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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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