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 11 
 on: 2017-05-21 18:46:00 
Started by philfrei - Last post by ClaasJG
I enjoy sunshine and programming but lost my hobby since I am doing it at work :/

 12 
 on: 2017-05-21 14:28:13 
Started by revers - Last post by revers
Synthclipse 2.0.0 released. Downloads.

Special thanks to Mario Lavin for the support. This release wouldn't be possible without him.

Synthclipse is a GLSL shader prototyping tool based on Eclipse IDE. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using compatible with Fragmentarium and Shadertoy (but limited to FS and VS) Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.




Changelog:

   * Added key frame curve editor (the Graph View)
   
   * Added windowed Viewport mode (it allows true full screen and has better performance)
   
   * Added possibility of mapping a MIDI Controller's knobs and sliders to Uniform Controls
   
   * Added per vector component key frames (to the Timeline and the Graph)
   
   * Redesigned the Timeline View.
   
   * Key frames are now saved in a binary format encoded with Base64 encoding
   
   * Extended GPU sound to 3 minutes
   
   * Fixed bug with a crash when capturing audio input
   
   * Fixed Shadertoy importer
   
   * Fixed GLSL Sandbox importer
   
   * Fixed Color Chooser bug when manually typing integer color value


Why jump from version 1.2.0 to 2.0.0?

Well, maybe changes from 1.2.0 to 2.0.0 are not huge, but there are quite a lot of changes from 1.0.0 to 2.0.0.
The main reason is that internally Synthclipse has changed significantly (API breaking changes). Besides that I don't want to continue version 1.x forever. Synthclipse 1.0.0
was released exactly two years ago and its time to move to version 2.x.







 13 
 on: 2017-05-21 13:50:38 
Started by Kyokai - Last post by Kyokai
 Angry I already got it, thank you very much.

 14 
 on: 2017-05-21 08:34:47 
Started by macmanmatty - Last post by cylab
I would go with hashmapping. I don't like cluttering a baseclass with flags and also don't see any conceptional difference between entitiy.isSoldier() and entity instanceof Soldier.

This might alsobe an interesting read for you: http://www.java-gaming.org/topics/getting-rid-of/37987/view.html

 15 
 on: 2017-05-21 06:24:57 
Started by philfrei - Last post by SHC

Just stop drinking and you'll find it beautiful again. Programming is just a way of expressing your thoughts and getting the computer do what you want.

 16 
 on: 2017-05-21 03:22:26 
Started by Ecumene - Last post by Ecumene
I had a very productive day today and started modeling actual weapons and particles, here's a blender screenshot


After I fixed some particle stuff, I got shadows to work in libgdx's new 3D API as well! Here's a gif of everything
Click to Play

 17 
 on: 2017-05-20 21:27:11 
Started by Ecumene - Last post by Ecumene
The run task depends on the classes task which depends on processResources and compileJava. This should not rebuild every time as it should cache things and know it has run things before, sounds like it is not happening and you are actually rebuilding the class files between runs so one run removes the classes from the other.

Although it does have to rebuild, because one game is running the server and the other isn't.. Half of the codebase (server code) in one instance of the game isnt even loaded, which causes differences in classes, and some confusion in the JVM in general as the two instances share the same classes folder (I think)

I'd love to investigate more but I dont know where to take it, past sifting the .class files finding client-only code being run on the server+client instance.

Since April I've done two things to fix this,
1. A separate clientRun task that builds in a different folder than run, but to no avail. (Still crashes with the same errors)
2. Copied the entire root folder and ran the game concurrently, this worked but copying the game to test multiplayer is very tedious!

If anyone has more info on why these crashes are happening I'd be grateful! And thanks guys for the jar code, but running the game through a built jar each time is more of an afterthought that wouldn't be convenient.

 18 
 on: 2017-05-20 18:11:43 
Started by macmanmatty - Last post by ddyer
Use a common ancestor class, or interfaces, to abstract the type of objects.  Instead of
using instanceof use a predicate method that is implemented differently in different top
level classes.
     class Base {
      public boolean isSoldier() { return(false); }
     }
     class Soldier extends Base {
      public boolean isSoldier() { return(true); }
     }

 19 
 on: 2017-05-20 13:35:14 
Started by philfrei - Last post by ClaasJG
http://www.stilldrinking.org/programming-sucks

 20 
 on: 2017-05-20 03:41:19 
Started by Ecumene - Last post by Ecumene


I made a new map for the soccer gamemode! Generally for objective-based gamemodes like CTF, Soccer and Assault the map and UI is going to focus on hands. The plan is to have a soccer-specific "kick" weapon that kicks a ball close to you, and a "pass" ability to easily send the ball someone's way.

I'm also working on an item structure so players can pick up and use items like snowballs, grenades, fruit... This could be really fun for map makers to manipulate in the asset pack.

In this screenshot I've made some skyscraper models in blender using texture paint

It was my first time using texture paint but I think it turned out well, unfortunately it lost some resolution in blender from .Blend -> .Obj -> .Blend and it looks much better in game.

Here's a better screenshot in the middle (Not for soccer at all, just me playing around). I still need to flesh most of the map out, but the golden cubes will be the spawn lobbies for each game and act like a bench.


Shadows and more gifs are on the way! Till next time!

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