-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|370|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




shroom_monk

Data -> ADPCM -> Data

16th May 2022

I've never come across ADPCM before now, but here's some assorted thoughts after looking at this...

It looks like ADPCM is a lossy compression format, so we shouldn't expect the final image to be identical to the initial image, as some data *snip*


shroom_monk

Math woes, again!

9th March 2022

My main suspicion is your various m_SourcePosition.X += m_Size.X; and m_SourcePosition.X -= m_Size.X; lines. The results of these calculations depend on whatever the previous value of m_SourcePosition was, which makes it hard to reason about the behaviour *snip*


shroom_monk

Math woes, again!

7th March 2022

All that being said, given that the code I've given at the end is similar to the code you started with, presumably that alone isn't the solution.

I'm struggling to follow what your code is intending to do, but questions that jump out at me a*snip*


shroom_monk

Math woes, again!

7th March 2022

I'm not a C# expert, but if its handling of numeric types works anything like C++, then the problem could be that you're trying to do fractional maths with integers and getting caught out by rounding.

Consider your most recent code snippet:
[co*snip*


shroom_monk

Happy Birthday, Jayenkai

23rd February 2022

Happy Birthday Jay! :)


shroom_monk

Robots Running

22nd January 2022

I used to (many years ago) live quite close to that place!


shroom_monk

Rotation with Parent and Children

4th January 2022

+1 for Jay's approach of treating each connected cluster of pieces as a single object and just operating on those clusters - that's how I'd approach this too.

Personally however, rather than storing the angle and distance from the middle of *snip*


shroom_monk

Happy New Year 2022

1st January 2022

Happy New Year everyone. :)


shroom_monk

2022 Resolutions/Plans

31st December 2021

[h1]2021[/h1]
For me this last year has just been 2020 part 2 in a lot of ways...

Work-wise I got made leader of my team at the end of 2020, and so 2021 has been dominated by trying to figure out how on earth to do that. At this point it feels like I&#*snip*


shroom_monk

Advent of Creativity 4

24th December 2021

As predicted, ended up rather lacking the energy and creative brain to properly take part this year. But I figured it would be a shame not to do *something* this year, and have somewhat recovered my energy now that work is done for the year! So I've sp*snip*


shroom_monk

Advent of Creativity 4

30th November 2021

Alas, I suspect I am not going to find the energy to post something every day this year. But hopefully I'll manage one or two things at some point in the month!


shroom_monk

Happy Birthday, SoCoder

6th September 2021

Wow, fifteen years... how the time goes. Happy Birthday SoCoder! :)


shroom_monk

Happy Birthday, Shroom_Monk

5th September 2021

Thanks everyone! :) I have indeed eaten some delicious cake (among other delicious things).


shroom_monk

JSE - Jay's Scripting Engine

29th August 2021

Those are some awesome looking nebulae! :O


shroom_monk

JSE - Jay's Scripting Engine

18th August 2021

[quote=Pakz]I have no idea what a just in time system does though[/quote]

I only have a passing experience with JIT compilation, so my explanation might be a little shaky, but as I understand it:

When you have a language that runs in some kind of vir*snip*


shroom_monk

Hardlock vs Softlock

30th July 2021

I think the key difference is responsiveness to user input. If the game won't respond to any input, it's hardlocked - common causes are infinite loops or multithreading deadlocks. If it will respond to input, but something about the game logic prev*snip*


shroom_monk

How do I rotate a array(tiles) in reverse?

22nd July 2021

All this stuff comes down to signal processing, and thinking a bit more precisely about what the 2d array of numbers that is your sprite actually represents. It can seem a bit counter-intuitive at first to think about for traditional sprites, but those val*snip*


shroom_monk

Updating installation progress

8th May 2021

I'm late to the thread, and I guess you already figured out the reason when you fixed it Afr0, but in case anyone else stumbles on this thread later...

The difference between
[code](TopmostValue / TotalCount) * EntryCount[/code]
and
[code](Topmos*snip*


shroom_monk

How to achieve this background terrain effect

11th April 2021

It's hard to tell from the trailer and screenshots, but do you know how much of it is procedurally generated, and to what granularity? The website says ''roam hand-painted towns and procedurally generated countryside'', which to me implies that*snip*


shroom_monk

RPN Enbafflement

11th April 2021

I've taken a stab at this, but either I'm missing something or I think I've identified a few issues with the problem as stated.

Firstly, to be truly RPN I think that all functions need to be treated like operators. So
[code]Sin(x/8)[/code] *snip*


shroom_monk

Happy New Year

1st January 2021

Happy New Year! :)


shroom_monk

Merry Xmas 2020

25th December 2020

Merry Christmas everyone! :)


shroom_monk

Advent of Creativity 3

24th December 2020

Here we are at the end! I may have gone slightly overboard for Day 24...

My plan was to make a stadium as my final main building, to fill in a big gap in the middle. Added some paths to connect it up, and here it is:

[spoiler][thumb]https://socoder.n*snip*


shroom_monk

Advent of Creativity 3

23rd December 2020

Mmm, that's a nice chill tune! :)


shroom_monk

Advent of Creativity 3

23rd December 2020

Going into Day 23, my plan was to make a simple building with a long footprint (rather than the square footprint most of my stuff has had so far) that I could make a few duplicates of to fill out some of the remaining space. In the end though, the building*snip*

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