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Waterlimon

Member Since 28 May 2011
Online Last Active Today, 02:26 AM
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#5059967 Input method to emulate multiple sliders?

Posted by Waterlimon on 07 May 2013 - 04:30 AM

I think you need a system for directly moving workers from x to y, while allowing multiple x or multiple y to be selected (so you can lets say select to take from "idlers" and move to all the others)

 

If you only drag a single bar, it takes from all the others (or puts to all the others)

 

I would make it so that you can select the "from bars" by clicking them, then dragging to each "to" bar from any of the selected "from" bars.

 

So if you want to move from "idlers" and "slackers" to "slaves" and "minions", you will click the first 2, then drag from either idlers or slackers to both minions and slaves.

 

There would be a "master" slider which you can then use to evenly move workers between the above groups. You should also be able to still use the individual sliders without deselecting your "from" and "to" selections. eg. if you were to drag ONLY idlers, it would go to both slaves and minions while slackers would stay unchanged.




#5059947 You spawn in a forest, in your backpack you have a...

Posted by Waterlimon on 07 May 2013 - 03:19 AM

-Duct tape

-Stick

-Socks

-Termos bottle with old chocolate milk in it

-Scifi book you are reading

-A poorly balanced paper plane that immediately makes a loop and hits you in the eye if thrown

 

Unless the player had time to prepare, in which case:

-Duct tape * 8

-10 random knives from the kitchen

-tool box

-matches

-toilet paper

-cereal




#5050961 Am i too young ?

Posted by Waterlimon on 07 April 2013 - 02:35 PM

Age doesnt really matter.

And if you mean the legal side of things, youll probably be old enough by the time the game is functional... be ready to put in a lot of time to learn your tools and actually make the game itself.

If you are primarily interested in the process of making games and not so much the underlying code, look into gme engines like Unity where the low level stuff is already implemented.


#5050392 Is there a workaround for downcasting a superclass returned from a static met...

Posted by Waterlimon on 05 April 2013 - 01:28 PM

You might also want to consider making Cube not be a model but rather have a model.


#5050237 Ideas for a HUD (Human City Builder Darkages, hightech)

Posted by Waterlimon on 05 April 2013 - 02:59 AM

I dont think that hybrid gui works very well...

Maybe you can advance the gui with technology. At the start its all rusty, then slowly becomes a fancy scifi hologram thing.

Perhaps you can advance the guis in different order. Research building and the buildings menu becomes shinier.


#5049686 What is the significance of 0.89f?

Posted by Waterlimon on 03 April 2013 - 02:18 PM

No need to use double if you only need to represent something like 0.89.

Doubles are double the length of a float (duh), and possibly slower to operate on, so unless you need all the bits (long operations where errors can accumulate, actual need for high precision...), theres no reason to use double.

Especially since for example graphics like to use floats, people are used to them, and only switch to doubles if its needed.

Kind of like you use ints by default, instead of a 64 bit variant.


#5049285 rpg: what's left once you're high level?

Posted by Waterlimon on 02 April 2013 - 02:08 PM

Become a politician running a clan more serious than reality itself and brag with your magical sword of doom of which only one exists in the whole server, i guess.

People like trying to break limits. Split the world into few big factions/clans. Let the high level players run those and fight each other, while the lower level players are still learning to grind more efficiently.

Let factions customize the world. Their flags, building styles. Let them repair burned down areas to gain advantage and loyalty. (and of course all the work is done by the pros, you cant build without immense amounts of magical potions...)

Implement all sorts of fancy metagames accessible at higher levels...


#5049127 Easter Eggs

Posted by Waterlimon on 02 April 2013 - 05:04 AM

1. Implement them on the server side

 

or

 

2. Add them in an update, and expect people to find it before anyone has time to crack it (or before anyone even realizes that there even exists something crackable in the update)




#5048516 Interesting OpenGL Graphical glitch

Posted by Waterlimon on 31 March 2013 - 04:25 AM

void glDepthFunc(GLenum func);

 

GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, and GL_ALWAYS

 

Try calling

 

glDepthFunc(GL_LESS)...

 

If that doesnt work, try looking at the cube from another direction and see if its still the same way. If it looks ok from another direction, youre probably not doing any depth testing at all.




#5048422 Interesting OpenGL Graphical glitch

Posted by Waterlimon on 30 March 2013 - 05:38 PM

Maybe its the depth comparison mode... (lets say GL_GEQUAL to GL_LEQUAL)


#5048413 Interesting OpenGL Graphical glitch

Posted by Waterlimon on 30 March 2013 - 04:54 PM

You have the triangle vertices in the wrong order.

 

Eg. If you have them clockwise, make them counterclockwise instead.

 

You may also change the face which opengl doesnt render for a quick fix. (glCullface i believe)




#5048332 Calculating the bounded box around a 2D (or 3D) object.

Posted by Waterlimon on 30 March 2013 - 09:57 AM

If you mean a 2D bounding box regardless of whether its 2D or 3D, you need to:

1.Transform all the points to 2D coordinates (using all the matrices, projection, model, etc. you pass to opengl) (you might want to find a way to ignore points you know not to affect the bounding box, like stuff inside the object, or make a simplified representation of it...)

(if its top down and practically 2D however, you can probably just ignore the depth and treat them like 2D points)

2.Find the maximum X coord you can find, max y, min X, min Y

3.You have an axis aligned bounding box




#5048068 Drawing infinite grid

Posted by Waterlimon on 29 March 2013 - 12:18 PM

Well, first of all you want to store the tiles in chunks. (lets say 32*32 tiles per chunk)

 

This way you can render the chunks that are visible, and you can create the chunks as you scroll further. Maybe even save chunks to disk if theres a problem with memory and theyre far away...

 

As you want infinite terrain, you cant really use a huge grid of those chunks (if you can without using up too much memory, its probably simpler that way. Depends how you define "infinite"). You want a tree like container to store them (quadtree or some kind of hash map container...) so you can store lets say the chunk at 3,6 and the one at 64,12553 and leave the left empty.

 

Then you need a camera, to represent where on top of the terrain you are looking at. From the position of the camera and the size of the screen, you can find a rectangle. Find the chunks inside the rectangle (convert the corners to chunk-coordinates, like chunk 1,1 or chunk 4,5, then get all the chunks in that rectangle...), then render them with the appropriate offset from the screen center (difference between the chunk position and camera position)

 

For starters, i would make a single chunk, and a camera, and make the chunk render in the right spot as you move the camera.




#5048055 Drawing infinite grid

Posted by Waterlimon on 29 March 2013 - 11:35 AM

Are you asking how to do it using the tools you use (winforms/opentk?), or are you asking how to structure and code it (store unlimited amount of tiles, load them, show the correct ones at correct offset...)?




#5048016 How should a Mini-Map work on infinite terrain?

Posted by Waterlimon on 29 March 2013 - 09:55 AM

What was the game like btw?




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