+ Reply to Thread
Page 6 of 9 FirstFirst ... 45678 ... LastLast
Results 51 to 60 of 87
Like Tree2Likes

Thread: Yo dawg, I herd you like Garry's Mod...

  1. #51
    has a custom title mattwd0526's Avatar
    Join Date
    Apr 2009
    Location
    Born Bostonian
    Posts
    2,652

    Default Re: Yo dawg, I herd you like Garry's Mod...

    I was, for the record, talking about speed of coding. I'm aware that it is hella fast when running.

  2. #52
    Developer Matte's Avatar
    Join Date
    Jan 2009
    Location
    Norway
    Posts
    3,109

    Default Re: Yo dawg, I herd you like Garry's Mod...



    As you can see, it is a huge update from the previoous version. I have made a total rewrite of the whole code, and now it is very simple to create songs. During the video, I will show the code, and whiile I show it, I'll highlight two db allocations. These two db data allocations defines when and where the notes will be played.
    The first db I highlight is when the note will come, for instance "1200, 1400, 1600" are the three first notes in Smoke on the Water, separated by a delay of one beat (200 iterations). (This db must end with a 0, to denote the end of a song)
    The second db specifies where the notes are to be played, for instance "0, 1, 2" are the first three notes in the same song, as 0 = fret1, 1 = fret2, 2 = fret3, and so on.

    It is also really optimized. In the previous version I drew all the notes at once, but now I only draw those who are within a certain distance of you.

    The controls are:

    Shift = Fret 1
    A = Fret 2
    S = Fret 3
    D = Fret 4
    Space = Fret 5
    Mouse 1 = Shred 1
    Mouse 2 = Shred 2

    The note hit counter is a bit bugged, though.

    Will be released as beta once I come home.
    Last edited by Matte; 03-19-2010 at 07:23 AM.
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

  3. #53
    Ursus maritimus Drunkie's Avatar
    Join Date
    Feb 2009
    Location
    Canada
    Posts
    5,662
    Blog Entries
    1

    Default Re: Yo dawg, I herd you like Garry's Mod...

    Nice!! But if you do release it, you know it will be slow or choppy in multiplayer right?
    Last edited by Drunkie; 03-19-2010 at 01:52 AM.

  4. #54
    No u Divran's Avatar
    Join Date
    Jul 2008
    Location
    Sweden
    Posts
    4,582

    Default Re: Yo dawg, I herd you like Garry's Mod...

    Change the controls to 1-5. That way you can turn the keyboard upside down and play with it like a guitar
    SVN Tutorial
    My SVN:
    Code:
    http://divranspack.googlecode.com/svn/trunk/%20divranspack/
    Get dropbox and get 250 MB extra space: Dropbox

  5. #55
    Developer Matte's Avatar
    Join Date
    Jan 2009
    Location
    Norway
    Posts
    3,109

    Default Re: Yo dawg, I herd you like Garry's Mod...

    Quote Originally Posted by Drunkie View Post
    Nice!! But if you do release it, you know it will be slow or choppy in multiplayer right?
    Yeah.

    Quote Originally Posted by Divran View Post
    Change the controls to 1-5. That way you can turn the keyboard upside down and play with it like a guitar
    The advanced pod controller doesn't support number keys. I'd have to use the keyboard, but I'd rather just use the current setup.
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

  6. #56
    Developer Matte's Avatar
    Join Date
    Jan 2009
    Location
    Norway
    Posts
    3,109

    Default Re: Yo dawg, I herd you like Garry's Mod...

    This is the new version. It supports sounds!



    Other new features:
    Rock meter, shows you your current points on a -64, 0 64 scale (points above/below this show as the max/min value)
    Loosing points for missing notes / wrong fret / shredding without fret

    To get the E2 to run synchronized with the GPU, I had to sacrifice some speed, so the game is now running at a mid-low, but playable rate.

    Controls are the same as before:

    Shift = Fret 1
    A = Fret 2
    S = Fret 3
    D = Fret 4
    Space = Fret 5
    Mouse 1 = Shred 1
    Mouse 2 = Shred 2

    Now, with sound, it is also much more complicated to make songs. I used a couple of hours to get "smoke one the water" to right.
    E2 is only used to play sound and control the frame rate of the GPU. All other data handling is done in the GPU (Which might be a bad idea considering the E2 runs faster, and can do the data handling more quickly than the GPU. I might make the next version a hybrid taking advantage of the processing power of the E2)

    As promised, a dupe and the GPU code. Spawn the dupe, then compile and load the GPU. (You probably need to remove the extra period in the filenames. it's just some bug with the forum uploader)

    Feedback is welcome! (please )

    (The GPU file is called 'cube' because I edited the wrong file by an accident)
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

  7. #57
    Wire Sofaking N00bDud3's Avatar
    Join Date
    Jul 2009
    Location
    Error: Unknown Location
    Posts
    1,252

    Default Re: Yo dawg, I herd you like Garry's Mod...

    That's sweet. The only things I don't like about it are things that the GPU causes:
    1) The poly disappears if its center goes of screen, so the fret board keeps getting chopped
    2) The fret board looks messed up the way the GPU lights both of the triangles differently.

    If those problems could be somehow resolved in the GPU itself, it would be even more awesome than it already is.
    (I'm slowly learning the 3d portions of GPU, I know most of the 2d stuff)



  8. #58
    Developer Matte's Avatar
    Join Date
    Jan 2009
    Location
    Norway
    Posts
    3,109

    Default Re: Yo dawg, I herd you like Garry's Mod...

    There is no way I know to fix the lighting, but I can see if I can tweak the camera to keep the meshes from culling while they're still in view.

    EDIT: Just found what seems to be a sweet spot. Now they don't cull until they are very close to out of view.
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

  9. #59
    Wire Sofaking N00bDud3's Avatar
    Join Date
    Jul 2009
    Location
    Error: Unknown Location
    Posts
    1,252

    Default Re: Yo dawg, I herd you like Garry's Mod...

    Sweet. I hope that you can make some good progress on the FPS engine as well.



  10. #60
    Developer Matte's Avatar
    Join Date
    Jan 2009
    Location
    Norway
    Posts
    3,109

    Default Re: Yo dawg, I herd you like Garry's Mod...

    Yea, I'll have to see about that. I don't know if there is any progress to be made, as an fps game would probably be too heavy for the GPU. I'll try, though.
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

+ Reply to Thread
Page 6 of 9 FirstFirst ... 45678 ... LastLast

LinkBacks (?)

  1. 03-13-2010, 12:56 PM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
proceed-collector
proceed-collector
proceed-collector
proceed-collector
linguistic-parrots
linguistic-parrots
linguistic-parrots
linguistic-parrots