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Re: What are you working on?
[Re: JibbSmart]
#391467
01/12/12 19:35
01/12/12 19:35
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Re-Doing the project home of Vinter, to get my head sorted to continue work on other projects Thoughts?
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: What are you working on?
[Re: WretchedSid]
#392038
01/18/12 18:03
01/18/12 18:03
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
OP
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OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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I am redoing my website, to make it look more clean and better overall: Thoughts? Edit: Oh, and even if it looks like that - it does not use [unlike Sid's sites] bootstrap [that twitter thing]
Last edited by Rei_Ayanami; 01/18/12 18:04.
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Re: What are you working on?
[Re: Rei_Ayanami]
#392612
01/24/12 23:18
01/24/12 23:18
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Joined: Feb 2009
Posts: 2,154
Damocles_
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Joined: Feb 2009
Posts: 2,154
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Hi there, here a WorkInProgresss version of my 4-Kilobyte Platformer "Kobold" http://damocles11.byethost9.com/kobold.html(you need Java) Controls: Mouse Left-Click: shoot at the point you point WASD or CursorKeys: move (for the left and right handers out there) Space: jump (W and UP also mapped to it) GOAL: Get 30 Frags first with your blue team. (when your health is low, the time slows -not a bug - just try it) BTW: I have a map.png inside, wich could be edited easily to alter the map. Next: optimize it. The Pack200 archive is quite close to the limit already. The game is quite demanding, But I can slow it down still. I just want the AI players to have the same options as the player. Any thoughts/problems, please let me know.
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Re: What are you working on?
[Re: lostclimate]
#393282
02/01/12 21:33
02/01/12 21:33
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Finished implementing threading in user space for my kernel (well, not the thread scheduling which is still done in hardware, but the creation of a thread from the user space). This is how this looks like: And here is the code responsible for this:
void thread()
{
sys_printColor("Secondary thread!\n", vd_color_red); // Simply tell everyone that we are here
}
void test()
{
sys_print("Hello World\n");
uint32_t id = sys_threadAttach(thread, 4); // Attach a new thread to the process with thread() as function
sys_threadJoin(id); // Wait for the newly created thread to exit
sys_print("Thread exited\n");
}
The "Joining thread 1" message is printed by the kernel for debugging purposes. I'm quite happy with the result since I stopped working on it because of a bug that gave me great headache a few weeks ago and today I decided to try it again and got it working in ~20 minutes The really nice thing is that I can now block threads based on predicates and unblock them when these predicates turn out to be true, in the thread joining case that means that the predicate is that the other thread exits. If someone wants to read more about this small project, here is a blogpost where I go into some details and also posted a link to the source code repo: http://widerwille.com/blog/?article=articles:article4
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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