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def myNormalize(myVec):
myVec.normalize()
return myVec
def create_mesh(parentnp, debug=False):
'''This creates a simple 17x17 grid mesh for the sides of our cube.
The ultimate goal is to use a LOD system, probably based on quadtrees.
If debug is true then we get a color gradiant on our vertexes.'''
x = -1.0
y = -1.0
#version 130
uniform sampler2D colorTexture;
uniform sampler2D nightTesture;
uniform sampler2D glossTexture;
in vec2 texCoords;
//varying vec3 N;
//varying vec3 v;
@croxis
croxis / basic.py
Last active February 4, 2021 15:41
CEFPython for Panda3D
from cefpython3 import cefpython
import os
import sys
from panda3d.core import loadPrcFileData
loadPrcFileData("", "Panda3D example")
loadPrcFileData("", "fullscreen 0")
loadPrcFileData("", "win-size 1024 768")
"""This is blank. Review python packages in the python manual for understanding."""
@croxis
croxis / gist:f08d1ce071072b8efbc0
Created March 24, 2015 00:04
Trillek Single Solar System Arguments
In irc there was talk about FTL and the assorted gameplay issues with each method. Then I started thinking about other design and story issues trillek is having. Then I started thinking about my space game I haven't touched in a while.
A few years ago I saw a video similar to this one http://vimeo.com/40234826 and I was really struck by saturn's moons. Saturn has over 70 moons. That is a lot of surface area to explore and with assorted orbits around each moon, and saturn itself, that is a lot of gamespace. I also saw this picture http://misc.oranse.net/misc/wallpaper/earth.jpg taken from low Earth orbit and how amazing our planet looked from low orbit. I started designing a game with the setting of just our solar system that takes place during humanity's expansion into our solar system.
What if we used that setting, or a similar one, instead? What if trillek takes place in one solar system?
Using our solar system as a model: There are 4 terrestial planets. 4 gas giants. At least 4 dwarf planets and a numbe
@croxis
croxis / gist:6436553c3542ec692c1d
Created March 24, 2015 00:08
Rendering procedural planets.
Based on feedback from ChemicalR I'm cross posting all the things I've bookmarked in reguards to planet rendering here in the code forums.
[url=http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php]Sean O'Neil[/url]'s 4 2001 part series is considered a foundation for realistic large scale (planets on up) rendering. Most of these methods are now obsolete and replaced with faster methods and gpu shaders. His [url=http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html]atmospheric scattering[/url]method is still used often due to its relative simplicity, but it only produces earth atmospheres.
[url=http://acko.net/blog/making-worlds-1-of-spheres-and-cubes/]Steven Wittens[/url] 2009 multipart series is frequently linked to as I've searched for best practices in creating planets using modern methods. It is based on a cube with mesh texture and normalizes the vertex points into a sphere. The advantage to this method is that conventional terrain LOD methods, often used in first
@croxis
croxis / Player.log
Created April 13, 2015 22:11
Robocraft crash
ERROR: ld.so: object '/home/croxis/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
pid 1999 != 1947, skipping destruction (fork without exec?)
pid 2004 != 1947, skipping destruction (fork without exec?)
pid 2005 != 1947, skipping destruction (fork without exec?)
Setting breakpad minidump AppID = 301520
Steam_SetMinidumpSteamID: Caching Steam ID: 76561197985142402 [API loaded no]
pid 2021 != 1947, skipping destruction (fork without exec?)
pid 2026 != 1947, skipping destruction (fork without exec?)
pid 2027 != 1947, skipping destruction (fork without exec?)
pid 2030 != 1947, skipping destruction (fork without exec?)
@croxis
croxis / main.py
Created July 2, 2015 17:07
Pyserial + panda3d example
from __future__ import print_function
from direct.showbase.ShowBase import ShowBase
import serial
ser = serial.Serial(1, 38400, timeout=0, parity=serial.PARITY_EVEN, rtscts=1)
buffer = ""
MyProgram(ShowBase):
__init__(self):
ShowBase.__init__(self)
#version 410
#pragma include "Includes/Configuration.include"
#pragma include "Includes/Structures/VertexOutput.struct"
#extension GL_EXT_shader_image_load_store : enable
// Input from the vertex shader
layout(location=0) in VertexOutput vOutput;
|gorilla berserkers||creature||human cleric|&/&^^^^^|{^^^WW}|morph {^^WWWW}|when @ enters the battlefield, if you control a plains, you may pay {^}. if you do, return target creature card from your graveyard to your hand.|
|king thug||sorcery||||{^^^^BBBB}|destroy target land or nonblack.|
|river kalds||enchantment||||{^GG}|{^}: the next time an artifact spell, if there are tished four or more targets a permanent you control.|
|enferbender||creature||human spellshaper|&^^/&^^|{^^UU}|{^^^^^}, T, discard a card: draw a card.|
|hammerheid||creature||plant wall|&/&|{^^GGGG}|@ enters the battlefield with X +&^/+&^ counters on it.|