Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Skyline
Looks like you are using the fixed pipeline still, just a heads up if you didn't already know, it's been removed since opengl 3.1+/ES 2.0+ if you ever plan to use those features or go mobile.
I'm using a Vertex Buffer Object, a couple of Framebuffer Objects and GLSL. How exactly am I using the fixed pipeline? :raise: I used a couple of the old glBegin(GL_QUADS); for drawing the rectangles for hud elements though. Don't see a reason to do a VBO for a couple of quads.
June 1st, 2013, 10:03 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by NneYaTano
That health bar is cool an all, but isn't it supposed to be on the right side of the screen?
Woah... I haven't played Halo in a long time. I thought it was the left side...
Good news is that I can literally just top right align and mirror the texture coordinates and it's correct haha.
June 1st, 2013, 12:04 PM
azjesse
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
If be happy to help out with the HUD.
June 1st, 2013, 12:32 PM
Warsaw
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Proof of concept, man, proof of concept.
June 1st, 2013, 06:04 PM
t3h m00kz
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
shit dude. You seriously took off with this whole coding business.
And here I am not even knowing where the fuck to start :D HOW DO
June 1st, 2013, 08:44 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by t3h m00kz
shit dude. You seriously took off with this whole coding business.
And here I am not even knowing where the fuck to start :D HOW DO
When you are professionally unemployed it's much easier to teach your self HYPER TRIGONOMETRY.
June 1st, 2013, 09:10 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
When you are professionally unemployed it's much easier to teach your self HYPER TRIGONOMETRY.
The funny thing is that HYPER TRIGONOMETRY is much simpler than regular trigonometry.
All those years in school and they never really did teach you how to use it in a way that's useful.
June 1st, 2013, 09:16 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Zeph
The funny thing is that HYPER TRIGONOMETRY is much simpler than regular trigonometry.
All those years in school and they never really did teach you how to use it in a way that's useful.
Schools teach you mathematical theory trig. Programming teaches you actually useful trig. :v:
June 2nd, 2013, 06:28 PM
kid908
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
But trig is extremely useful D:
I use normal trig a lot more than hyperbolic trig.
Anyways, looks really neat so far. Just wondering how much resources do it hog in it's current state?
June 4th, 2013, 05:28 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by kid908
But trig is extremely useful D:
I use normal trig a lot more than hyperbolic trig.
Anyways, looks really neat so far. Just wondering how much resources do it hog in it's current state?
CPU resources? Minimal.
GPU resources? Absolute rapist right now.
Currently the engine runs at maximum fidelity because I don't have a graphics config yet haha. The planned lowest graphics quality will be like netbook level graphics (unlit diffuse rendering only) so it should be fine.
June 4th, 2013, 06:15 PM
Ryx
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
so, it's compatible with the old map format?
June 4th, 2013, 09:36 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Ryx
so, it's compatible with the old map format?
Nope.
June 7th, 2013, 12:52 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Ui tag format and renderer is slowly taking shape. Just need to start writing console commands since the buttons on Ui will simply send console commands to change setting, join servers, load maps, send chat messages, and etc.
June 7th, 2013, 05:06 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
:v:
Easier to see in HD.
June 8th, 2013, 04:28 AM
PopeAK49
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Just finished writing a nice fat console and Ui scripting language. The Ui scripting is pretty simple but method based and strong enough to do everything I need. Haven't really documented how it works but an example would be like:
console(getInput(input console)); clear(input console);
That line of code would get the input from the console text field and then send it to the games console and then clear the text field.
goto(2); setInput(input player name, getSetting(userName));
That line would open the Ui frame 2 and then look up the user name of the player and then set the input field to the players user name.
console(connect getInput(input ip adress) getInput(input port));
That line would get the ip adress and port from two text boxes and then connect to a multiplayer server with it.
There is of course loads more you can do with this, these are just examples. I made a console for the game using the Ui script language. Works quite nicely :P
Code:
name=Console
frame 0 closed
frame 1 open focus(input console); console(log test);
begin input
input console
1
graphics/shader/ui/console/inputBox.shader
0,0
1024,13
left,bottom
console(getInput(input console)); clear(input console);
end
Nothing to really show this time since all the work was under the hood stuff. Might have something more visual next time.
edit-
Oh and I've linked the main actor structure into the console with Java.reflection. That means you can literally call methods of a specific object in the game through the console.
I'm going to have it set up so you can be like acc <object id> <method> <param> <param> ...
So basically you could acc 23 setHealth 100,
or acc 17 kill
or acc 45 push 12 15 102
or acc 3 jump
And so on. Might make for some interesting custom game types :P
June 23rd, 2013, 08:06 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Just stuff.
June 23rd, 2013, 08:36 PM
n00b1n8R
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
cool transparency on the overlapping bubbles~~
June 23rd, 2013, 09:22 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by n00b1n8R
cool transparency on the overlapping bubbles~~
Thanks for pointing out what the video is focused on and what I wrote in the description. Issue is because I need to sort the particles by depth manually because GL doesn't like transparency in the depth buffer. I'm going to have the particle system do that and also merge all the geometry for performance. :v:
June 25th, 2013, 06:18 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
K fixed.
:realsmug:
June 27th, 2013, 11:13 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I figured out what halo was missing. Totally fixed. Beta coming out tomorrow.
Farting bubbles. :realsmug:
Oh and if anyones interested here is the big list at the top of the engine class containing everything left to do:
Quote:
/** This is the big scary fucking list of doom, things that need to get DONE **/
//TODO: OPTIMIZE FUCKING EVERYTHING, ESPECIALLY SHADERS
//TODO: HUGE TODO SO TODO AGAIN BITCH. UNIFY ALL TAG READING WITH .TRIM() and WITH SIMILAR SYNTAX. ROIT PLZ
//TODO: EVENT SCRIPTIN LANGUAGE
//TODO: I generally dislike the static camera properties tran and rot. Maybe redo that shiz.
//TODO: standardize making copies of location values and what not to the constructor of the recieving object. I dont like objects pointing at the same location value. Bad shit happens.
//TODO: MODEL LODS FFS YOU FUCKING PLEB
//TODO: LONG DISTANCE CULLING BECAUSE NIGGER
//TODO: CLEAN UP THE FRUSTRUM FOR SHADOW MAPS, SHIT IS A LITTLE OFF AND THE RADIUS TENDS TO CLIP THE EDGES OF THE DEPTH MAP OCCASIONALLY
//TODO: complete all stub unloading files code. (any super class with a method called unload() )
//TODO: make things private that don't need to be public mb mb mb mb mb (EASY)
//TODO: add rotation and rotation animation support to shader texture calls (FUCK MY DICK) this will require me to go through and add 2 new values to EVERY SINGLE FUCKING texture<> call in EVERY SINGLE FUCKING shader tag in the game.
//TODO: SPIRTES I THINK MAYBE
//TODO: CUBEMAPS I THINK MAYBE
//TODO: OPTIONAL STATIC LIGHTMAPS W/ BLENDING INTO CSM. BUT MOST LIKELY NOT EVER
//TODO: CREATE DUMMY AI THAT JUST SORT OF EXSISTS BUT HAS NO REAL FUNCTION. A STUB OF AI FOR PEOPLE TO HAVE SEX WITH. WILL STRUCTURE SIMILAR TO PLAYER CLASS INTERACTIONS WITH GAME ACTORS
//TODO: UI TEXT RENDERING NEEDS A TRUE LIBRARY THAT USES REAL FONTS. CURRENT ONE IS A BAD JOKE
//TODO: DISTANCE BASED FOG FOR BETTER SKYLINES AND FOR GENERAL FOG STUFF LIKE RAIN AND SNOW (EASY)
//TODO: EITHER RESEARCH AND CODE MY OWN RIGID BODY PHYSICS OR USE JBULLET3D (HARD AS MY DICK WHEN I SEE DARKS SOULS 2)
//TODO: GRAPHICS SETTINGS, NEED THOSE. WILL JUST HAVE FLAGS FOR DIFFERENT QUALITIES THAT CAUSE SHADER TO USE LESS NICE CODE (LIKE USING VERTEX SHADING n SHIT) AND LESS SHADOWS OR NO SHADOWS N SHIT
//TODO: AND OF COURSE! FINISH EVERY OTHER TODO THAT IS SCATTERED THROUGHOUT ALL THE REST OF THE CODE. GG SCRUB GET GOOD NO RE 420 BLAZEIT
June 28th, 2013, 09:57 AM
Rentafence
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
The fuck is this gaylo
June 28th, 2013, 12:30 PM
InnerGoat
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
rentafence please don't be rude this is obviously the pokemon mmo we all wanted
make more
June 28th, 2013, 11:23 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So I just wrote the interpretor and "compiler" for 12D's scripting language. It's based on lisp similar to halos. What kind of scripting functions do you guys want to see?
Note that the "all" can be set as "client" or "server". Meaning you can have scripts that run soley on client or on server side. All means both ofc.
As for the format here is the script I wrote as a test:
I'm feeling exceptionally :realsmug: right now after making all of that code work.
The important parts are the interation, which show how I break the code. And the last section showing the script call trees.
A positive script call id is a function, a negative script call id is a constant or a variable. Just a heads up.
June 29th, 2013, 10:18 AM
Roostervier
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
i thought there was supposed to be a beta yesterday??
June 29th, 2013, 11:04 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Roostervier
i thought there was supposed to be a beta yesterday??
It's only available if you aren't a casul fagot.
So only GiantDad gets to play.
(I thought I was being sarcastic enough before)
June 29th, 2013, 03:38 PM
Rentafence
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
will this support dynamic static render mapping for high ambient raytraced normal occlusion vectoring
June 29th, 2013, 07:14 PM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
no, but it will support gfwl
June 29th, 2013, 09:04 PM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
And is Win8 only (MS just bought Oracle friday, and thus Java, and is now making Java Win8 only as a means to kill it off, ensuring .NET reigns supreme, cause it already does)
June 29th, 2013, 09:28 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by rentafence
will this support dynamic static render mapping for high ambient raytraced normal occlusion vectoring
No but it will have next gen fish AI.
Quote:
Originally Posted by Kornman00
And is Win8 only (MS just bought Oracle friday, and thus Java, and is now making Java Win8 only as a means to kill it off, ensuring .NET reigns supreme, cause it already does)
Link to news article about it?
.NET is awful.
June 30th, 2013, 01:45 AM
PenGuin1362
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
[/COLOR]No but it will have next gen fish AI.
Link to news article about it?
.NET is awful.
Dog or no deal.
June 30th, 2013, 11:44 AM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Link to news article about it?
.NET is awful.
1. See Patrick's post
2. Says the user of an antiquated\baby language which doesn't support actually useful things like operator overloading, value types, unsigned types, unified type system, generics past-compile time, etc.
June 30th, 2013, 05:14 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Kornman00
1. See Patrick's post
2. Says the user of an antiquated\baby language which doesn't support actually useful things like operator overloading, value types, unsigned types, unified type system, generics past-compile time, etc.
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Why would I bother compiling separate versions with mono when I could just use C++? The reason for java is it's natively cross-platform. If I was going to have portable cross platform I'd use C++.
The day .NET becomes cross platform natively is the day it's worth using. IMO
And fanboy? Who started the WAR ON JAVA in this thread? FFS it's about the engine development. The fanboys attacked me. :saddowns:
This site needs mods who don't derail threads.
June 30th, 2013, 07:27 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
we're not really starting a war on java.
everyone knows it's shit.
we're just warring on your stupid idea to use shit.
June 30th, 2013, 07:35 PM
Private Caboose
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
You guys are bloody idiots. What does it matter he's using Java? The fact that he's built a custom engine using it is impressive, the fact he's tailoring it to Halo CE is one worth being thankful for, and it's also more than Kornmann has ever done in terms of Halo CE. Open Sauce? Yea, go ahead and build a "tool" that is makes certain maps exclusive to those who have OS. This is a custom built, extremely simple engine to use as far as we can tell from the information we've been given.
In short, you guys are bitching about Inferno using Java to make a custom engine that we can put CE content into, yet you aren't thanking him for the enormous effort he's gone to, to bring this to us. I'm indifferent when it comes to using Java and .net, but when you guys just hate on a person because he's using a language that you don't like, that's just wrong. To be honest, if you pulled your thumbs out of your asses and actually help Inferno out, you'd probably find that this is far more advanced than OpenSauce and is worth working on.
Seriously, grow the hell up.
-Hiralis
June 30th, 2013, 07:45 PM
Tnnaas
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Does AI sync yet?
June 30th, 2013, 07:57 PM
Skyline
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Why would I bother compiling separate versions with mono when I could just use C++?
Where did you read that ? Did you make it up so Java seems better ? Don't make assumptions just because it has the letter "C" in the name. You can compile your C# program on windows using visual studio and it'll work natively on linux using mono. If you were to compile on linux using mono you'd probably just need to download mono on your windows machine which is no different than what you have to do with Java.
Quote:
The reason for java is it's natively cross-platform.
That's a terrible reason to use a language. Maybe you should invest some of your time and research other languages. Scala for example can compile byte code compatible with the JVM so you get the cross platform you are looking for while having access to some more features (ie operator overloading).
Quote:
The day .NET becomes cross platform natively is the day it's worth using. IMO
That's a bit ironic you are calling Java "natively" cross platform as all the JVM's need to be compiled for each independent platform that they support. This is no different than what Mono is doing.
Quote:
And fanboy? Who started the WAR ON JAVA in this thread? FFS it's about the engine development. The fanboys attacked me.
As Java has many limitations and is only really good for teaching purposes. There isn't anything fanboy about it. It's a conclusion made by examining the language in comparison to others.
June 30th, 2013, 08:00 PM
Donut
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
C# isn't natively cross-platform but somebody on this site showed me an easy 3rd party way to fix that.
fake E: I'm dumb, skyline just posted it.
real E: also I thought we were just teasing him about java. I didn't think anyone was actually upset.
Quote:
Originally Posted by Kornman00
And is Win8 only (MS just bought Oracle friday, and thus Java, and is now making Java Win8 only as a means to kill it off, ensuring .NET reigns supreme, cause it already does)
Where did you hear Java was going to be Win8 only?
June 30th, 2013, 08:15 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Skyline
Where did you read that ? Did you make it up so Java seems better ? Don't make assumptions just because it has the letter "C" in the name. You can compile your C# program on windows using visual studio and it'll work natively on linux using mono. If you were to compile on linux using mono you'd probably just need to download mono on your windows machine which is no different than what you have to do with Java.
With the system Flibit set up with LWJGL I just ant the workspace and it builds mac/lin/win.
As for the rest. This sums things up to some degree.
Quote:
[
Quote:
QUOTE=SKYPE]
[6:56:35 PM] Ethan Lee: i think he works in C#?
[6:56:38 PM] Broseph Stalin: probably
[6:56:45 PM] Ethan Lee: i thought opensauce was partially .NET-dependent
[6:57:02 PM] Ethan Lee: unless he pinvokes every dynamic operation...
[7:07:17 PM] Ethan Lee: btw, C# assemblies are indeed cross-platform
[7:07:37 PM] Ethan Lee: the whole point of MG-SDL2 was to use a single monogame output assembly on three separate platforms [7:11:44 PM] Ethan Lee: (it's still a language that tries to pick a fight with literally every language regardless of target market, but you can get a single output running everywhere) [8:03:37 PM] Broseph Stalin: i thought you had to fix the everythign with each port [8:03:48 PM] Broseph Stalin: at least you make it sound like that haha [8:04:33 PM] Ethan Lee: Used to be the case, mg-sdl2 fixed that [8:04:43 PM] Broseph Stalin: how recent? [8:04:53 PM] Broseph Stalin: because i started about 2+ years ago [8:05:10 PM] Ethan Lee: Before Capsized shipped in HIB8 [8:05:19 PM] Broseph Stalin: haha
[8:05:24 PM] Broseph Stalin: yeah that's a while ago
[8:05:33 PM] Broseph Stalin: was monogame even really a thing in 2009?
[8:05:39 PM] Broseph Stalin: 2010*
[8:05:58 PM] Ethan Lee: But that portability issue was monogame's fault, not c#
[8:07:14 PM] Ethan Lee: I think back then it was xnatouch
[8:07:31 PM] Ethan Lee: But tao existed back then
[8:08:45 PM] Ethan Lee: XNA's a different thing though, Tao and SDL2# (the latter i made) are closer to lwjgl
[8:11:14 PM] Broseph Stalin: right
[8:11:29 PM] Broseph Stalin: im just annoyed
[8:11:37 PM] Broseph Stalin: with all this shit that's unrelated [8:11:45 PM] Broseph Stalin: i can't port the engine at this stage [8:11:52 PM] Broseph Stalin: i couldn't have done it 12 months ago haha [8:12:08 PM] Ethan Lee: Like i said, if they have a problem, surely they are willing to fix it
[8:12:22 PM] Broseph Stalin: next engine will be in c++
[8:12:33 PM] Broseph Stalin: would love to work with a lower level next time
[8:12:37 PM] Broseph Stalin: make that shit super optimized
[/QUOTE]
If I was as experienced in programming when I started as I am now I would have chosen C++.
Now back on topic...
June 30th, 2013, 11:08 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Private Caboose
You guys are bloody idiots. What does it matter he's using Java? The fact that he's built a custom engine using it is impressive, the fact he's tailoring it to Halo CE is one worth being thankful for, and it's also more than Kornmann has ever done in terms of Halo CE. Open Sauce? Yea, go ahead and build a "tool" that is makes certain maps exclusive to those who have OS. This is a custom built, extremely simple engine to use as far as we can tell from the information we've been given.
In short, you guys are bitching about Inferno using Java to make a custom engine that we can put CE content into, yet you aren't thanking him for the enormous effort he's gone to, to bring this to us. I'm indifferent when it comes to using Java and .net, but when you guys just hate on a person because he's using a language that you don't like, that's just wrong. To be honest, if you pulled your thumbs out of your asses and actually help Inferno out, you'd probably find that this is far more advanced than OpenSauce and is worth working on.
Seriously, grow the hell up.
-Hiralis
Guys
GUYS
This guy thinks people are serious on the internet.
June 30th, 2013, 11:08 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
AND HE SIGNS HIS POSTS IN THE POST!!
June 30th, 2013, 11:49 PM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
Why would I bother compiling separate versions with mono when I could just use C++? The reason for java is it's natively cross-platform. If I was going to have portable cross platform I'd use C++.
The day .NET becomes cross platform natively is the day it's worth using. IMO
And fanboy? Who started the WAR ON JAVA in this thread? FFS it's about the engine development. The fanboys attacked me. :saddowns:
This site needs mods who don't derail threads.
1. C++ compiles directly to the native architecture, whereas Java and .NET don't since they both use a VM/runtime which is natively compiled and executes their intermediate byte codes. You would only need to compile separate distributions with Mono if you're using MS.NET APIs that it doesn't support. Pretty sure there are an assortment of libraries which are not platform independent in Java as well.
2. A fanboy, in the context we seem to be using it, is essentially someone who ignorantly promotes something over another. You seemed to have neglected to keep up with cross platform advancements with .NET and Mono, hence why others attributed this label. You flat out called .NET awful. I was only doing my programmer civic duty and pointing how .NET, in the context of C#, has Java beat in terms of coding. I wouldn't have taken my joke post any further had you not done this.
3. I'm not a mod for this site. Modacity: the modding site without mods.
4. Maybe I should just say this now: kudos for doing this, especially in such a language/framework like Java. Yikes.
Quote:
Originally Posted by Private Caboose
You guys are bloody idiots. What does it matter he's using Java? The fact that he's built a custom engine using it is impressive, the fact he's tailoring it to Halo CE is one worth being thankful for, and it's also more than Kornmann has ever done in terms of Halo CE. Open Sauce? Yea, go ahead and build a "tool" that is makes certain maps exclusive to those who have OS. This is a custom built, extremely simple engine to use as far as we can tell from the information we've been given.
In short, you guys are bitching about Inferno using Java to make a custom engine that we can put CE content into, yet you aren't thanking him for the enormous effort he's gone to, to bring this to us. I'm indifferent when it comes to using Java and .net, but when you guys just hate on a person because he's using a language that you don't like, that's just wrong. To be honest, if you pulled your thumbs out of your asses and actually help Inferno out, you'd probably find that this is far more advanced than OpenSauce and is worth working on.
Seriously, grow the hell up.
-Hiralis
Never did any of us say what he's been working on wasn't impressive. The absence of evidence is not the evidence of absence. So this Open Sauce being made by this "Kornmann" you speak of...he's rewriting the engine? Well, I don't know about this imposter, but the goal of the real OS is just about expanding the official Halo engines. You know, working with what already works, is already modded, what people already have experience with, and what is already played. Very different from what Not Inferno is working towards, albeit both advance in their own rights. But now we're digressing. So maybe you should take your own advice and 'grow the hell up'. Or just throw up your strawman in some other field and bitch about people "bitching" there. I really don't care.
I also don't recall NI explicitly asking for help. Pretty sure he even said he was keeping it closed source while he's working on it. Unless you mean "give praise" when you say "help out". Which I think people are already doing when they ask/say they want to try out modding his engine.
Quote:
Originally Posted by Donut
Where did you hear Java was going to be Win8 only?
"1. See Patrick's post"
I would think the ridiculousness of my post, immediately following Pat's, would have hinted at the underlying sarcasm
June 30th, 2013, 11:54 PM
Btcc22
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Donut
C# isn't natively cross-platform but somebody on this site showed me an easy 3rd party way to fix that.
fake E: I'm dumb, skyline just posted it.
real E: also I thought we were just teasing him about java. I didn't think anyone was actually upset.
Where did you hear Java was going to be Win8 only?
It was a joke. :-3
Quote:
Originally Posted by Private Caboose
Yea, go ahead and build a "tool" that is makes certain maps exclusive to those who have OS. This is a custom built, extremely simple engine to use as far as we can tell from the information we've been given.
So it's a problem that OS maps requires OS to play but not that you'd have to download an entirely new game to make any use of maps built for this? Aside from that, it's not like the OS guys have any choice in the matter. It's just the way it has to be.
Quote:
Originally Posted by Private Caboose
In short, you guys are bitching about Inferno using Java to make a custom engine that we can put CE content into, yet you aren't thanking him for the enormous effort he's gone to, to bring this to us.
This is a nice project but I think you've bought into the idea that it's going to revolutionise the scene a little bit too heavily. It'd take a herculean amount of effort to develop it into a viable replacement for the game; the graphics engine is only a small part of it.
I'm not entirely sure why you'd need a custom engine to place CE content in anyway. Any major enhancements are going to render the content incompatible with Blam! (the OS problem) and so if you're looking for a more powerful engine to build content for, there's little point in waiting for this to be finished when there's a plethora of mature engines already out there.
July 1st, 2013, 12:01 AM
Skyline
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Private Caboose
You guys are bloody idiots. What does it matter he's using Java? The fact that he's built a custom engine using it is impressive, the fact he's tailoring it to Halo CE is one worth being thankful for, and it's also more than Kornmann has ever done in terms of Halo CE. Open Sauce? Yea, go ahead and build a "tool" that is makes certain maps exclusive to those who have OS. This is a custom built, extremely simple engine to use as far as we can tell from the information we've been given.
In short, you guys are bitching about Inferno using Java to make a custom engine that we can put CE content into, yet you aren't thanking him for the enormous effort he's gone to, to bring this to us. I'm indifferent when it comes to using Java and .net, but when you guys just hate on a person because he's using a language that you don't like, that's just wrong. To be honest, if you pulled your thumbs out of your asses and actually help Inferno out, you'd probably find that this is far more advanced than OpenSauce and is worth working on.
Seriously, grow the hell up.
-Hiralis
Where did he say that ? He clearly stated this engine will not be compatible with halo's map format and is not going to be tailored to Halo CE. I can see how you would be confused though, he's just using assets from halo. I can name 20 game engines you could rather use and surprise surprise none of them use Java. They also probably have a better content creation pipeline. If people wanted "far more advanced" they wouldn't be here with halo and most of them have already moved on the engines like cry engine. We are trying to help inferno by giving him advice on programming languages he could have used instead.
This is just another case of someone who doesn't know what they are talking about, saying we aren't giving advice because they are too inexperienced to tell what advice actually is.
Quote:
[8:11:14 PM] Broseph Stalin: right [8:11:29 PM] Broseph Stalin: im just annoyed [8:11:37 PM] Broseph Stalin: with all this shit that's unrelated
I lol'd. Discussing the language you are using for said topic is completely unrelated apparently.
Quote:
[8:11:45 PM] Broseph Stalin: i can't port the engine at this stage
I'm almost certain you can compile Java code under a Scala compiler and then you can continue coding in Scala, if not I'm sure there are converters as they are pretty similar as opposed to some name and syntax changes. That and Scala is basically a superset of Java if not more as some of their libraries are Java compatible.
July 1st, 2013, 12:14 AM
Warsaw
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I thought this was just [Not] Inferno's pet project for fun and experience and he is just using Halo content because why not...
..why so srs?
July 1st, 2013, 03:31 AM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Duno what's going on. If he is using Java, that is fine with me. I would rather use Java and OpenGL than C# and...yeah...uh what? Has anyone even mentioned this lol?
But then again I wouldn't use Java in the first place and just do C++/DX...because Java sucks balls. and it's stupid.
July 1st, 2013, 06:00 AM
=sw=warlord
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Warsaw
I thought this was just [Not] Inferno's pet project for fun and experience and he is just using Halo content because why not...
..why so srs?
This.
Good grief, let's all attack his choice of language lest he not follow our path.
July 1st, 2013, 02:05 PM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
I would rather use Java and OpenGL than C# and...yeah...uh what? Has anyone even mentioned this lol?
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Yeah I took a look at some of those including XNA. Not really a fan, I like working low-level for this type of programming.
July 1st, 2013, 10:41 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I guess I was a bit rash the other day. Been a bit tense lately.
I also want to re-emphasize. My knowledge of coding has grown tremendously since I started 12D. I would have chose to use C++ now but back then I didn't. That's just how things go.
Quote:
Originally Posted by Kornman00
1. C++ compiles directly to the native architecture, whereas Java and .NET don't since they both use a VM/runtime which is natively compiled and executes their intermediate byte codes. You would only need to compile separate distributions with Mono if you're using MS.NET APIs that it doesn't support. Pretty sure there are an assortment of libraries which are not platform independent in Java as well.
2. A fanboy, in the context we seem to be using it, is essentially someone who ignorantly promotes something over another. You seemed to have neglected to keep up with cross platform advancements with .NET and Mono, hence why others attributed this label. You flat out called .NET awful. I was only doing my programmer civic duty and pointing how .NET, in the context of C#, has Java beat in terms of coding. I wouldn't have taken my joke post any further had you not done this.
3. I'm not a mod for this site. Modacity: the modding site without mods.
4. Maybe I should just say this now: kudos for doing this, especially in such a language/framework like Java. Yikes.
Never did any of us say what he's been working on wasn't impressive. The absence of evidence is not the evidence of absence. So this Open Sauce being made by this "Kornmann" you speak of...he's rewriting the engine? Well, I don't know about this imposter, but the goal of the real OS is just about expanding the official Halo engines. You know, working with what already works, is already modded, what people already have experience with, and what is already played. Very different from what Not Inferno is working towards, albeit both advance in their own rights. But now we're digressing. So maybe you should take your own advice and 'grow the hell up'. Or just throw up your strawman in some other field and bitch about people "bitching" there. I really don't care.
I also don't recall NI explicitly asking for help. Pretty sure he even said he was keeping it closed source while he's working on it. Unless you mean "give praise" when you say "help out". Which I think people are already doing when they ask/say they want to try out modding his engine.
"1. See Patrick's post"
I would think the ridiculousness of my post, immediately following Pat's, would have hinted at the underlying sarcasm
I understand how VM based languages work. My point was that C++ is not natively cross platform, but you can port it to any platform so long as there are libraries to make it work.
My knowledge of C# was a bit dated yes. That was part of the problem here.
Thought you were a mod still welp.
I was planning on open sourcing to github recently but I unfortunately need to hire a lawyer to write me a license agreement and EULA. I want to retain the rights to the engine so that if I develop a commercial game on it (plan too in the future) I won't have to worry about copyright on contributions from other people and other shit.
I also have asked for opinions and suggestions about things (such as scripting language stuff and shader language stuff). Haven't gotten many replies about that though :saddowns:.
Quote:
Originally Posted by Skyline
I lol'd. Discussing the language you are using for said topic is completely unrelated apparently.
It's not. It may have been when I started but I'm far past choosing a language at this stage.
Quote:
Originally Posted by Skyline
I'm almost certain you can compile Java code under a Scala compiler and then you can continue coding in Scala, if not I'm sure there are converters as they are pretty similar as opposed to some name and syntax changes. That and Scala is basically a superset of Java if not more as some of their libraries are Java compatible.
I don't think that I'm going to be able to convert 14k lines of code + lwjgl + other libraries I'm using without rewriting a lot of stuff. Sorry.
The hell is scala anyways?
July 2nd, 2013, 02:01 AM
Skyline
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
I don't think that I'm going to be able to convert 14k lines of code + lwjgl + other libraries I'm using without rewriting a lot of stuff. Sorry.
The hell is scala anyways?
Whoo-Java compatible what's that-oosh.
You'd only convert your code but you wouldn't even have to, you can compile both Java and Scala sources through the Scala compiler. The only reason you would want to is for sanity of having everything in the same syntax.
Scala is a programming language with more features than Java that is capable of running on the JVM (with a few features that can't be implemented on the JVM inevitably are disabled).
Quote:
It's not. It may have been when I started but I'm far past choosing a language at this stage.
Heh. See above and be master exploder'd.
July 2nd, 2013, 02:02 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
And back on topic...
After quite a bit of debugging I've gotten the scripting engine running with basic functions.
Test Script:
Code:
(var boolean test_boolean false)
(var boolean test_boolean2 true)
(var int test_int 1)
(var int test_int2 125)
(var int test_int3 -10020)
And when I enter wake test into the console I get this in the log:
Code:
test boolean is false
equals
true
If you'll notice the interpreter output is quite informative now :iamafag:
And if you look closely you might find some built in casting. Mmmmmm girllllll. Look at that casting.
Writing custom functions is pretty easy to do. Though writing functions that stop the scripting language is a bit complex. (stuff like sleep and begin). I learned a lot about interpreting code like this though so next time it'll be better :downs:
In the end it's all functional so yay.
What kind of functions would you guys like to see. Stuff you wish halo had basically.
edit-
@Skyline:
Scala isn't any faster than java from what I've read. It's also not as widely used as java. I don't see any reason to switch unless I run into some major problem that I can't do with java (spoilers: I won't).
July 2nd, 2013, 02:59 AM
Kornman00
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Since you are emulating halo script, maybe some details on how it works internally would be useful.
The hs runtime has its own "hs threads" (which are not actual system threads). Eg, a startup script would spawn its own hs_thread, a continuous script would run in its own hs_thread, the console has its own hs_thread, globals are initialized in their own hs_thread, etc.
Like system threads, each hs_thread has its own stack memory. Bit of trivia: Kirby was a jerk and made a heavily nested script for a CMT feature which exceeded the stack memory of an hs_thread, causing it to overflow into another hs_thread (and thus crashing). Were the community to have access to actual debug/tag builds of the runtime, there would be errors explaining this overflow. Instead, I had to debug this nonsense, which wasn't immediately obvious (and I wasn't involved with CMT's scripts). The stack memory contains stack frames (essentially an IP and a few other useful values) plus arguments to hs functions.
Anyway, for sleep they set a field to be 'current-game-time + sleep-time', and when the hs_runtime updates it checks that if the current game time to be sure if it can evaluate the hs_thread yet.
Also, 343i no longer uses the a LISP-esque syntax for halo script. Eg,
Code:
script static void f_rumble_gondola(player p_player)
local boolean b_rumble_valid = TRUE;
local boolean b_rumble_active = FALSE;
local boolean b_rumble_break = FALSE;
local short rumble_count = 0;
local short rumble_count_max = 10;
repeat
if volume_test_object(tv_gondola_path, p_player) and b_rumble_valid then
rumble_count = rumble_count + 1;
inspect( rumble_count );
if rumble_count >= rumble_count_max then
b_rumble_valid = FALSE;
end
if not b_rumble_active then
dprint("RUMBLE ON");
player_effect_set_max_rumble_for_player(p_player, 0.1, 0.1);
b_rumble_active = TRUE;
end
elseif not volume_test_object(tv_gondola_path, p_player) or not b_rumble_valid then
if rumble_count >= rumble_count_max then
sleep_s(1.5);
rumble_count = 0;
b_rumble_valid = TRUE;
end
end
sleep_s(1);
until(not sp01_gondola_moving, 1);
player_effect_set_max_rumble_for_player(p_player, 0, 0);
end
IDK if this was work that Bungie had initially started, or if it was something 343i sparked. Either way, they changed a lot of the underlying implementation of the script system (for the better AFAICT)
July 2nd, 2013, 03:10 AM
Skyline
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Scala isn't any faster than java from what I've read.
It is using the JVM should have made that clear as day.
Quote:
It's also not as widely used as java.
Java was the most used language at some point for a year or two, forget the website with the statistics, though still not really a valid reason for justification. If you are building a multi-threaded database that runs on several servers, you wouldn't want to use C for that. If you are using lock-free algorithms, some problems occur such as the ABA problem that can be solved using a garbage collector that would otherwise be difficult in C. If I recall correctly C is the current most used language, but just because it is doesn't mean you should choose it for said purposes.
Quote:
I don't see any reason to switch unless I run into some major problem that I can't do with java (spoilers: I won't).
Well I guess you can't miss something you never had.
July 2nd, 2013, 04:47 AM
Donut
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I think we're a little bit past the language discussion dude. I appreciate the information as a programmer myself, but Inferno has made it clear he's sticking to Java for this.
July 2nd, 2013, 07:53 AM
Tnnaas
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
And back on topic... What kind of functions would you guys like to see. Stuff you wish halo had basically.
Sync AI pl0x.
July 2nd, 2013, 10:08 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by NneYaTano
Sync AI pl0x.
It'll sync without any kind of scripting help. The entire engine is designed around multiplayer so unless you tell an object not to sync it will.
Quote:
Originally Posted by Kornman00
Since you are emulating halo script, maybe some details on how it works internally would be useful.
The hs runtime has its own "hs threads" (which are not actual system threads). Eg, a startup script would spawn its own hs_thread, a continuous script would run in its own hs_thread, the console has its own hs_thread, globals are initialized in their own hs_thread, etc.
Like system threads, each hs_thread has its own stack memory. Bit of trivia: Kirby was a jerk and made a heavily nested script for a CMT feature which exceeded the stack memory of an hs_thread, causing it to overflow into another hs_thread (and thus crashing). Were the community to have access to actual debug/tag builds of the runtime, there would be errors explaining this overflow. Instead, I had to debug this nonsense, which wasn't immediately obvious (and I wasn't involved with CMT's scripts). The stack memory contains stack frames (essentially an IP and a few other useful values) plus arguments to hs functions.
Anyway, for sleep they set a field to be 'current-game-time + sleep-time', and when the hs_runtime updates it checks that if the current game time to be sure if it can evaluate the hs_thread yet.
Also, 343i no longer uses the a LISP-esque syntax for halo script. Eg,
Code:
script static void f_rumble_gondola(player p_player)
local boolean b_rumble_valid = TRUE;
local boolean b_rumble_active = FALSE;
local boolean b_rumble_break = FALSE;
local short rumble_count = 0;
local short rumble_count_max = 10;
repeat
if volume_test_object(tv_gondola_path, p_player) and b_rumble_valid then
rumble_count = rumble_count + 1;
inspect( rumble_count );
if rumble_count >= rumble_count_max then
b_rumble_valid = FALSE;
end
if not b_rumble_active then
dprint("RUMBLE ON");
player_effect_set_max_rumble_for_player(p_player, 0.1, 0.1);
b_rumble_active = TRUE;
end
elseif not volume_test_object(tv_gondola_path, p_player) or not b_rumble_valid then
if rumble_count >= rumble_count_max then
sleep_s(1.5);
rumble_count = 0;
b_rumble_valid = TRUE;
end
end
sleep_s(1);
until(not sp01_gondola_moving, 1);
player_effect_set_max_rumble_for_player(p_player, 0, 0);
end
IDK if this was work that Bungie had initially started, or if it was something 343i sparked. Either way, they changed a lot of the underlying implementation of the script system (for the better AFAICT)
I'm just using lisp syntax. The way my scripts work (in code) is nothing like halo I assume. I just like the lisp syntax over lua. That's just a preference thing.
It would take a fuck load of work to overload my scripts haha. I'd actually like to see someone do it.
Scripts are executed post gameplay tick. It's on my list of things to multi-thread though.
As of right now I have these functions coded in:
log
if
sleep
<
>
<=
>=
==
begin
I need a lot more than that but I don't really know where to begin with adding stuff. :P
July 2nd, 2013, 04:28 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Added some more functions:
spawn <tag path> <script id> <x> <y> <z> returns void
actor <script id> returns actorID
invoke <actorID> <function to invoke> <opt param0> <opt param1> <opt param2> etc... returns void
Spawn let's you spawn a actor by giving it's tag, the scripting name you want it to have and an x y z coord.
Actor let's you get an actor by it's script name. It returns the actor id.
Invoke lets you invoke a function on an actor in the world. Invoke functions are relative to the type of actor you are invoking on. All actors have basic invoke functions like "location" "rotation" "push" and "destroy". Bipeds have invoke functions like "jump" and "animation". Weapons have invoke functions like "ammo" and "fire".
Code I tested with to make sure everything was working.
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Oh gosh I fucking love the fact you are emulating halo script. Seriously tho you could make this run halo maps at this rate...
July 2nd, 2013, 05:59 PM
Limited
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Private Caboose
You guys are bloody idiots. What does it matter he's using Java? The fact that he's built a custom engine using it is impressive, the fact he's tailoring it to Halo CE is one worth being thankful for, and it's also more than Kornmann has ever done in terms of Halo CE. Open Sauce? Yea, go ahead and build a "tool" that is makes certain maps exclusive to those who have OS. This is a custom built, extremely simple engine to use as far as we can tell from the information we've been given.
In short, you guys are bitching about Inferno using Java to make a custom engine that we can put CE content into, yet you aren't thanking him for the enormous effort he's gone to, to bring this to us. I'm indifferent when it comes to using Java and .net, but when you guys just hate on a person because he's using a language that you don't like, that's just wrong. To be honest, if you pulled your thumbs out of your asses and actually help Inferno out, you'd probably find that this is far more advanced than OpenSauce and is worth working on.
Seriously, grow the hell up.
-Hiralis
I had to quote this, simply to document the sheer level of ignorance.
The reason I havent praised inferno yet for his work is simple; and I dont mean to offend his work or him by saying this but so far its been very 'cookie-cutter'. A graphical tech demo if you will - they may look pretty but you question the actual substance of a game, the planning behind and everything that goes along. In the grand scheme of things, they are also rather straight forwardto make.
Only now has inferno actually expanded out and started to dive deep into developing this further and adding substance (script parsing etc). That is what defines games and the their systems.
July 2nd, 2013, 06:47 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Limited
I had to quote this, simply to document the sheer level of ignorance.
The reason I havent praised inferno yet for his work is simple; and I dont mean to offend his work or him by saying this but so far its been very 'cookie-cutter'. A graphical tech demo if you will - they may look pretty but you question the actual substance of a game, the planning behind and everything that goes along. In the grand scheme of things, they are also rather straight forwardto make.
Only now has inferno actually expanded out and started to dive deep into developing this further and adding substance (script parsing etc). That is what defines games and the their systems.
I designed the "game" parts first actually. Making sure that the game worked, and making sure that the multiplayer worked was my phase 1. The graphical stuff was actually phase 2. Phase 3 is optimization, streamlining, and filling in missing features. I'm working on phase 3 right now. :v:
Just so you know I can start up a multi-player server and do some death match with box pistols on the current build, but it's not fleshed out. It's all functional but there is no reason to fully build the gameplay stuff until the engine is finished and optimized.
The graphical parts of the engine are built around the game parts of the engine. I constantly work to try and improve the Actor superclass and all it's subclasses, and I do my best to make stuff as flexible as possible.
July 2nd, 2013, 07:19 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
And final bit of stuff for today (I've been constantly interrupted today by life :gonk:)
New script functions:
add <value> <value> returns addition of the 2 values
set <variable> <value> returns void
while <boolean> <do> returns void
until <boolean> returns void
Shouldn't have to explain the first two.
While will continually run it's <do> parameter until the boolean is false.
Until will sleep until the <boolean> parameter is true.
(script all dormant "sleepuntiltest"
(log "sleeping until test_boolean2 is true)
(until test_boolean2)
(log "test_boolean2 is now true so now we can continue!")
)
(script all dormant "settestbool2"
(set test_boolean2 true)
)
Both are working as expected. :v:
Still need suggestions for more functions in 12 script.
July 2nd, 2013, 07:20 PM
Pooky
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Kornman00
or if it was something 343i sparked.
I see what you did there.
July 3rd, 2013, 08:49 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So today I removed 2 TODO:'s from the top of the engine class:
Code:
//TODO: MODEL LODS FFS YOU FUCKING PLEB
//TODO: LONG DISTANCE CULLING BECAUSE NIGGER
Done and done.
Reworked a lot of code and generally streamlined the entire model system. I also added a new property "scale". Does what you would expect. :downs:
I'm also looking into JBullet3d. Trying to decide if I want to use it or not...
July 7th, 2013, 09:35 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Read the video title and description. If the problem is as I expect, then I can fix it tomorrow no problem.
July 9th, 2013, 12:54 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
July 9th, 2013, 08:09 AM
Rentafence
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Nice java cube physics
July 9th, 2013, 08:09 AM
Btcc22
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Sabrepulse - Close To Me. I had to listen to several dozen butchered versions of N-Trance's 'Set You Free' before figuring it out. :(
July 9th, 2013, 11:58 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Uhhhhh is this what cube maps are supposed to look like? I think that's what they looked like in halo at least.
July 10th, 2013, 10:08 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Ah it appears I was wrong. I changed it to reflect(normalize(cameraPosition - pixelPosition), nomal);
Seems right now. I'll post a video later.
So another 2 big TODO:'s finished.
- UV Rotation + Animation in shaders
- Cubemap support in shaders
-- Cubemap tag
July 11th, 2013, 11:50 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
More stuff.
July 12th, 2013, 05:59 AM
Donut
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
fear the pink mist
July 12th, 2013, 04:37 PM
Limited
!!
Pfft using premade physics apis! Thats cheating!
July 12th, 2013, 06:14 PM
Not Inferno
Re: !!
Quote:
Originally Posted by Limited
Pfft using premade physics apis! Thats cheating!
How many game engines use Havok? And by that logic DX and OGL are cheating.
Pfft scrub, write your engine in assembly.
I'm rather constrained on time to finish shit. (I'm running out of money : /) I want to be done before I get another job.
Researching and developing my own RB physics engine would take a fuck shit ass ton of time (min 2 weeks, max 1 month)
I'm still using my own intersection collision and player physics libraries though.
July 12th, 2013, 07:12 PM
Zeph
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
gimbal lock?
Don't use Euler math for rotations.
Use Quaternians for anything that rotates (including animations).
July 12th, 2013, 07:58 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Zeph
Don't use Euler math for rotations.
Use Quaternians for anything that rotates (including animations).
Fixed that like last week lol.
I was using Euler for actor rotations and Quats for animation and everything else.
Using Quats for everything now.
July 12th, 2013, 08:36 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So I'm messing with sky transitioning and stuff and I'm trying to come up with a simple to understand system for adding multiple skies and setting transition times and shit...
Currently I have it set so you just define multiple properties for each sky value...
Here's what 2 skies looks like.
Code:
*snip*
//Skybox for this bsp
sky<graphics/model/sky/halo clear sky.model><graphics/model/sky/halo space sky.model>
skyWaitPeriod<300><300>
skyTransitionPeriod<3000><3000>
//Information about the distance fog in the sky
fogStart<32><32>
fogEnd<512><256>
fogDensity<0.4><0.6>
fogColor<0.07,0.22,0.66,1.3><0.01,0.02,0.09,1.0>
//Information about the ortho sunlight for this bsp
sunRotation<-45,55><-180,55>
sunLightColor<0.91, 0.91, 0.88, 1><0.1, 0.1, 0.33, 1>
sunShadowColor<0.75, 0.88, 0.95, 0.4><0.1, 0.1, 0.33, 0.2>
*snip*
And here's as single static sky.
Code:
*snip*
//Skybox for this bsp
sky<graphics/model/sky/halo clear sky.model>
skyWaitPeriod<300>
skyTransitionPeriod<3000>
//Information about the distance fog in the sky
fogStart<32>
fogEnd<512>
fogDensity<0.4>
fogColor<0.07,0.22,0.66,1.3>
//Information about the ortho sunlight for this bsp
sunRotation<-45,55>
sunLightColor<0.91, 0.91, 0.88, 1>
sunShadowColor<0.75, 0.88, 0.95, 0.4>
*snip*
The game will always start out with the first sky specified. It will wait for the skyWaitPeriod then blend into the next sky over the skyTransitionPeriod. When it gets to the last sky in the list it'll go back to the first sky.
You can have as many skys and transitions as you want with this.
I don't know if this syntax is really good though... Suggestions?
July 12th, 2013, 11:14 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Made a simple 2 state sky (Mid Day - Mid Night) to test this out.
A normal sky would need at least 4 states (Morning - Mid Day - Evening - Mid Night) to look right :P
The system is modular so you could have a sky with 12 states if you wanted.
July 12th, 2013, 11:43 PM
Higuy
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Looks great... I once saw another thing online that used a gradient for the skydome and it simply slid slowly down, changing how the sky looked and the colors + lighting postion according to a time scale. Just a thought and another idea about how it could work, but that looks great too, and at least its modular.
July 15th, 2013, 10:22 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Alright so some under the hood changes today:
- Unified all 3d stuff to floats. I had a sort of half and half mix of floats and doubles and I was constantly casting between them. Now 100% floats. This was suggested by someone who knows a lot more about game engines than me.
- Tag reading has been unified. I'm going to make all tags use the same syntax loosely based on JSON (thanks flibit for the suggestion :P)
- The shader scalar system has been opened up and you can now have up to 27 scalar floats fed into a shader :D This will allows you to do whatever the fuck you want with that. Shader scalars are like the A OUT, B OUT stuff in halo tags. You can give a shader a float and it'll use it in rendering. Common uses would be turning on and off lights on a warthog or making tire treads spin based on the warthogs speed, or making numbers on an ammo counter move. ETC ETC ETC ETC
July 18th, 2013, 05:55 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
So I've put in quite a bit of work writing a new tagging system. I've got a lot more work to do but I've got the new .bsp, and new .scenario files working on this.
These are not commented or documented yet but here are the new tags for hangemhigh. Tell me what you guys think. Ethan suggested JSON to me so I took a lot of inspiration from that. I feel like it's more readable and more understandable than the old system.
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Dope, and Hey!
October 2nd, 2013, 07:48 AM
KILLER CHIEF
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
So I've put in quite a bit of work writing a new tagging system. I've got a lot more work to do but I've got the new .bsp, and new .scenario files working on this.
These are not commented or documented yet but here are the new tags for hangemhigh. Tell me what you guys think. Ethan suggested JSON to me so I took a lot of inspiration from that. I feel like it's more readable and more understandable than the old system.
Three months later...
Well, it almost looks like a full game... (video's included). I hope you're still working on it or are ya just takin a break. and i've been following your project for quite a while, i believe in ya bro... and the tags and the script look pretty straight forward to me, i like it! the script looks just like halo's would <3
January 28th, 2014, 11:51 AM
xalener
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'm posting here because that's a piss poor last post for a thread to die on.
How's it going?
January 28th, 2014, 12:16 PM
Tnnaas
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,