madster's Recent Forum Activity

  • it's probably better to write a special shader for the effect you want, since it's very specific and hard to emulate using existing effects.

  • *drops to the floor, shaking and foaming at the mouth*

  • Uh I haven't offered because you guys said *static* from the start but...

    my undergrad thesis is a CMS and it'll be opensourced once it's done

    It's really small and can grow up to accomodate a lot of uses such as forums or wikis and such.

    I still have lots of work to do on it though. I'm supposed to deliver it by July. Emphasis on simplicity, expandability and flexibility.

  • Edit: for the record, i'm rendering my sprites. not a huge fan of rips

    good!!! same here.

  • Dude! nice!

    Okay my requests for bitmapped font (brace for wall-of-text):

    -Unicode support! I need �'s and ����� and I'm sure others will need other codes. Unicode is nicely mapped too so it's no biggie I think. Just index using UTF16 as a key.

    -Kerning: Kerning is the distance between two glyphs, you just need a table with kerning between each pair of existing glyphs. I know typographically inclined people go NUTS over this and it differentiates a mediocre font renderer from a beautiful one. Just default to 0 (monospaced). The nice thing about this is that you can have variable size glyphs regardless of actual glyph size. Also, it makes measuring string lenght hell (ok not so bad, but it's not a simple mult anymore).

    -resulting text alignment: left, center, right, up, middle, bottom.

    -baseline: vertical position of glyphs is defined relative to a baseline. This allows for j's that drop below among other aesthetically pleasing glyphs.

    I don't care for bold and italics. They can be a separate font like in every single existing system today.

    I don't care for effects. I had to design a font object once and would up dropping effects altogether as they were making the design explode in complexity. If you already have this figured out then great.

  • I know, I was bugging the devs for it

    Oh XBOX360 pad and standard pads are now seen as the same? thank god! I have no idea why it wasn't like that from the very start. In fact as a programmer it bugged the hell out of me.

    That reminds me of a question: EDIT: ALREADY REPLIED TO in the OP, SORRY.

    so how about integrating this with the default Construct install?

  • multithreaded programming is a pretty complex area.

    Hear, hear!

    I'd like first to see a game designed in a way that would benefit from multithreaded logic.

    Then worry about if this or that engine supports it.

    rendering is another issue and Construct does that quite well.

  • 7450

    damnit, made a stupid mistake!

    Nice game. Now add an exit key! (I hate alt-F4ing out of games)

  • I'm a hardcore developer and I'm excited. Will be even more excited once python is working flawlessly

    \o/

    Good show!

  • PhysX seems to have a lot of stability problems in shipped games. I'm sure with time it'll get better, but ATI's response was really nice:

    they showed a prototype of Havok implemented in OpenCL.

    Now, the kicker is that OpenCL is an open specification, so NVidia and others can and probably will implement drivers for it, then you'd write OpenCL programs once and run them on either a GPU or a multicore CPU, whatever's best in a given configuration.

    But we're not there yet. So don't think about it too much

    Now, if someone implements Box2D in OpenCL...

  • I needed this too, turns out you can use sprite instead.

    Just use distort maps to scroll and scale and now your object is also a sprite, with all its perks

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  • Standard PC joystick support too plz?

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madster

Member since 17 Feb, 2009

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