Q:What ever happened to that Desktop Playground thing you were working on?
I still have it, but I ran into some problems with its reliability and felt it wasn’t stable enough for release. I want to revisit it eventually though.
On spring break I had a bunch of free time that probably should have been spent doing important things. Nope! But I did update the rollercoaster GMod addon with a bunch of new stuff and bugfixes.
Here’s the full changelog:
-Supports saving with garry’s saving scheme
-Tires/chains now drawn as opaque
-Right clicking with the cart creator will place a train at that specific node
-Fixed screaming and moved code to use the net library
-Updating a node’s tracktype (and not roll) will not invalidate it
-Reload copies selected node settings
-Fixed error when spawning a cart with certain models
-Fixed not being able to undo trains
-Fixed supports for wood gen type not taking into account other tracks
-Fixed nodes suddenly becoming cans
-Set node transmit state to TRANSMIT_ALWAYS, should fix massive tracks only half-building
-Added coaster_autobuild (also available in perfomance panel) to toggle automatically building the mesh
-Added new Vekoma track type
-Added coroutines, no more track freezing!
-Added slider tothe perfomance panel to control how many steps to generate per frame via coroutines.
-Fixed minor performance issue when dragging a node
-Fixed error when trying to set the combobox to an invalid tracktype
-Fixed track list being unreliable in regards to owners/clicking
-Tried (?) making carts lag less.
-Connecting players should have their tracks refresh clientside in a proper hook now
It’s not actually gravity car. I lied.
Although, I am working on an engine in C# (using OpenTK). I’m rather proud, as I’ve accomplished a lot (seriously like a frickload) more than previous attempts. Currently I have implemented Farseer physics, bass.net audio (and with that positional audio), shadowmapping, normal mapping, specularity (spec maps are on my todolist), and a basic entity system.
It’s evolved over the past few months, and I hope to see it evolve more.
First, just basic rendering of VBOs using openGL’s fixed pipeline
Then some physics, an entity system, and a basic .obj loader later:
Convert everything to stop using opengl’s fixed pipeline and sprinkle some lighting in between
In the most unartistic manner possible, carefully sprinkle some specularity, normal maps, and shadow mapping.
Tada! I’m still working on this. If you want to tell me how I’m doing everything wrong, all the code is here: https://github.com/Foohy/gravity_car
enjoy this wonderfully crafted short film, which shows how a simple cinema gamemode may help defeat the struggle in modern day society of watching videos with loved ones.
User Idle Process - Automate Starting a Process Upon System Idle
It’s a bit specific, but once the user goes idle for a certain amount of time, it starts a (user specified) list of programs with optional arguments. When the user comes back, those processes are (optionally) shut down.
This thing took a while, but it’s finally out there (I should release things more often!)
All of the code is available here on github here: https://github.com/Foohy/gm-rollercoaster
I think they exaggerated some aspects a little too much.
I’m using the catmull-rom spline algorithm to plot the positions along the track which the cart rides. The physics is simply just increasing/decreasing velocity depending on the angle of the car.
Eventually I want to add more complex tracks, like banked turns and loopdy loops, as well as more structures like a “home station” (Where the cart stops to let people off/on) and a booster track (to accelerate the cart to hilariously fast speeds).
TL;DR: LOTS TO DO.
New Release: Window Manager
A friend of mine wanted a little utility to be able to remove the border from any window.
He really liked it so I decided I’d post it here if anyone else wanted it: Clicky
And the source for those interested: Clicktastic (There are some nasty bits in there, I’m still probably going to be updating this program with more little tweaks later on)