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Someone asked nicely, so I updated the game to work with GMOD 13 beta. [url=http://eagle.undo.it:8083/download/?id=30&act=url][img]http://eagle.undo.it:8083/download/?id=30&act=img[/img][/url] I haven't done a multiplayer test, so please post back with your problems [i]and...
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[QUOTE=gparent;36508999]There's no reason why you need to know what size int or long will be.[/QUOTE] [cpp] int SomeNationalDebt = 15814803985123; std::cout << SomeNationalDebt; [/cpp] ...sorry, couldn't resist. Was probably meant that there is no reason why you need ...
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Finally got a workable bi-directional node graph generated. [img]http://eagle.undo.it:8083/img/kintel_101.gif[/img] Some lines go through/well-over the terrain since the adjacency calculation takes into account whether a hovertank can drive over an obstacle or not have to le...
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[cpp]throw dbg::xcp("Something worked correctly");[/cpp] For when the rule becomes the exception. Fortunately, no exceptions were thrown. [img]http://eagle.undo.it:8083/img/kintel_98.jpg[/img] [i]Non-adjacency graph - draws a line between any two nodes* that are not adjacen...
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Awesome - you scared me when you said 40A. Thought I really messed something up. [QUOTE=Chryseus;36257632] That thyristor will work quite nicely, however you will need to redesign the trigger circuit to provide a high current gate pulse, dumping for example a 1000uF cap in...
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[QUOTE=Chryseus;36249718]Q4, R11 and R12 are absolutely useless, it appears to be some kind of current limiting which should kick in at around 40A, not at all needed and it's sucking a ton of current from the base of Q3 requiring R3 and R5 to be ridiculously large.[/QUOTE] Ho...
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[QUOTE=Chryseus;36248539]Err correct me if I'm wrong but should not the switch be on the gate instead of the anode ? Also where do you get 12V from. Actually why are you even using an SCR there. [/QUOTE] Q2 is a programmable unijunction transistor. R8 and R9 are "program" ...
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DrLuke: This is the trigger circuit I'm currently using to fulfill that purpose (thanks to [url=http://forum.allaboutcircuits.com/member.php?u=143625]jimkeith[/url]): [img]http://eagle.undo.it:8083/img/cdwelder_12_trigger.png[/img] Effectively dumping a 0.47uF ceramic cap...
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Blew the [url=http://www.vishay.com/docs/93711/50ria.pdf]50RIA20[/url] SCR (20A 200V thyristor) in my CDSW under normal operation/testing (20V discharge over nickel tab on a battery). Apparently, this thing puts out more than 1200 amps...? Need a little help...should I buy ...
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[QUOTE=DrLuke;36188100]Well, you increase the current at which the fuses blow by putting them in parallel.[/QUOTE] I've read somewhere that putting fuses in parallel is a bad idea - if one of the legs of the parallel fuses corrode slightly (increasing resistance), the blowout...
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Kind of off-topic, but I'm wondering: [QUOTE=Zero-Point;36186724]Can't see shit, cap'n.[/QUOTE] The pictures are loading fine for at least 120 people - something must be wrong somewhere - are you behind a firewall that blocks port 8083? Please be aware, however, that you are...
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I love those moments that bring out your evil laugh. [img]http://eagle.undo.it:8083/img/cdwelder_10_somethingwicked.jpg[/img] Shit makes big sparks. Not sure what to call this model, maybe "My Little Capacitive Discharge Spot Welder"? [img]http://eagle.undo.it:8083/img/c...
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DrLuke: I've seen that case on a random EE project put on display at my college as well. Must be the attractive price point/ease of mounting :) The [url=http://www.mouser.com/ProductDetail/Triad-Magnetics/AWSP40-24/?qs=lk7NfA15ZfZwhqQgWUTVQA%3d%3d]PSU[/url] is rated for 1.7A...
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Finally got back to work on that capacitive discharge spot welder. [img]http://eagle.undo.it:8083/img/cdwelder_09_startbuild_fron.jpg[/img] [img]http://eagle.undo.it:8083/img/cdwelder_09_startbuild_insi.jpg[/img] [img]http://eagle.undo.it:8083/img/cdwelder_09_startbuild_bac...
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icantread: Reminds me of [url=http://www.armadillorun.com/]Armadillo Run[/url]; pretty cool.
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[QUOTE=amcfaggot;36042121]hopefully not to the point where they're inclining something else[/QUOTE] ...you mean, like, other inclines? [img]http://eagle.undo.it:8083/img/kintel_93.jpg[/img]
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Valley of Ramps [img]http://eagle.undo.it:8083/img/kintel_92.jpg[/img] Why do procedurally generated inclines get me so excited?
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Ziks: Sounds dirty! GTA: SA did do some fun stuff with lighting, perhaps they meant to apply gamma correction in the shader. Not sure if you're aware about this topic, but at least some of the readership will find this interesting: [url=http://filmicgames.com/archives/299...
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[QUOTE=Ziks;36041129]everything looks too dark[/QUOTE] Gamma correction applied??? :v:
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[QUOTE=T3hGamerDK;36041069]If you're going to use that much from the standard namespace, why not import it?[/QUOTE] There are probably a [url=http://www.parashift.com/c++-faq-lite/coding-standards.html#faq-27.5]few[/url] good reasons - I'll add that to my list of things to st...
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[QUOTE=jalb;36040930][cpp]std::map<std::string, std::pair<std::pair<void*, unsigned int>, __int64>> resources;[/cpp] *gulp* [cpp]std::map<std::string, void*> pointers; std::map<std::string, unsigned int> sizes; std::map<std::string, __int64> timeStamps;[/cpp] Perhaps th...
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Perhaps it is just my imagination/self-serving opinion, but I find this terrain peculiarly fun to drive on. [img]http://eagle.undo.it:8083/img/kintel_90.jpg[/img] [img]http://eagle.undo.it:8083/img/kintel_91.jpg[/img] It offers a good balance between close quarter battles a...
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...something tells me I've fucked up again... [img]http://eagle.undo.it:8083/img/kintel_89.png[/img] :downs: Why did I ever think this would work? [cpp] uint32_t i = procedural->vercolormap[lastPlace]; float index = i / (float)procedural->numPoints; gk::ColorRGB s...
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Within: You should read up on [url=http://www.google.com/recaptcha/captcha]recaptcha[/url]. They pretty much outline the requirements and common pitfalls for captchas.
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[QUOTE=AlienCat;36016269]Stuff like this make me feel like a noob using the std datatypes. That and the memory management that you are supposed to write by yourself to make it fast.[/QUOTE] The way I see it, you don't need to worry about it until it becomes a concern (and I u...
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When I started working on procedural terrain generation, I knew the road would be a bumpy one... [img]http://eagle.undo.it:8083/img/kintel_85.jpg[/img] but this is, like, an entire valley of bumpiness. Then the valley of bumpiness becomes the valley of hump-lines [t]http...
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Spot the mistake. [cpp] // Read in texture from GPU memory to system memory void texture::read(std::vector<GLfloat> *out) { // Make vector 40 times larger just to be safe (SEGMENTATION FAULT somewhere) out->resize(4*w*h*sizeof(GLfloat)*40); // Crashes here glReadPi...
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alright, Mr. Voronoi diagram is on a smoke break [img]http://eagle.undo.it:8083/img/kintel_84.png[/img] guess it's time for me to catch some z's (Damned diagram is finally loaded into a texture in real-time. Now I just have to fetch it into system memory, do a few transfo...
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[QUOTE=ZenX2;35987747]I could swear you just had a different image there[/QUOTE] ...wait a minute, I think - [img]http://eagle.undo.it:8083/img/kintel_83.png[/img] IT'S ALIVE! HOLY FUUUUCK! RUN FOR YOUR LIVES!
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swear to god this isn't what it looks like [img]http://eagle.undo.it:8083/img/kintel_82.png[/img] unless it looks like the GPU is being used to accelerate terrain generation Anyone know if OpenGL is commonly available on gaming [i]servers[/i]? It's never come up before...
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[QUOTE=AntonioR;35958841]Well, IMO the first one looks more artistic...[/QUOTE] read that as "autistic" for some reason :derp: [QUOTE=calzoneman;35960958]Would you mind sharing how you did that?[/QUOTE] It's a Voronoi diagram. [url=http://blog.ivank.net/fortunes-algorithm...
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just work already, I'm tired of looking at you [img]http://eagle.undo.it:8083/img/kintel_80.png[/img] [editline]14th May 2012[/editline] Awesome. Now I can have some [i]real[/i]fun... [img]http://eagle.undo.it:8083/img/kintel_81.png[/img]
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stand back I'm attempting geometry [img]http://eagle.undo.it:8083/img/kintel_79.png[/img]
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Words per minute (WPM) 105 Keystrokes 554 Correct words 106 Wrong words 3 Does it bother anyone else that some have posted their results as screenshots, making it difficult to write a program to scrape data?
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You got 1,000 hours to devote? Give us a number.
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NovembrDobby: Are you busy waiting between frames? Rendering frames to a buffer that doesn't get presented could be considered busy waiting, as well...if so, your process may be considered generally non-interactive (as well as potentially starving other processes) and be demo...
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Yeah, I checked the website before I posted that. I can only find them on eBay for $40. Correct me if I'm wrong, but I see a problem in my application with the cap you refer to. For CDSWs, we require high current for a small amount of time. Discharging this 2600 F capacitor w...
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[QUOTE=masterburner;34375384][url]http://www.youtube.com/watch?v=EoWMF3VkI6U[/url] 2600F for about 15USD. Yes, 2600 farads.[/QUOTE] 2.5 V. That might be uF, as well. Common mistake. I'll research it, though. Okay, yeah, he says it's Farads. But can you actually source those ...
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Can't tell if serious or joking. It's either spend $40 on that or spend $400 on equivalent tech-grade caps. Cap was independently verified by a somewhat trustworthy source to be 0.932 F with an equivalent series resistance of 1.52 mohm @ 20Hz. Worth the gamble considering the ...
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Almost everything you need to build a capacitive discharge spot welder! [img]http://eagle.undo.it:8083/img/cdwelder_07_small.jpg[/img] ...just waiting on the chassis. I'm tired of lugging around a charger for my netbook; hopefully I get that last piece soon. Just in case ...
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[QUOTE=Chryseus;34051850]Firstly why don't you remove the 5V regulator and drive the comparator & thyristor from the 24V, even if the 24V droops somewhat under load it is no major issue and you get much lower RDS with the higher voltage. Also there is a major problem with you...
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My first capacitive discharge welder! [url]http://eagle.undo.it:8083/img/cdwelder_01.png[/url] (See below for more up-to-date schematic) Before I build it, any tips? Notes: The commercial power supply I'm using has over current protection, but I will be removing the electro...
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[QUOTE=thisBrad;33885628]How do you guys debug your programs when you don't use MS visual studio?[/QUOTE] Honestly, I haven't had a need for a debugger in months. Making good use of the standard template library in C++ really helps, and printing/drawing stuff conditionally is ...
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[QUOTE=Jookia;33871634]I hate people who don't use version control.[/QUOTE] [img]http://eagle.undo.it:8083/img/kintel_76_versioncontrolfail.png[/img] Did I pass? You should see my "remote repository". I know I should be using Git (or even SVN) because it will save me a lo...
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[QUOTE=COBRAa;33826570]Just to let you know, if you have packet loss you need to slow the packets you're sending out right down, if you don't then the packet loss will get significantly worse.[/QUOTE] Yes, hence the 50 milliseconds [i]base[/i] rate; but it appears you seem to...
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Worked on this UDP packet sequencing code (again), thought some people might find it helpful since it can be a bit of a pain: [cpp] bool nwReliabilityField::PostAck(uint16_t rSeq) { int_fast32_t delta = (int)rSeq - (int)ack; if (delta == 0) return false; // We've alread...
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[QUOTE=thisBrad;33768305]Thanks, I'll try that out. It only works for constant bitrate audio, but I should be able to make it work with VBR audio :rolleyes:[/QUOTE] You obviously know the solution already, then. The length isn't stored in the tag. So consider this an exception...
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Entropy is loosely defined as I use it. Short answer: disorder A loose in-context interpretation: If your data is all procedurally generated with a O(log(n)) time algorithm, your data has very low entropy. If your data is procedurally generated with a O(n^2) time algorithm, ...
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[QUOTE=StealthArcher;33728997]I still would like opinions on the best way to actually store this though and it's surprising how much came out of this without the actual question being answered.[/QUOTE] There is no best way. You must simplify your problem right off the bat to ...
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[url=http://eagle.undo.it:8083/img/kintel_74.jpg][img]http://eagle.undo.it:8083/img/kintel_74_cr.jpg[/img][/url] Just another day of programming. I'm testing if multiple clients can connect to a server - it failed once, but I have yet to figure out why/reproduce the failure i...
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Tezz unable to tess a polygon? We must remedy this poetic injustice! ...try an ear-clipping algorithm. The other option is to use a sweep-line algorithm, but it is very difficult/tedious to implement 100% correctly. Anyway, know how people brag about getting things to work ...
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[QUOTE=Tezzanator92;33706962]Great little brain teaser :O[/QUOTE] Cool, now triangulate this: [img]http://eagle.undo.it:8083/img/testTriangles3.png[/img]
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I do parts.erase(i++) for readability. It let's you check to make sure that the iterator is being incremented in all cases easily.
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[QUOTE=ZenX2;33693806]Lemme see if I can write a good license. I think this is based off MIT: This should allow people to use it, back it up, mod it, etc., without pulling a Lugaru.[/QUOTE] Change "if x and y" to "if !x or !y", sell. You would require a 1,000 page document ...
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[QUOTE=Tezzanator92;33672734]So I needed a way to have user deformable geometry for my game (It involves creating your own robot and the player first gets to design a chassis) I managed it (This is at [b]Run time[/b] but in the editor view to show the triangles): [img]http...
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[QUOTE=Map in a box;33652325]The emulator must be life?[/QUOTE] [url=http://www.google.com/search?q=%22life+is+not+a+fucking+emulator%22][b]L[/b]ife [b]I[/b]s not a [b]F[/b]ucking [b]E[/b]mulator[/url] Quick, someone put up a repository!
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Thanks, I wasn't planning on sleeping tonight either. The first schematic with the rectifier makes perfect sense to me, I think. Now, the pot between all of those schematics is the same pot, yes? And V[sub]out[/sub] from the first schematic connects to the source of the top-m...
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[QUOTE=Chryseus;33627803]I've taken a good look over that schematic and I can honestly tell you it's one of the worst circuit designs I have ever seen, and I've seen some pretty bad stuff, I would advise you not to build that but to find a decent circuit instead, whoever desig...
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[QUOTE=Chryseus;33612455]Q3 - No problem, but you don't need a series resistor[/QUOTE] I'll want to increase the RC time constant artificially so I can verify the charging circuit works correctly with just a multimeter :) [QUOTE=Chryseus;33612455]Q6 - I can't quite see why y...
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So I'm looking to build a [url=http://www.pittnerovi.com/jiri/hobby/electronics/welder/index.html]capacitive discharge welder[/url] - I've come across a some details I want to double check before possibly conjuring up gratuitous amounts of magic smoke. Please note that the on...
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[QUOTE=Torrunt;33502828]I prefer it when games just save everything to the game's actual folder. An file for your settings and a folder for your saved games. That way, when you move computers you just have to bring the game with you and not search for your save games as well.[...
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Games I have that save to AppData: Natural Selection 2 Payday Deus Ex: Human Revolution Games that save to both: GTA IV Wings of Prey Skyrim Games that save to My Documents: [img]http://eagle.undo.it:8083/img/save_where.png[/img] Conclusion: Fuck it. Honestly...
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[QUOTE=ultradude25;33499760]Nooo. Using My Documents is deprecated since XP. Everything should be saved in AppData, and My Documents should be used for... well actual documents. It's a lot of neater, and keeps all this crap out of a folder that shouldn't have even had it befor...
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[QUOTE=Lord Ned;33493769]When I think of "Program", I think of Photoshop, 3ds Max, etc. [/QUOTE] Borderlands, Crysis Wars, DiRT 2, DiRT 3, Far Cry 2, Supreme Commander, Moonbase Alpha, Sanctum, Skyrim, Terraria, etc. All of which save in My Documents/My Games [QUOTE=Lord Ned;3...
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[QUOTE=Lord Ned;33493020]I don't like putting my files in My Documents. It's far too... generic and blob-like and makes large-scale backup impossible. I'd much rather enjoy installing programs on my C:\ drive and storing data on D:\ - Unfortunately the registry makes installi...
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Operator overloading. Let me select a random line from a physics calculation here... [cpp] fthrust -= rot.GetYawRight() * ((cam_vRt - cam_vLt) * mul); [/cpp] Without operator overloading: [cpp] fthrust = fthrust.sub(rot.GetYawRight().mul(cam_vRt.sub(cam_vLt).mulScalar(mul)));...
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[QUOTE=ROBO_DONUT;33470447]screen coords -> world space coords -> UI coords for mouse input[/QUOTE] Yeah, [url=http://eagle.undo.it:8083/download/?id=24&act=info]that[/url] [url=http://www.facepunch.com/forums/240]can[/url] [url=https://wiremod.svn.sourceforge.net/svnroot/wir...
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[QUOTE=ROBO_DONUT;33470120]I'm guessing you haven't gotten to input yet.[/QUOTE] That menu has mouse input, player movement, and UTF-8 text input working. Backspace works, too. Textual input occurs when the game hasn't absorbed the corresponding virtual key for action binds. T...
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Is it bad that I found making a menu in 3D easier than in 2D? [img]http://eagle.undo.it:8083/img/kintel_72.png[/img] I could position the text in arbitrary depths, but everything is sort of hacked together for now. I want to get back to networking shit! [b]Edit:[/b] Th...
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Trying to wrap my mind around how to handle Unicode character input. I decided to use UTF-8 internally. So I'm doing my game keyboard input for Windows under the WM_KEY* messages, translating if I don't use that key, and then processing the WM_CHAR messages. This appears to wo...
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From reading this thread, it seems to me that a whiteboard is nice to have, but leaves of paper and notebooks appear to work almost as well. [QUOTE=Darwin226;33449875]Not exactly. When I solve a problem by implementing an algorithm I found online, I get 0 joy. When I hack ...
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If I'm designing more than one complicated thing at one time, I write that shit down on paper hurriedly and almost illegibly. Then, once I've made a coherent design, I outline/type it in notepad. The great thing about it is that you can tell pretty quickly if this approach is ...
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[i]Boost's ASIO UDP IPv6 tries to use a dual-stack implementation[/i] my-ass. Thanks Stack Overflow. [code] Sending to address ::1 with port 27015 Received message of length 10! New connection established. Message length: 10! Sent message of length 10! [/code] On the other ha...
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[QUOTE=ROBO_DONUT;33405134]Spaces look the same in every editor.[/QUOTE] In my configuration of Notepad2, they look like red dots. I much prefer one red arrow over 5 red dots. Yeah, that's right; I set tab width to 5 :clint:
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[media]http://www.youtube.com/watch?v=Wn5X6WGVzS0[/media] Woo! Worked on more features, including: -3d positional sound through OpenAL -Particle system (w/depth sorting) -Machine gun fire control system (group weapons to one fire key), spread, and hit detection -Finer ability...
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OH GOD WE'RE UNDER ATTACK! [url=http://eagle.undo.it:8083/img/kintel_71.png][img]http://eagle.undo.it:8083/img/kintel_71_cr.png[/img][/url]
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[img]http://eagle.undo.it:8083/img/kintel_70.png[/img] Unidentifiable floating objecticles detected. Please remain calm and prepare your cyanide capsules.
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Time for a rousing game of Spot the Compilation Error: C++ Edition! [cpp] // drwModel.h float *colConvexHull; uint32_t colConvexHulls; // drwModel.cpp mdl->getConvexHull(&colConvexHull, &colConvexHulls); // resModel.h void getConvexHull(float** buf, uint32_t* bufs)...
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[QUOTE=TerrorShield;33353164]So, uh, anymore jokes?[/QUOTE] What's the difference between operator overloading and freighter overloading? There's no match for operator- in programming reference - arbitrary reference.
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Went with truncating sound. System worked beautifully on the first try! :buddy: [url]http://eagle.undo.it:8083/img/truncatedSoundTest01.wav[/url] That's 128 murlocs. I decreased the sound level by about 20 decibels for your protection, it now plays about half as loud as the ...
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I never realized how many limitations there are when it comes to rendering sound - or, at least, the sheer number of possibilities that must be accounted for. When using OpenAL to proxy vendor audio device drivers, you can't be certain of the maximum number of sources/voices a...
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[QUOTE=Hypershadsy;33302869]sln[/QUOTE] Have you tried using MSYS and MinGW (on Windows)? Most open source projects I come across compile perfectly with this setup. ...and then there's CMake :downs:
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I've run into a pretty realistic scenario where multiple inheritance makes sense. I had multiple classes with the nearest common ancestor being the very root of the class hierarchy. These classes needed to have some common functionality, but I didn't want to pollute every clas...
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After reading up on Head-Related Transfer Functions, I've decided that 3D sound is just too much work for me. The solution? Just use OpenAL. With projects like OpenAL Soft and Rapture3D, I don't see OpenAL going away any time soon. Plus, I don't think I'll have $6,000 to spend...
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On a somewhat related note: all these gifs in WAYWO toppled Firefox's memory usage over 1.7 GB. I was already using the other 1.3 GB apparently, because Windows was thrashing on the hard drive. Apparently, Microsoft Security Essentials likes to do real-time scans on the commit...
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Experimenting with directional sound using phase shift and volume adjustments. [url=http://eagle.undo.it:8083/img/directionalSoundTest01.wav]directionalSoundTest01.wav[/url] The first test is a combination of phase shift and volume reduction. The second test is four times the...
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So it turns out that each individual gun has more detail than the thing it is mounted on. [url=http://eagle.undo.it:8083/img/kintel_69.png][img]http://eagle.undo.it:8083/img/kintel_69_cr.png[/img][/url] I'm okay with this (for now) :buddy:
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[QUOTE=Box Eater;33146835]Voronoi diagrams! [IMG]http://i.imgur.com/E2c63.png[/IMG][/QUOTE] Did you re-implement the algorithm from scratch or use a library? I ask because all the libraries I've looked at are full of memory leaks (C++) and too confusing to extract all the ind...
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[QUOTE=Quark:;33130145]fuel[/QUOTE] Those two protrusions on the back aren't thrusters. They're reactors. If you overuse one, it will blow out like a clip from an M1 Garand. I'm thinking about moving them somewhere else so people don't get confused, but it makes much more sens...
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Finished the second iteration of the hovertank's physics [media]http://www.youtube.com/watch?v=SS8Qv1HLH4w[/media] Any suggestions? It does seem a bit fast for a tank, but I'll tweak that when I get some actual levels going. I should really work on this more often, but I do...
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Worked on some basic algebra/geometry. Eliminating those divisions by zero can be tricky sometimes, but this simplified quite easily. [cpp] float mul = 1.f + cam_vSprint * 8.f; vector3 fthrust(0.f, 0.f, 0.f); fthrust -= rot.GetYawRight() * ((cam_vRt - cam_vLt) * delta ...
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[QUOTE=NorthernGate;32867755]yay bruteforcing[/QUOTE] Try doing [url=http://eagle.undo.it:8083/pub/2011_10_19_kintel_config/keycodes.txt]cross-platform keyboard input[/url]. I had to hack something together really quick, and I'm not really sure how normal text entry will work....
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So, I'm wondering...does this technically result in undefined behavior? [cpp] std::stringstream a; a << "first" << " second"; [/cpp] If not, where would someone find such information?
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[QUOTE=grlira;32770417]This is related: [URL="http://www2.research.att.com/~bs/bs_faq2.html#evaluation-order"]http://www2.research.att.com/~bs/bs_faq2.html#evaluation-order[/URL][/QUOTE] I totally forgot about that. So, yeah, undefined. Hopefully this argument doesn't stretch...
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[QUOTE=ROBO_DONUT;32769958]++i > i++ is undefined.[/QUOTE] I'm 99% sure this falls down to associativity rules, which are set in stone for C++. Let me grab my book... Okay, inequalities are defined in C++ to have left to right associativity; so, the left statement is always ev...
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Is there a good reason to not abolish braces and use indentation to scope blocks? [cpp] public class C bool bar() do bar(); while (bar()); while (bar()) bar(); do bar(); while (bar()); bar(); bar(); bar(); return bar() && bar(); [/...
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Pictures do not do this hovertank justice. [media]http://www.youtube.com/watch?v=oXb0ToFGWO8[/media] Stuff done: -Camera SLERP -Camera LERP -Rudimentary levitation and rebound physics -Refactor camera abstraction hierarchy (pretty easy) -Migrate toolchain to Windows ...
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[QUOTE=Jookia;32659296][url=https://code.google.com/p/lugaru/source/diff?spec=svn5284e52356012e590a17ef4e0bbf3329f620752d&name=ddf9db2777&r=5284e52356012e590a17ef4e0bbf3329f620752d&format=side&path=/Source/Constants.h&old_path=/Source/Constants.h&old=43a5a1582f97593a67dce5e72d...
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[QUOTE=TehDoomCat;32624532]<question about syncing clocks>[/QUOTE] Basically, you have to find the offset between the client's clock and the server's clock. I recommend you use UDP to sync clocks since TCP can resend packets without you knowing and mess things up. (But TCP is ...
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[QUOTE=Darwin226;32624386]How come the client connecting to the server doesn't need a forwarded port? I can understand that with TCP since it's has a sort of a connection that allows the server to send data back to the client. But how does it work with UDP? How does the serve...
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