• What are you working on? v19
    6,590 replies, posted
[QUOTE=Samuka97;31288669]What are you working on? V20[/QUOTE] What are you working on? V20 -- Comment after every line
[QUOTE=mechanarchy;31288563]Oh, guys - nearly 3000 posts. That's the end of this thread, isn't it? I think we got caught off-guard last time, so best be aware now. [/QUOTE] This thread is more active than most of the forums I visit :v:
[QUOTE=Jawalt;31288964]What are you working on? V20 -- Comment after every line[/QUOTE] What are you working on? V20 //Thread title
Didnt garry make the posts limit even higher?
[QUOTE=Wyzard;31281030]Awhile back, several people posted screenshots from Mandelbrot renderers. I'm not normally one to jump on a bandwagon, but it got me thinking, despite knowing plenty about OpenGL I'd never actually [i]done[/i] any shader programming. -snip- Next step is to replace the hard-coded gradient with a 1D texture, and figure out how to come up with a good LOD bias for mipmapping to smooth out the noisy areas near the edge of the set.[/QUOTE] I implemented supersampling in mine yesterday. Seems to work well, but it's really slow. I really should try it on the GPU as well. Wish I had a 4-8 core processor. [quote] No supersampling: [img]http://dl.dropbox.com/u/11782997/mandelbrot_noss.png[/img] 4 samples per pixel: [img]http://dl.dropbox.com/u/11782997/mandelbrot_ss2x.png[/img] 16 samples per pixel: [img]http://dl.dropbox.com/u/11782997/mandelbrot_ss4x.png[/img] [b]1024[/b] samples per pixel: [img]http://dl.dropbox.com/u/11782997/mandelbrot_ss32x.png[/img] [/quote] Oh and also those are all at 1000 iterations. Could probably make it lower.
[QUOTE=Spoco;31289084]I implemented supersampling in mine yesterday. Seems to work well, but it's really slow. I really should try it on the GPU as well. Wish I had a 4-8 core processor. Oh and also those are all at 1000 iterations. Could probably make it lower.[/QUOTE] The 1024 samples one is really pretty. How long did it take you to render that one?
[QUOTE=Maurice;31285965]More spamming by me! [img]http://i.imgur.com/7m4Vp.gif[/img] Got the angle dependent sprite stuff done, now I'm waiting for Garb to finish the sprites. IT'S GONNA LOOK GREAT WITH MARIO POINTING IN THE GENERAL DIRECTION OF THE MOUSE! i hope.[/QUOTE] I warn you, its going to be very general, it's difficult to get pixels look good at some angles.
[QUOTE=bobthe2lol;31289173]The 1024 samples one is really pretty. How long did it take you to render that one?[/QUOTE] There's an info overlay on the window, visible in those shots. It says 1262,69s = ~21 minutes. I wasn't kidding about it being slow. Although, I'm still running an AMD Athlon 64 X2 6000+.
[QUOTE=Lutin;31279661]What you could always do is move the shaders out to files and let someone with an NVIDIA card poke around till it works.[/QUOTE] Here it is: [url]http://anyhub.net/file/3EQx-release.7z[/url] You can find and edit the vertex and fragment shaders in the CustomShaders directory.
[QUOTE=Ziks;31289222]Here it is: [url]http://anyhub.net/file/3EQx-release.7z[/url] You can find and edit the vertex and fragment shaders in the CustomShaders directory.[/QUOTE] It seems to need admin rights Also [img]http://img808.imageshack.us/img808/4835/unledajk.png[/img]
[QUOTE=Garb;31289203]I warn you, its going to be very general, it's difficult to get pixels look good at some angles.[/QUOTE] How about you create sprites of Mario holding the Portal gun, but without the portal gun, and have associated data for each sprite on where to attach it. Then Maurice can simply rotate the portal gun texture using a neat algorithm that blends nicely.
I just noticed my name is in gold?
Shouldnt the thread be locked?
[QUOTE=Staneh;31289345]Shouldnt the thread be locked?[/QUOTE] We just saaid in the last page that threads dont autolock anymore
[QUOTE=Richy19;31289261]It seems to need admin rights Also [img]http://img808.imageshack.us/img808/4835/unledajk.png[/img][/QUOTE] I don't have proper support for versions of OpenGL as old as that, but I'll move on to supporting them after nVidia cards work properly. Also, did you modify the shaders at all before running?
I'm gonna spend some time playing with the shaders, wish me luck :v:
Crazy ideas meet C++: [url]http://weegen.home.xs4all.nl/eelis/analogliterals.xhtml[/url] I didn't make it, but thought it would be worth posting.
I also noticed a glitch with the light rendering on some people's nVidia cards, where there is a noticeable diagonal line through the quads. Does anyone with non-nVidia cards get that?
[QUOTE=Staneh;31289050]Didnt garry make the posts limit even higher?[/QUOTE] I read that in the Fable Guildmaster's voice. [quote]TRY TO GET YOUR COMBAT MULTIPLIER EEEEEEEEEVEN HIGHER[/quote]
[QUOTE=Spoco;31289278]I just noticed my name is in gold?[/QUOTE] 5 years, 100 posts?
[QUOTE=esalaka;31289972]5 years, 100 posts?[/QUOTE] There's been twice or three times where they've lowered post count, I have like 300-400 more posts than my count says.
I have around 1000 posts that have been culled, it hurts me on the inside.
Huh, I want this thread to lock. I'd like to see V20 :v:
Oh, I had about 1600-1800 posts I think before Garry removed the very old posts. On the topic, I'm trying to get wallpapers out of this Mandelbrot app. This might take a while.
[QUOTE=Jawalt;31289985]There's been twice or three times where they've lowered post count, I have like 300-400 more posts than my count says.[/QUOTE] No, no... I meant the new limit for Gold
[QUOTE=esalaka;31290164]No, no... I meant the new limit for Gold[/QUOTE] The auto-gold system counts deleted posts, I think that's what he meant. [editline]23rd July 2011[/editline] Here's a new version where you can replace any shader. If you delete the shader folder it will recreate it with the default files next time you host a game. [url]http://anyhub.net/file/3EWk-release.7z[/url]
I got bored of working on Back2Work so I made this [img]http://gyazo.com/49b55f829e0a24186cdb15aa734fa763.png[/img]
I decoded it, it says "Hi WAYWO"
[QUOTE=Ziks;31290785]I decoded it, it says "Hi WAYWO"[/QUOTE] Oh my god that is amazing! How the hell did you do that?
Remove that "Cannot be decoded". It can, theoretically. Just make it read "Hash" or something. The point is that it's nowadays fairly easy and quick to get values of MD5 hashes due to some advanced attacks that work on them so they can be 'solved' but they cannot be decoded to the [B]original[/B] value with 100% certainty.
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