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 31 
 on: 2015-04-27 13:33:21 
Started by ClaasJG - Last post by ClaasJG
I finished a rudimentary version so far.
It could be marked as finished (at least the implementation of the 'idea' now I have to refactor to avoid things like List<List<List<Student>>>).
It now sorts the students taking care about class size, a gender and a performance average, wishes aso.
I just have to make it more userfriendly and tweak the Heuristic a bit more.
Here is a small 'teaser'.

Supposed I will reach a state I am happy about the code I can post it.

-ClaasJG
Thanks for the help. I heard about 'NP' and 'P' and I hate it Wink

 32 
 on: 2015-04-27 13:21:40 
Started by TehJavaDev - Last post by Cero
Try to avoid morbid thoughts and jinxing fellow members.
Wow, that was ridiculous.

 33 
 on: 2015-04-27 13:02:58 
Started by TehJavaDev - Last post by CommanderKeith
Try to avoid morbid thoughts and jinxing fellow members.
TehJavaDev was last active on December 20, 2014. I'm sure he's alive and well.
Best wishes to him and his excellent library.

Edit: oops, wrong person.

 34 
 on: 2015-04-27 09:36:04 
Started by Varkas - Last post by Varkas
My old stellar system generator used doubles and it works fine. I'm currently just converting those to relative positions in repsect to the camera, and then had those as float to OpenGL. Works fine so far. Doubles are easy to use and I can support the examination of "it's good enough" for the purpose.

 35 
 on: 2015-04-27 08:55:10 
Started by chrislo27 - Last post by Springrbua
In Minecrraft the inventory offers many different and usefull ways to sort, split and transfer items. There are also a few mods which add different features to the inventory. You can use those different features by using different keys or combination of keys. 
To give you a few pointers, which those features are (some are from mods): 
- Shift + click moves the item-stack under the cursor into the other inventory (i guess into the first slot)
- Right-click selects half of the stack, which you can then "drag" into the desired slot.
- Space + click moves every item into the other inventory, if there is enough space.
- Ctrl+Shift+Click moves every stack of the item under the cursor into the other inventory (e.g. if you have more then one stack of stone)
- Pressing "R" sorts the current inventory, you might "group" items, e.g. blocks, food, weapons, tools etc.
- Right-clicking with Armor in your hand swaps the armor into the right slot (e.g. chest-plate to the chest-slot)

As i don't know your game or the items you will have, i don't know which features will make sense in your case, but i hope those pointers will help you.

 36 
 on: 2015-04-27 08:52:54 
Started by thedanisaur - Last post by thedanisaur
I'm looking to improve my shadows again. Basically the shadows I have work really well (good detail) when I'm only rendering small portions of my scene. Problem is I have a big world so obviously if I try to render the shadow map over the world I get very boxy shadows.

I thought a decent way to remedy this would be to only render the shadow map to a 40x40 area around the camera (I don't have any decent frustum logic to help with sizes):

1  
2  
3  
4  
5  
      glOrtho(-20.0f + main_cam.getPosition().m_x, 
               20.0f + main_cam.getPosition().m_x,
               -20.0f + main_cam.getPosition().m_z,
                20.0f + main_cam.getPosition().m_z,
                0.1f, 1000.0f);


However, this leads to the shadows flickering when the camera is moving, why does the flickering occur?


 37 
 on: 2015-04-27 08:40:11 
Started by dd2012 - Last post by Lucasmontec
This looks nice! Do you plan to open the code?
Also, this is more of a game than an engine...

 38 
 on: 2015-04-27 06:42:23 
Started by chrislo27 - Last post by Husk
One thing I admired about Minecraft was the ability to use your mouse to transfer items in different ways. E.g. Splitting items equally over the tiles you dragged the cursor over, or just one on right click. It was very considerate to the user.

Here are some things I'd maybe like:

It could be taken further to automatically place items near items they are more related to. e.g. Don't automatically place stone near your bread, place it near other stone if you have any. If you don't have any stone, then place it near other construction materials, and so on.

In RPG style games where items take up multiple spaces and you have to have to play tetris with your items, I think some system of automatically rearranging loot items to reduce wasted space could be convenient. Perhaps only do this to items that the user hasn't manually moved since picking it up, or provide a separate inventory for loot and regular items.

If there will be multiple interfaces on the screen, please let me drag items between them, not only between cotainers on the same interface.

In general, I prefer to use my cursor to move things, meaning move the item with the cursor until I click again, or let go, etc. It gives me time to think about space while I'm dragging the item and the cursor becomes a good visual for my mind. A key + click is then good for automatically moving an item.

 39 
 on: 2015-04-27 05:40:48 
Started by DavidBVal - Last post by EgonOlsen
Quote
Incidentally, I think you didn't take almost any points in Class skills, just in the General skills. Whirlwind and Resilience make the game easier, I think. Kick helps with the "not dying" part.
No, i didn't. Part of this is my general play style and part is, that I didn't notice any effect of the only class skill that I took. I wasn't sure if I had to trigger in manually (but if so, i don't know how...) or if it's automatic...or doesn't do anything at all. So I reverted to general skills.

 40 
 on: 2015-04-27 05:25:14 
Started by EliwoodL - Last post by trollwarrior1
When SpriteBatch reaches it's limit, it will automatically flush and begin a new batch. You shouldn't worry about this though, as the batch will need to be flushed on many other occasions, such as changing shaders, changing uniform variables in the shaders and many more.

EDIT---
If your game doesn't have more than 100 draw calls per frame, I don't think you have to worry about anything yet. You could probably have up to 500 or 1000 draw calls and game would still run at  60 fps on not very good machines.

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