phyzills update

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M_D_K
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Re: phyzills update

Post by M_D_K »

Well I was thinking use TinyXML for parsing. I've used it in the past and its used in my engine. Its very powerful.

And yes it runs under linux with no problems.
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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Re: phyzills update

Post by avansc »

M_D_K wrote:Well I was thinking use TinyXML for parsing. I've used it in the past and its used in my engine. Its very powerful.

And yes it runs under linux with no problems.
ahh good. i didnt intend for the code to be portable. so pretty happy it it.
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Re: phyzills update

Post by M_D_K »

Well I blew the dust of my particle code. Right know I'm playing with my code haven't done anything to the phyzillz code yet.
Here is a screenie of my most awesome emitter :)
s4.png
s4.png (24.44 KiB) Viewed 1680 times
Its rendering in 3d not 2d so gotta fix that :)

Also just some info about the emitter.
  • Timer based update
  • Statically allocated particle list
  • particles expire after X time
  • It uses "the best sprite ever" :)
Oh also its really easy to mess with the force stuff cause all you need to do is mess with the acceleration values on the x and y axis.
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

hehe cute.
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Re: phyzills update

Post by M_D_K »

lol :lol:
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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Re: phyzills update

Post by M_D_K »

2D now and it looks alot better.
s.png
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Oh and avansc I still don't get what you mean by "cute" :)
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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Re: phyzills update

Post by avansc »

that looks good.

sorry i meant the cute part was about the best sprite ever. made me giggle.
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Re: phyzills update

Post by M_D_K »

avansc wrote:that looks good.

sorry i meant the cute part was about the best sprite ever. made me giggle.
Yeh I was poking fun at Jfail thats why it was in quotes :)
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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Re: phyzills update

Post by avansc »

M_D_K wrote:
avansc wrote:that looks good.

sorry i meant the cute part was about the best sprite ever. made me giggle.
Yeh I was poking fun at Jfail thats why it was in quotes :)
yeah i know. how far along are you in porting phyzillz
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Re: phyzills update

Post by M_D_K »

Well I'm sorta rewriting everything without even looking at your code :)
I'm making sure everything works first.
Right now I'm working on:
  • Force and color controllers
  • making it so force controllers are moved by mouse(left click move, right click change radius)
  • Level class and in game level creator/editor
What will probably end up happening is a whole mix and match of both code bases :)
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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Re: phyzills update

Post by avansc »

M_D_K wrote:Well I'm sorta rewriting everything without even looking at your code :)
I'm making sure everything works first.
Right now I'm working on:
  • Force and color controllers
  • making it so force controllers are moved by mouse(left click move, right click change radius)
  • Level class and in game level creator/editor
What will probably end up happening is a whole mix and match of both code bases :)
ive changed my code. left clinking and draging a force makes it move, and right clicking and draging increases or decreases a force.
i made a collecter object, so that there is actually a goal in a level.


right now im working on getting the pixels to be blurry like in the original. but i dont know SDL that well.
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Re: phyzills update

Post by M_D_K »

To do the blur in SDL it will be really slow on the CPU. Your best bet is to offset the load onto the GPU. Which will mean OpenGL with either shaders or multitextureing.
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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Re: phyzills update

Post by avansc »

M_D_K wrote:To do the blur in SDL it will be really slow on the CPU. Your best bet is to offset the load onto the GPU. Which will mean OpenGL with either shaders or multitextureing.
im thinking about just being gay and doing it in XNA, ive see some nice code there with blury affects.
but i dont know.
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Re: phyzills update

Post by M_D_K »

well I got forces working :)
s4.png
s4.png (54.32 KiB) Viewed 1636 times
And dude XNA!?
There is a huge bug in it, that is if you use it when you walk down the street all you hear is Dancing Queen :)
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

M_D_K wrote:well I got forces working :)
s4.png
And dude XNA!?
There is a huge bug in it, that is if you use it when you walk down the street all you hear is Dancing Queen :)
hahaha, did you use your own force claculations or mine, mine is very primitive.
well if you dont use microsoft products you are just more manly anyways.
Some person, "I have a black belt in karate"
Dad, "Yea well I have a fan belt in street fighting"
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