34 Results
Found a [url=http://www.angusj.com/delphi/clipper.php]great general polygon clipping library[/url]! It has headers and source files in C++, C#, and Pascal and is licensed under the Boost Software License. It's fairly recent, too - last update in May, first released in 2010. It...
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[QUOTE=Vbits;30488801]All right I am decided on rewriting it.[/QUOTE] I feel your pain. But on the bright side... [img]http://eagle.undo.it:8083/img/herrocrosspratform_rinrows.png[/img] [img]http://eagle.undo.it:8083/img/herrocrosspratform_rinux.png[/img] ...I'm cross-platform...
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robmaister12: If you draw entire windows to a FB, then you may or may not eat up lots of texture memory. Note that the big killer is probably rendering text. Look at how text is drawn - chances are, the program generates vertex data for each character every draw. You'll want t...
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Woo! Just finished setting up an OpenGL project in C++ to cross-compile from Linux to Windows. Actually, I think I spent more time dicking around installing Ubuntu...which still isn't working right. For some reason, every now and then, I have to boot into Windows before Linux...
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I thought X sucked for getting relative mouse input... Where can I find a [i]decent[/i] reference for X and XInput, anyway? I've wasted lots of time in Google today...
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I'm hoping someone will give me a more elegant solution, but I got raw mouse input working under Linux. It works by forking, duping a piped file descriptor over stdout, and executing a child process that prints out the relative mouse movements in hex. The child process current...
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Hit a heisenbug with 15A9. Using this opportunity to refactor my code and make for compatibility with Linux and OpenGL 2.0 cards. I took a look at Code::Blocks and NetBeans, and by first impression, NetBeans is pretty [url=http://i.imgur.com/QfyrK.png]slick[/url]. I might end...
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[QUOTE=Sinclair;30295538]I've always wondered why people use Minecraft skins for these types of programs.[/QUOTE] It's because we're too lazy to make our own art :v: [img]http://eagle.undo.it:8083/img/kintel_47_cr.png[/img] Uh...err...or, we're too forgetful to update the test...
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[img]http://eagle.undo.it:8083/img/kintel_50.png[/img] Got Project 15A9 running at a decent frame rate on a $34 ATi graphics card. (The picture shows that the slowest part is kdDebugSingularity - taking ~16 ms to render, it boosts the time of everything else to ~16 ms) Now, h...
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[QUOTE=Dotmister;30217736]I'm sure those statistics are impressive but I genuinely have no idea what you're talking about when you say efficiencies. Care to explain?[/QUOTE] Sorry. I consider a packet "efficient" if it was not already received by the client. The server will ...
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Just finished private WAN testing. I opened up testing [url=http://www.facepunch.com/threads/1094317-Project-15A9-public-network-test]to the public[/url]. The results from the private test initially yielded efficiencies of 65% and 48%. This is not suitable for collecting da...
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Added an options menu and infrastructure for a binding system in the future. Then, suddenly... A wild PROGRAMMER ART appears! [img]http://eagle.undo.it:8083/img/kintel_46.png[/img] It turned out a lot worse than I thought it would. On the bright side, you can't copyright ...
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Finally got my networking system working like I want it to...over a LAN. Next, I need to test it over a WAN. So, I'm going to add option to invert mouse look (because I absolutely hate applications that don't let you do this) and release binaries for people to test. Note that ...
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It will actually attempt the next 256 ports that follow that port by itself. I'm actually looking into the correct way to do things right now. Which is to pass a 0 string to getaddrinfo. Fun fact: if you leave that field empty, you pass a 0 string. Hah. hah. hah.
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[QUOTE=esalaka;30186348]Why's there separate boxes for the port?[/QUOTE] It makes more sense when you see the server screen, which has a greyed out IP address field showing the server's LAN IP address. You can set the server's port there, too. The second port box is for the lo...
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[QUOTE=thelinx;30188154] [lua] velocity_x = velocity_x * 0.8 [/lua][/QUOTE] Hrm... [lua] vx = vx * 0.8 vx = vx - vx*0.2 vx -= vx*0.2 vx -= vx*(0.2*25*dt) [/lua] Would that work?
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What the hell? Is there anyway to kill this macro pollution shit, or is every Windows developer screwed? [url=http://www.gamedev.net/blog/331/entry-1707670-combating-macro-pollution/]Apparently there is a kludge for this.[/url] Thanks a bunch. I guess I'll further abstract my...
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Struggling to understand one "unresolved external symbol" "lnk2001" error. I have a member method defined with "nwConnectionManager::SetPort". If I rename it to "nwConnectionManager::SetPortFoo", "nwConnectionManager::SetPorta", or what have you (and change [b]all[/b] refere...
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WeltEnSTurm: That can deadlock if there is a switch after the conditional but before the set in the tLock method to a thread that unlocks. Try using [url=http://www.codeproject.com/KB/threads/multithreadedsignalingcpp.aspx]semaphores[/url].
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Rated late because I finished implementing an n-stack implementation a couple hours ago :v:
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I'm making my game ready for IPv6. Not sure if I should implement both sockets for IPv4 and IPv6, use an option item to select between the two, or something else... What should I do? [img]http://www.facepunch.com/fp/ratings/zing.png[/img] - Implement both [img]http://www.face...
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I'm going to have to make my own - can't legally distribute those. I'll figure out art style when I figure out what the players are going to look like.
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[img]http://eagle.undo.it:8083/img/kintel_43.png[/img] Chunk data is now transmitted when a player is connected. Got jumping working properly, too. Oh; first multiple client test - works great! I'm surprised how easy it was to write the code to transmit chunk data. Not a sing...
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[QUOTE=Richy19;30124964]both my laptop and my desktop support directX 10 but dont support anything above openGL 2.1[/QUOTE] What do you think about people telling others to stop using deprecated OpenGL stuff?
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[QUOTE=Darwin226;30122103]Is I use GLSL version 130, it won't run on any graphic card that doesn't support OpenGL 3? Or is there some magic I can do to make it work?[/QUOTE] I want to say no, but I haven't really looked into it because: Considering that there are now sub-$5...
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ARGH! abs(olute) rubbish! [code] tr.StartLength = abs(velocity.y * delta + dBufY); // versus tr.StartLength = abs(velocity.y * delta) + dBufY; [/code] Hnnnnnnnngggggg...to think I could find the problems with my packet reliability routines faster than this. At least I have pl...
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[QUOTE=grlira;30069804]Spent a good half an hour looking for a loop that wasn't there only to find out the breaks were missing... grrr :S[/QUOTE] Fixed about 5 missing breaks in switches over the last 48 hours - what a huge waste of time. The funniest part is I'm talking about...
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[img]http://eagle.undo.it:8083/img/kintel_42.png[/img] Got both the client and server running on one computer at a decent frame rate! (APS is currently set to measure from the start of the render frame to itself) Turns out I don't need that fourth monitor and KVM switch. Oh, ...
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[QUOTE=ROBO_DONUT;30065829]Aside from the fact that [cpp] switch (x) { case y: int k = i + j; return k; } [/cpp] is invalid, while [cpp] switch (x) { case y: 0; int k = i + j; return k; } [/cpp] is totally okay? I don't think I've ever had an error tha...
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[img]http://eagle.undo.it:8083/img/kintel_41.png[/img] Woo! I got a tiny red cube to move around really fast! Over the internet!
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Finally got posting acknowledgments working! [img]http://eagle.undo.it:8083/img/kintel_39.png[/img] ...receiving them, on the other hand... (There should be one "Received acknowledgement" after every "Post:" line.) By the way, the pattern of posting seqs here is to take three ...
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Argh! [img]http://eagle.undo.it:8083/img/kintel_38.png[/img] Debugging the ack and seq reliability UDP suff thingies. Decided to just put the methods through a visualizer, and its [i]pretty[/i] damned obvious they aren't correct. Think I need to do more automated unit testing...
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Put together a procedure to synchronize clock times between client and server, ultimately to create a flow control algorithm. [img]http://eagle.undo.it:8083/img/kintel_37.png[/img] Thinking out loud here: Up latency is the latency between when that program sends a packet and t...
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[img]http://eagle.undo.it:8083/img/kintel_36.png[/img] Got two out of three modes of networking done: queued transmissions (basically TCP), and indexed transmissions. Indexed transmissions are requested by something like this: [code] broadcastPVSIndexed(); [/code] The...
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