to evaluate the function, the * operator is first given the right to operate. It just cares that both operands are numbers and since 0 is one and the return type of the function just requires it's signature, it can safely return 0 based on some rule in it's implementation without needing to know the result of the function. A slightly less trivial example: take 5 . filter odd $ [1..] in Haskell. It returns [1, 3, 5, 7, 9] Again when the expression is unpacked it turns into take(5, filter(odd, [1..])) interpreting from the outside-in: take tells the filter that it needs five elements. Filter tells the list (that knows it's an arithmetic sequence with d=1) to give it a number, runs the number against odd and repeats until it got 5 numbers. What's even better about it is that I think it's easier to write a lazy interpreter than a non-lazy one. If that's all there is to it, why don't all languages do it like that?
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