-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|737|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




mike_g

A good packet analyzer?

23rd August 2007

Maybe snort can do what you want.
Linky


mike_g

Jay needs something tested..

22nd August 2007

[quote]Roller Coaster Tycoon was almost entirely written in assembly.[/quote]
dosent mean its not pontless :P
Sure ASM has its purposes: for drivers, certain os tasks, tiny demos, and optimization for some sections of intensively used code. But other tha*snip*


mike_g

Jay needs something tested..

22nd August 2007

Dunno. Heres what I got:
[code]YI RSUWL UDQ JJNYDUPRS R
ALZ VJKCSZKWVXVXLWO HOX PBE OZAXEGCYHORIJJGULLL YPO
CKCQMK X XG ESTJEY RP N
KDQ QSFFYYOK EA G HX CJVO
YRYGKKGW CAUJRNEX EKXSFZBNSQMIW V
GVUSD
P
LR VLX
V T
EYK TKBYMW Y
AKCZWE
UCZHLPJXJA*snip*


mike_g

Jay needs something tested..

22nd August 2007

I reckon high level languages are good. With Blitz you got a stable framework to produce games fast. If you are going to code a large project in ASM, youre going to end up with a whole lot more bugs plus it takes longer.


mike_g

Lavapit Demo

21st August 2007

Heres a demo with bouncing fireballs and stuff. It could do with some sound, but other than that its complete.


mike_g

Fractals

20th August 2007

A fractal effect I came up with a while back. Its hideously slow for what it does, but it looks kind of cool. Change the effect by altering the constant values, just dont set 'recursions' much higher cos it wont look any better, it will just eat up all you*snip*


mike_g

Finding direction to rotate

20th August 2007

You dont have to have everything in one file using Blitz. I use Includes in my blitz progs all the time. And at the end of the day blitz is near enough a scripting language as it is.
Allowing people to code their own bots for it would be cool. I hadent *snip*


mike_g

A new devcrunch...

20th August 2007

Well good luck with it oscar. Looking forward to see what comes of this :)


mike_g

Finding direction to rotate

20th August 2007

Cool, this looks more like it. I have gone off coding bots for my prog at the moment, but when I get back to it this should be handy! Cheers dude :)


mike_g

Fast Image Scaling

20th August 2007

This is some code I am working on for my raycaster. It creates an array of scaled images to remove the need for realtime scaling. Each frame has its own handle and is sized appropriately to save RAM usage. At them moment there is only 1 scaled image array,*snip*


mike_g

Finding direction to rotate

18th August 2007

Yeah I had tried the code, and it works with varying player facing directions. I just cant see it working when the target direction is changed. Both are variables. I came up with something similar myself, that I initially thought worked, but later found ou*snip*


mike_g

Finding direction to rotate

17th August 2007

[quote]Btw, for the corners you seem to use -0.5 and +0.5 ('isometric') rather than for example -1.0 and +1.0 (square) or -0.7 and +0.7 (circular).[/quote]
Yeah that was something I noticed was wrong in my prog. I was checking on diagonals if the angles w*snip*


mike_g

blobs

17th August 2007

Or you could cut out some of the extra maths:
[code]#define DEG_TO_RAD 0.0174532925
...
...
...
angle *= DEG_TO_RAD;[/code]
[edit]Actually, I dident realise jays code made a look up table. That would be faster[/edit]
[quote]Actually, yes. He might b*snip*


mike_g

Finding direction to rotate

16th August 2007

Yeah, apparently the solution has something to do with using the dot product of a vector at right angles to the way it is facing and the vector to the object you want to turn towards.
I guess I got to learn more about the maths involving vectors. Somethin*snip*


mike_g

Finding direction to rotate

16th August 2007

Cheers Jay. I have kind of given up on this code I was doing, as its become a bit of a mess. Hopefully I'll get back to it in a couple of days or so with a fresh head.


mike_g

Finding direction to rotate

15th August 2007

No basically the program doesent do anything interactive at the moment. Its just so I can get the pathfinding, and movement following paths sorted out.
For each waypoint I get a sequence of tiles to move between to reach it. These are adjacent or diagonal*snip*


mike_g

Finding direction to rotate

15th August 2007

I'm coding automated movement in my raycasting prog at the moment. It uses A* to find a path, then rotates to face the next tile to move to. I want to find out what direction to turn in will take the least rotation.
So say I know the target facing I want *snip*


mike_g

blobs

15th August 2007

It shouldent be too hard to port back to C again. The emulator shouldent crash tho no matter how many times you call PA_Put8bitPixel(), so theres probably something you are doing wrong with it. Perhaps drawing outside of the buffer? That could cause the pr*snip*


mike_g

C# tutorial

13th August 2007

It dosent matter which language you use. If you bang on them buttons long enough you're bound to end up right in the end.... Oneday :)


mike_g

C# tutorial

13th August 2007

[quote]Anything copied is worse than the model.[/quote]
Haha, going by your logic you must 'know' that Java is shit compared to C++, otherwise you would be a hypocrite :P
At the end of the day nearly all good new technology is modeled on the best stuff *snip*


mike_g

Raycaster

12th August 2007

Heres a raycaster I'm working on. It has some clipping problems at the moment, and could be made faster, which are things I'm working on.
[code]Const GRAPHICS_W=640
Const GRAPHICS_H=480
Const DRAW_FROM=20
Const MAP_W=30
Const MAP_H=30
Const TEX_W=64*snip*


mike_g

blobs

12th August 2007

Yeah thats a nice effect, I have seen pretty much the same thing coded onto a web page in javascript, which was quite impressive. I dunno how you would fix it for the DS tho.


mike_g

Text in C++

12th August 2007

Heres a pretty crude bitmap font loader I coded for SDL, I'll be working on something a bit better when I have the time:
[code]void DrawText(int x, int y, char *txt)
{
src.w=FONT_WIDTH;
src.h=FONT_HEIGHT;
dest.y=y;
dest.x=x;
whil*snip*


mike_g

C# tutorial

11th August 2007

They are doing a C# workshop on game-dev. Its been going for a while now, but you should still be able to join if you wanted to.


mike_g

[C/C++] Graphic

11th August 2007

In C you can perform pixel writing operations much faster, because you can write each one directly to memory, instead of having to pass co-ordinates into a function which has to convert them.
If you use decide to use SDL then heres a writepixel function I*snip*

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