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<0> Say I have a link to an image on a webserver, and I want to grab it and save it to a custom path on my webserver, is there any easy way to do so? <1> htf do I get a return from the whois method of the connection object in IRC::net <2> i'd suggest you get a packet monitor and a normal irc client to see how it's normally done. then figure out how to automate the process <2> build yourself a numerics reference for ircd messages <2> woohoo! yeah! <2> sup TM <1> I'm going to try and hook it from the server numeric code. <3> hi Two-Bits <3> almost done doing my game <2> oooh, making a game? <3> Found out this weekend that the musician I hired 2 months ago hasn't even finished a single tune. <3> yeah, an arcade game <3> a remake of the cl***ic asteroid <3> First game. <3> lerning experience <2> sweet
<2> in what language/platform? <3> C <3> windows <2> gotta let me test it for ya <3> but it's portable to many platforms since it use the allegro library <3> I started the project on BSD and poerted to windows no problem <3> sure. I can probably get a beta version to you in a couple days, if you want to. :) <2> sure, that'd be sweet <3> I'd sure like some feedbacks. <3> Onl;y a few close friends of mine have been playing it <3> but they're not real gamers nor programmers, so very little constructive feedbacks <2> what sort of feedback would you be looking for? <2> beyond bug tracking <3> well, mostly the gameplay. <3> how good is it. what could be improved, etc <2> are you going for authenticity or have you made improvements? <3> authenticity? no way! do you know the old asteroid cl***ic game? it's rudimentary. I added a lot of new features and weapons, powerups, etc <2> heh, ok <3> Although the gameplay is similar. you control a spaceship and kill asteroids. you can wrap around the screen edges amd there are saucers. <3> I have 4 different saucers right now. Thinking of adding another two <3> the original had 2 <3> I have options to control rotate speed, thrust power, music and sfx volume, high score board <3> people can customize key inputs too <3> the only thing I thought of adding but not sure it's worth the time is gamepad input <3> right now it only plays with the keyboard <2> if you really wanna make it outlandishly interesting, you could add gravity drift <3> yeah, I had someone proposed that too before. <3> right now I'm thinking of adding mazes for bonus levels ewvery 5 levels <3> gravity would be great but... thinking of a context to make it in. <3> one even suggested negative gravity. <3> maybe there could be black holes appearing once in awhile <2> i meant between the asteroids and the ship. but like i said, it'd probably be a bit outlandish <2> but then again, so is wrapping around the screen <3> well, the thing is there can be a lot of asteroids and all those gravity pulling their way can prove to make a lot of calculations <3> unless I restrict gravity to a close range <3> wrapping around isn;t so bad actually. <2> how many asteroids at once possible? <3> at first I wonder how I could make all those collision detection take into account the wrapping but I found a nifty way of doing it. :) <2> figuring gravity in 2d should be extremely simple <3> asteroids are in a doubled linked list <2> well it's essentially an O(n^2) problem to calculate all gravitational forces for each time interval <3> I have 100 cycles a second fixed counter <2> ouch <2> that's pretty harsh actually <3> you ahve to if you want smooth animation <2> well doing it for just the ship then would be O(n) <3> Most of the game loop is actually spent redrawing the screen <2> but with everything else you're calculating in a second that might not be ideal <2> i dunno, 100 hz still seems extraordinarily extreme <3> I could however put some kind of bonus levels with a gravitational point. <3> Well, there are two reason why I settled for 100 cycles/second. One, it;s easy to calculate timing since it's all in hundredth of seconds. Second, It's a wate of time to have anything below 70 hz since monitors refreah at least at that rate. <3> redrawing a scence that hasn't change is a waste of time and resource <3> on my amd 64 3200+ I still have 100,000,000 free empty cycles left <2> oh.. you mean your loop is 100hz? <2> christ i thought you mean cpu cycles! <3> game logic loop, yes. what did you think? <2> my mind was breaking down <3> well, glad it's been cleared up :) <2> mkay.. well calculating gravitation should be quite simple then. it adds very little to the logic loop <3> well, rocks can't collide with each other. you could end up with rocks over orbiting each other or even rocks gatherring to form a planet <3> that'd be cool ,but not for gameplay.
<3> besides, when ther are lots of rock it'd be hard to stay out of arms way <3> but a single point gravity in a bonus level is something worth of thinking for <2> well the asteroids themselves would have such m*** that they wouldn't be effected THAT much by each other while large <3> so you;re taling about graviuty just between ther ship and asteroids? <2> so basically the entire concept as i see it would only realy manifest itself in the smaller asteroids near the larger ones and of course the ship <3> I call asteroids, rocks, cause I name dmy game rockroid. :) <2> that's fine <2> asteroids was the game where shooting a large asteroid resulted in 2 or more smaller asteroids, no? <3> yes <3> it always was two smaller iirc <3> big, medium and small <3> that's how my game is anyway <3> I have also implemented a particule system to create rock dust uption damage and destruction <2> most likely. i just think it might be interesting to have small rocks affected by nearby large rocks <2> and the ship would have a m*** comparable to small rocks <2> huh? <2> uption? <3> in the original one, only one hit was necessary to destroy a big asteroid. in my game it depends on the weapon you have, but it may take many hits to destroy a big rock <2> is it entirely keyboard based? <3> upon.. sorry <3> yes, only keyboard. <3> I may programme a gamepad option <2> honestly i'd like to see the game done with a mouse option. whereby the ship points towards the mouse and you can left click or such to thrust the ship which accelerates <3> Have you ever programmed a game? <3> actually I read post on a forum about someone who made it use a mouse. some people complained about having sore hands after playing a little while. <2> personally no. the only language i know where i know how to control the GUI in any way shape or form is juava <2> java* <2> and i only picked it up about 1 or 2 years ago for a specific project <2> but i can't imagine the logic would itself be too difficult <3> I think C is a great choice for games <3> many like C++ but I much prefer C. <3> well, the thing is you have to do many things at the same time. so you have to implement a state machine <2> my c++ experience was limited to console based school ***ignment crap <2> managing state in java is rather simple though <2> of course i highly doubt it'd ever come close to a 100 hz logic loop <3> Well, I think it's simple to implement states in many languages, just use variables and check them up when you p*** around <3> well, if you want to have fun with game development I usgges you check into Allegro <2> what does allegro do in peticular <3> it's a good library that takes care of all the low level hardware interface <3> it just gives you routines to control the screen, sound card, input, etc. <3> it had drawing routines for primitives like circles, triangle, etc. <3> it has some routines to load and play wav files <3> things of that nature <2> cool <3> http://www.talula.demon.co.uk/allegro/ <3> that's the link <2> how long have you been working on this game? <3> way too long. seriously <3> about a couple years. been doing it in spare time <3> I was long periods without working on it <2> heh.. i hear ya <3> I'm getting sick of actualy working on it <3> but many people in my situatiuon would give up the project and maybe start another but then they never get any full pledge game done <3> It's my first game and I learned a great deal <2> talking about it makes me want to make it too, heh <3> I rewrote entire sections several times when figuring out a better way of doing things <3> sure, go for it if you feel like it. <3> I know this is the best kind of programming I like <2> a lot of the things like collision detection would be a cake walk in java actually <3> my collision detection algorithm is just not box bounding though <2> neither would java's. polygon intersections <3> if box overlap then I go into a deeper routine and check pixel per pixel for a collision <2> i'm not entirely sure how java does it <2> but i could check the sources <3> there arte many ways of doing things, obviously <3> a good place to get started... http://www.gamedev.net/reference/start_here/ <2> yupo <2> hrm.. ok apparently java doesn't have built in polygon intersection testing. just polygon/rect intersection and hit testing <2> as long as you can rely on them having polygon boundaries though, i dont think it would be too difficult and shouldn't require pixel for pixel testing <3> WEll, once the routine written, you just call it with your objects. <3> my rocks are not perfectly round nor perfect triangles, so polygon testing would not be too good <2> of course. it's just a matter of writting it <2> hrm <2> the idea i have in my head... i have no idea how expensive it would be
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