demagogue on 1/1/2012 at 20:22
Just surf YouTube for homemade stuff and when you hear something you like, message the person that made it and you'll probably get their permission, if they don't already have a disclaimer that you can use it with credit. I've gotten music this way and now it's hard to imagine an easier way.
nicked on 1/1/2012 at 20:48
Hmm, good idea. Thanks!
Yakoob on 2/1/2012 at 04:52
Try the Newgrounds audio portal too
Matthew on 2/1/2012 at 16:46
Quote Posted by nicked
In the mean time, I slapped together a trailer:
<param name="movie" value="http://www.youtube.com/v/1m2KdQaedPw?version=3&hl=en_GB&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/1m2KdQaedPw?version=3&hl=en_GB&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Sorry about teh Fraps watermark...
There you go, brony.
nicked on 2/1/2012 at 17:15
cheers - couldn't work out how to embed it. :p
zombe on 4/1/2012 at 14:41
Quote Posted by Al_B
I don't think you can be too harsh on VC2010 for that one - C++11 is pretty new. Why not just give it an address of a placeholder non-lambda function if that's what you need?
Using captureless lambda functions would be much more convenient and since i experimented earlier with capturing lambda functions - kind of expected captureless ones also to work (the "special" way). Just a bit disappointed, but as the link i posted revealed - VC2010 was pretty much already out of the door at the time that particular option was proposed/added. (Oh, another slight disappointment: "foreach" syntax is also not implemented yet as i found out.)
Quote Posted by Al_B
In practice all you need to do is effectively a bit shift before or after a regular integer multiplication or division. You obviously want to do it in a way that preserves precision but there are examples online on how to do it.
Ok, seems my googling skills suck - did not find any examples doing that previously. Should indeed be reasonably fast - i keep it in mind.
--------------------------------
Have made some progress:
### Lost of cleanups / moving code around. Now using view from player entity and not just a freely floating cam.
### Automatic chunk gen / unload and tesselation updates with pretty good buffer management.
* Buffer updates are now asynchronous (Mapping with UNSYNCHRONIZED bit + fenced mark and sweep garbage collection).
* Works well when there is insufficient buffer space (Worst case scenario for all the chunks in visible range around player would take ~4-5GB memory - luckily, the scenario, while possible, is unrealistic. Current world fits completely into one 176MB buffer [1]).
* Prioritizes chunks that are near player.
* Generates physical representation also (16*16*16 lookup table for faces [quad] where every face has a link to the next one in same cell - makes it very easy to find the triangles relevant to current collision check). Physical representation survives tesselation unloads.
### Added normal generation
* Just to be absolutely sure i did not mess anything up - i did not :D
* Could not get GLM's half-floats to work - they always just write out 0. While looking around in its source i found that their implementation (yep, it is there - i just could not get it to actually DO anything) is just ridiculously inefficient O_o !. Found some papers for darn-good implementations and used thous instead :D (I use half-floats for normals).
### Added collision detection / response
* Entity movements are tested (sweep-test) against world and recursive sliding behavior is used in case of collisions - works very-very well (Found the algorithm in my pdf-doc folder - hi-five to packrats).
* Enabling gravity starts an amusing slide ride to the depths - yeah, definitely need to implement some friction.
* Have not found any way to get stuck etc ... except block changes nearby (no idea how to handle that atm).
### Added a few controls to add/remove blocks ingame
* Just edits at 2 voxel distance in viewing direction - quite confusing, but good enough for testing.
* Can not think of any non-confusing ways for world-edit :/ :\.
--------------
Yeah, normals help :D. Above the map:
(
http://img525.imageshack.us/img525/9260/newnormnornd.png)
(
http://img843.imageshack.us/img843/3776/newnormnornd2.png)
(
http://img850.imageshack.us/img850/5973/newnormnornd3.png)
Bottom of the map (map size [atm]: 16384x16384x512):
(
http://img854.imageshack.us/img854/9237/newnormnornd4.png)
Stray cubes:
(
http://img818.imageshack.us/img818/1993/newnormnornd5.png)
My puny editing attempts:
(
http://img802.imageshack.us/img802/5840/newnormnorndedit.png)
[1] Using the same buffer for index and vertex data (Saves a crap-ton of memory due to less fragmentation) - despite the ancient relevant spec telling that one should not do that. Does anyone know whether it still is a bad idea? (I doubt it makes any difference on any non-ancient GPU)
Renzatic on 26/1/2012 at 23:44
I was lurking over at the Darkmod forums, and I came across this picture of a lamp someone had dug up.
Inline Image:
http://dl.dropbox.com/u/3018396/funkylamp.jpgI mean damn. That has to be one of the ugliest lamps I've ever seen in my entire life. It's all Steampunkish...but...wuh? This is a lamp that could severely fuck up even the most fengish of feng shui.
So it's ugly. But it's also
AWESOME. It's so awesome, in fact, that I (
http://dl.dropbox.com/u/3018396/funkylamp_model.jpg) decided to model it.
demagogue on 27/1/2012 at 00:41
Well done. Texture that puppy & let's get it in game.
Renzatic on 27/1/2012 at 00:50
Maybe later. Right now, I've got to finish up the modeling tutorials I'm doing for the folks down in Thiefgen
...that I'm not sure anyone is reading.