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About mrDIMAS

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  1. Hello! For more that two years I'm making my 2D sandbox adventure RPG with generated and almost fully destructible world. Recently the project become open-source and detailed description can be found here - https://github.com/mrDIMAS/TheDwarfAdventure Here is gameplay video (very short) with core mechanics: Latest stable build can be found here - https://github.com/mrDIMAS/TheDwarfAdventure/releases I need some feedback and if you found a bug - create an issue - this will help me a lot.
  2. Yeah, I hate global variables and will punish script writers if they want to use them. Every function used by quest will accept "self" argument, and user can do anything with it. As I said above, using globals in my project is forbidden. I warn users about it in docs for scripts.
  3. I've figured out how to do what I want: luaL_dofile(L, "script.lua"); // now we have 'init', 'update' etc in global table // create new quest-table lua_newtable(L); // copy needed functions into quest table lua_pushstring(L, "init"); lua_getglobal(L, "init"); lua_settable(L, -3); lua_pushstring(L, "update"); lua_getglobal(L, "update"); lua_settable(L, -3); lua_setglobal(L, "QuestN"); // there we have to generate unique quest id Further improvement: check if we have needed functions after script execution. Also we have to check if function does not exist in a script. To do this we have to do something like this lua_pushnil(L); lua_setglobal("init"); lua_pushnil(L); lua_setglobal("update"); luaL_dofile(L, "script.lua"); lua_getglobal(L, "init"); if(lua_isnil(L, 1)) throw exception("..."); lua_pop(L, 1); lua_getglobal(L, "update"); if(lua_isnil(L, 1)) throw exception("..."); lua_pop(L, 1); ...
  4. Thank you, guys! This approach is fine too. This is for quests in my game. Quest needs only to have few basic functions which I wanted to place in file and populate quest-table with it. I wanted to create quest instances on C++ side. But as I see this is not a good way of doing this.
  5. Hello everyone! I need to fill lua table with functions from script file like this: function init() end function update() end I need to create table on stack and fill it with this functions from specified file. How can I do this?
  6. Hi! I wrote object pool. This is single-header library for fast object allocation. All objects inside of the pool placed in a contiguous memory block to be cache-friendly. Detailed description is in repository. https://github.com/mrDIMAS/SmartPool Here is some examples: class Foo { private: int fooBar; public: Foo() {} Foo(int foobar) : fooBar(foobar) {} }; ... Pool<Foo> pool(1024); // make pool with default capacity of 1024 objects Handle<Foo> bar = pool.Spawn(); // spawn object with default constructor Handle<Foo> baz = pool.Spawn(42); // spawn object with any args // do something // return object to pool pool.Return(bar); pool.Return(baz); Results of tests are in attached files. Please, criticize it and give me some feedback.
  7. mrDIMAS


    This is non-directional lightmap (according to this paper http://forum.unity3d.com/threads/directional-lightmaps.280716/ ).
  8. mrDIMAS


    Currenly, i'm done lightmap save\load. You can test it right here: https://www.dropbox.com/s/2c71i0yd376mwwb/OGL_pregenerated.rar?dl=0 Controls are the same.
  9. mrDIMAS


    What video card do you use? This error occurs when wglCreateContext failed.
  10. Hello guys! Few months ago i'm started to create simple 3D engine on the pure C and OpenGL 1.4. Here is the result of my work.   And from here you can download and test the demo: https://www.dropbox.com/s/5gmd8i241drxyzq/OGL_public.rar?dl=0 Controls in demo: [WSAD] - movement, [Space] - jump, [C] - crouch, [Q][E] - turn on\off lights. Lightmap generation time is about 3 minutes, so be patient. PS. Sorry for my english.
  11. mrDIMAS

    DSP. Reverb

    Thanks a lot!
  12. Hi guys! I'm new in digital sound processing. Few months ago i started searching info about DSP and reverberation. Since then i create a simple reverberator. My reverberator contains 'early reflections' stage( which is done with simple feedback delay network ) and 'late reflections' stage ( which is done with four all-pass filters in series and 4 lowpass feedback comb filter in parallel ). This combination produce a reverberation effect, but it is kinda unrealistic. So, i want you to give me some links to papers about reverberation.   Here is my sound engine demo.   P.S. Sorry for bad english.  
  13. mrDIMAS

    ProjectF Sound Engine

    Aressera Wow. This is exciting! I try to realize similar things in my engine.
  14. Hello everybody! Sorry for my english. This is my recent project called ProjectF. This is sound engine based on OpenAL. Main emphasis is on sound effects, like a reverb and sound environment. The main idea - 'zone'. What is 'zone'? Zone is a AABB( axis-aligned bounding box ) or sphere, which uses one of 110 reverb presets. Also you can control air wetness in each zone to create realistic effect in propagation of sound. And second idea is obstacles. Just listen this     And download the demo and the engine in attachment.
  15. mrDIMAS


    Hello everyone! Sorry for my bad english, i'm from Russia. Here is the my project. I called game "boxes", because in this game you must put all numbered boxes on their places on the map. There is many ways to do it. Like a: take a box and use the gravity booster to reach the destination point. And others. "Destination point" is the - "box" marked "Here!". You have the magnet gun. You can pull some objects to you. Also, you can pull yourself to the static objects. Control: WASD - movement. Space - activate gravity booster. Left mouse button - throw object. Right mouse button - magnet object and take it, if close enough. E - drop object. Mouse wheel - change focus distance of the magnet gun. Enjoy!
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