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What are you working on? #379002
07/28/11 16:52
07/28/11 16:52
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
Expert
Rei_Ayanami  Offline OP
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Hey grin

This is thethread for all project that are NOT done with Gamestudio!



Website I am working on laugh

C&C are welcome laugh

Regards,
Rei

Re: What are you working on? [Re: Rei_Ayanami] #379010
07/28/11 17:58
07/28/11 17:58
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany

That's a Java console output.
Going to be a CAS. The left terms are an output of the internal representation of the terms, thus all the unnecessary brackets. The right one is supposed to be the final output for the user. For some reason it still shows some unnecessary brackets, theoretically they should be gone, but at least it doesn't leave out any necessary brackets.
Sorting the addends is not yet really implemented, there is just a stub function that at least uses an unambiguous sorting method, so equivalent terms should be the same.

Re: What are you working on? [Re: Lukas] #379017
07/28/11 18:28
07/28/11 18:28
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: What are you working on? [Re: Michael_Schwarz] #379050
07/28/11 23:28
07/28/11 23:28
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
My WIP 3D Engine:

Click to reveal..

Click to reveal..

Click to reveal..

Click to reveal..


This is a software renderer, meaning I did all of the 3D math myself. A floating point precision error is the cause of the texture distortion in those shots... yeah, I'll kill that bug eventually, most likely when I switch to fixed-point mathematics...

I'm working with a few artists to make a game out of this. Maybe I'll finish it in a few years if I'm lucky.

By the by, anyone who doubts my programming ability after reading the "bash grunts" thread should take the collision code in my engine for a ride... seriously. Unlike GS, this stuff works.

Last edited by Redeemer; 07/28/11 23:37.

Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: Redeemer] #379052
07/28/11 23:44
07/28/11 23:44
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
Unlike GS, this stuff works.

And again, the GS collision system works just fine. If you dislike the behaviour of the GLIDE flag, you can write your own GLIDE-movement with 2 (or more) c_move calls.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #379057
07/29/11 03:12
07/29/11 03:12
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Quote:
you can write your own GLIDE-movement with 2 (or more) c_move calls.

True, but I'm still not satisfied knowing I have to pamper the system by creating invisible blocks over a minor incline in order to get decent results... I mean, I used to use Valve Hammer Editor all the time and I never had to do anything like this. The collision engine worked great no matter what situation I put it in.

Last edited by Redeemer; 07/29/11 03:17.

Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: Redeemer] #379059
07/29/11 04:46
07/29/11 04:46
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
why a software renderer? just for experience? are you going to eventually switch to something hw accel'd?

Re: What are you working on? [Re: lostclimate] #379089
07/29/11 13:51
07/29/11 13:51
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
Serious User
Redeemer  Offline
Serious User

Joined: Dec 2008
Posts: 1,660
North America
Just for experience. Almost anyone can make a hardware renderer with OpenGL nowadays, it's been made so easy. Programming a Quake equivalent with OpenGL today would mostly involve designing data structures and writing tools. My project allows me to get down to a really low level and do it all myself, and I really like that.

In fact since I've started this project my knowledge of computer programming has expanded dramatically in all directions. I've learned so much about 3D math, assembler, advanced C techniques (function pointers ftw), caching, the floating point unit, the MMX unit, and more in just a year. I love this kind of programming.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: Redeemer] #379099
07/29/11 14:39
07/29/11 14:39
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Where do you get your knowledge from? And can we look into your code? laugh I'm really interested in that kind of programming.

Re: What are you working on? [Re: PadMalcom] #379101
07/29/11 14:46
07/29/11 14:46
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Keep it up, Redeemer! That's awesome. As I learned more and more about shaders, quaternions and matrices, I really wanted to write a software renderer (although I wasn't going to aim for real-time). I just never tried it.

I'm looking forward to playing the game!

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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