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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Sun Oct 30, 2011 12:33 pm Post subject: |
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I love these threads.
I just finished my Masters degree, so now I have time to hang around and throw outrageous demands at James and TMC.
Do the nightlies work for mac now?
Do threads exist?
Have all my dreams come true?
How is everyone?
Where do you live, and where do you hide your valuable family heirlooms?
OKTHXBYE _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Oct 31, 2011 12:44 am Post subject: |
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Oh, wow, congrats! Got anything awesome lined up now?
Bagne wrote: | Do the nightlies work for mac now?
Do threads exist?
Have all my dreams come true?
How is everyone?
Where do you live, and where do you hide your valuable family heirlooms?
OKTHXBYE |
No, No, No, No, No, Yes
Real answers:
Nightlies aren't automatic, but one was uploaded a couple days ago. Tell me whether it works. I'm going to make another attempt at getting compiling on OSX 10.6/7 to work.
I really have to get cracking on the new script interpreter. I want it done by the end of summer break!
It's all a daze, but I distinctly remember not making anyone's dreams come true (we did discuss it though). And definitely not burying anything of value in back yard under the banana palms.
Chronoas wrote: | So, I've been pondering an idea of how to do Counter Attacking lately, and I'm not sure what has all been discussed on the matter to this point, but I figured I'd offer my two cents on a way to implement it. |
Neither do I! We still don't have a plan written for counter attacks, so I just stashed away a link to your post, because I still haven't thought about it much. _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Mon Oct 31, 2011 1:24 am Post subject: |
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Quote: | Got anything awesome lined up now? |
Now that I'm done school, it's my wife's turn, and I'm tagging along.
We moved across the country, from Halifax to Vancouver.
By the way ... DOES ANYONE WHO DOES OHR LIVE IN VANCOUVER???
ANYONE?
By "Big Plans" are to look for work. I'm also putting together a portfolio to get into animation school ... which uh ... it's a bit of a change from my Masters in oceanography. Just a bit.
So, I was talking to this new friend I met here - he wanted to make computer games but didn't know programming.
I was all like ZOMG GO TO OHR FOR REALZ!
I then drifted back here to the CP forums to find old friends.
Quote: | I distinctly remember not making anyone's dreams come true |
Give yourself some credit, I seem to remember a certain slice-related bug disappearing after speaking to you.
I followed your link and got confused. But the Mac OS custum.exe here
http://hamsterrepublic.com/ohrrpgce/Downloadshtml.html
works for me.
Ok, I'm way off the topic of outrageous demands:
Give a game.exe with a console for hspeak commands!
Everything must be slices!
Structs and arrays in hspeak!
Procedurally generated maps!
Pirates! More pirates!
Oh! Oh!
Ok. This is one I actually could use.
Soon everything will be slices ya?
If arbitrary linear transformations get implemented for slices, it would be super sweet to have a zoom function. Zoom the view out. Zoom it in.
Zoom zoom zoom.
Might look a bit bad with the OHR's low res, but that's fine by me, and the haters gonna hate.
HAHAHAHAHA All your nudibranch are belong to gastropoda.
I forgot about that.
I crack myself up. _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Oct 31, 2011 1:53 am Post subject: |
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Animation school! Whoa.
I think someone's in Vancouver (Shizuma?)
Oh, I meant this specifically: http://hamsterrepublic.com/ohrrpgce/nightly/ohrrpgce-nightly-osx-r4881.tar.bz2
Quote: | Give a game.exe with a console for hspeak commands!
Everything must be slices!
Structs and arrays in hspeak!
Procedurally generated maps!
Pirates! More pirates!
Oh! Oh!
Ok. This is one I actually could use.
Soon everything will be slices ya?
If arbitrary linear transformations get implemented for slices, it would be super sweet to have a zoom function. Zoom the view out. Zoom it in.
Zoom zoom zoom.
Might look a bit bad with the OHR's low res, but that's fine by me, and the haters gonna hate.
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Yes, Yes, Yes, Yes, Yes, Yes, Yes
See, so much easier to make promises rather than enumerate what you've actually accomplished!
Real answers:
Still yes to everything (provide your own pirates and generated maps), but specifically, I got reeeal close to adding an interactive scripting console before getting distracted. Have to get back to that. And Jay actually suggested allowing arbitrary linear transformations of slices, and even put a lot of work into implementing it in the backends. We still have lots of code to update before we can use this new quad-based graphics backend API. And yeah, we're going to support higher resolutions.
NPCs and hero walkabouts are finally slices! Now we only have to slice-ify the menus and battles. _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Mon Oct 31, 2011 5:53 am Post subject: |
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Yeah, I've been playing with Blender in my free time.
I posted a singing shark I made for Mum's birthday, and I'm working on another animation for my sister. I just successfully constructed a face rig with bone-driven shape keys!
Yes! Linear transformations!
No doubt I'll be tempted to craft a Castle Wolfenstein remake or something.
Seriously, it should be doable! _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Nov 01, 2011 1:56 am Post subject: |
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Oh good, I was thinking that I would have to port Castle Wolfenstein 3D myself!
However, the linear transformations are currently planned to be only 2D, not 3D. That means no parallelograms or more general quadrilaterals. Adding the complexity of 3D transforms to the slice system seems unjustified, though it would be useful for first person dungeon crawlers. Maybe we could at some point add some graphics transform routines (which draw from one sprite surface onto another). But the new script interpreter should be fast enough that you can write your own image transform functions, or even a software rasterizer.
Oh, it turns out the uploaded nightly is corrupt! I reuploaded, but you have to download here instead: http://hamsterrepublic.com/ohrrpgce/nightly/ohrrpgce-nightly-osx-r4881.tar.bz2 _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Tue Nov 01, 2011 4:53 pm Post subject: |
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Cool, the new interpreter is faster?
Maybe my game can have more clouds lol.
It starts slowing down at about 300.
What are you using to compile this on a Mac?
Wine or something?
In my last fruitless attempt to compile the OHR, I downloaded Wine, and then wasn't sure what exactly Wine did, and then scratched my head and didn't know what to do. _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Nov 02, 2011 3:40 am Post subject: |
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The new interpreter will be far faster, because it's bytecode virtual machine rather than an AST-walking interpreter. However, script commands will not speed up significantly, so the actual speed up will depend on how much computation you do vs. number of, e.g., slice commands.
I ported FreeBASIC (very sloppily) to OSX. It's quite a hack, involving first cross compiling to GNU/Linux, and then applying a tool (which is not intended for this) to convert the ELF (GNU) object file to native OSX Mach-O object files, which are then linked using the standard OSX linker. Somewhere in this process, something is not quite right ;)
You could run a Windows build under Wine, but you couldn't compile a Mac build with it. _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Wed Nov 02, 2011 11:15 am Post subject: |
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A lot of it is computation.
Essentially, I'm integrating differential equations in three dimensions for each cloud.
I might scrap this though. I've been finding that in order for the player to properly interact with a dynamic system like this, they need to see more of the map.
This is why I'm rooting for zooming tools. I'm not just being obnoxious :-)
Oi, that doesn't sound like something I want to do. I'd rather run it under the same OS I use to compile. What do you use for building it in windows? I have windows. _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Nov 03, 2011 9:24 pm Post subject: |
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Then you'll also benefit vastly from the addition of floating point!
If you want compile the engine, see 'Compiling'. But... why would you want to do that? You haven't said anything about making modifications; you can just use Windows nightly builds instead. _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Fri Nov 04, 2011 12:12 am Post subject: |
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YES. OH GOD YES.
Using integers for this stuff is super annoying.
Part curiosity, part desire to tinker. I keep making crazy demands, and am sometimes tempted to try to make them for myself. _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Nov 04, 2011 5:33 pm Post subject: |
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If you thought your fixed point arithmetic code was bad, wait until you see the OHR source code ;) _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Sun Nov 06, 2011 5:48 pm Post subject: |
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Wait a minute ... are you saying that all the math in the OHR is done with integers?
Wait a minute ...
(Looks up "fixed point")
So, fixed point is like a float, but without the exponent bit?
That's just as gross.
Is all the battle math done in fixed point? _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Nov 07, 2011 12:14 am Post subject: |
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No, of course not. (In fact in QuickBasic, numbers were floating point instead of integers by default.) I was assuming that you were using fixed point. How on earth do you calculate integrands using integers?! _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA
Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Mon Nov 07, 2011 9:09 am Post subject: |
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Multiplying by large numbers, and pretending they're smaller. It might even have been your idea. Or maybe my cousin. Not sure.
I get the two of you confused ALL THE TIME.
Something like: just assume that 40000 is equivalent to 4.0000.
I didn't need much precision, although when I was simulating cloud movements I did notice that linear drag forces were unable to fully halt the movement of some of my clouds... what I suspect is an artifact of roundoff error (due to my silly number storage system).
Same goes for the Boulderbeast rotational transformations. I'm calculating SIN and COS, but using horrible large integers, not floats of any sort.
TIL making bug reports for OHR is more fun than for Blender. _________________ Working on rain and cloud formation |
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