First time I'm doing bloom. What do you think because I can't tell if it pretty or not?
What you can't see here is the smooth character animations when you're running/jumping around.
[img]http://img717.imageshack.us/img717/8728/43033ddb1873f9108b03cdd.png[/img]
[URL="http://img228.imageshack.us/img228/9010/af2f7a511ba3ec5182624f2.png"]Bloom disabled.[/URL]
[QUOTE=likesoursugar;31110177]First time doing bloom. What do you think because I can't tell if it pretty or not?
[img]http://img717.imageshack.us/img717/8728/43033ddb1873f9108b03cdd.png[/img][/QUOTE]
Very nice :)
Messing around with the mandelbrot set
[quote][IMG]http://dl.dropbox.com/u/9317774/0.png[/IMG][/quote]
I were bored :v:
Edit:
[quote][IMG]http://dl.dropbox.com/u/9317774/rererrer.png[/IMG][/quote]
So it's been about a month and I finally (thanks to summer) got around to starting that Minecraft/Lost Villagers/Falling Sand/Alchemy game that I said I would make. Not a lot to show for it yet, but hopefully I'll be posting in here a lot.
making a new stack is as easy as dragging any file into the dock, then dragging any other file(s) onto it :
[IMG]http://www.i.imgur.com/P91iC.png[/IMG]
restructured how stacks work (you can rename them now too!):
[IMG]http://i.imgur.com/AyzhD.png[/IMG]
you can now move tiles or stacks left and right, rename them, or remove them. if it's a file you can open its location too.
[IMG]http://i.imgur.com/Fga8Z.png[/IMG]
enforced the aero theme:
[IMG]http://i.imgur.com/VXHFE.png[/IMG]
full dock view (what do you think of the clock on the right?):
[IMG]http://i.imgur.com/Dc4M8.png[/IMG]
Still trying to figure out .jars. Feels like I've hit a brick wall. :smith:
[quote]No lwjgl found in java.library.path[/quote]
FUCK YOU
[editline]14th July 2011[/editline]
If anyone with Java experience wants to help me out that'd be really great. <3
[QUOTE=likesoursugar;31110177]First time I'm doing bloom. What do you think because I can't tell if it pretty or not?
What you can't see here is the smooth character animations when you're running/jumping around.
[img]http://img717.imageshack.us/img717/8728/43033ddb1873f9108b03cdd.png[/img]
[URL="http://img228.imageshack.us/img228/9010/af2f7a511ba3ec5182624f2.png"]Bloom disabled.[/URL][/QUOTE]
Looks alright, although maybe a bit too blurry. Is the blur a result of your bloom shader, or something else?
Welcome VBOs!
[img]http://i.imgur.com/Ykp2r.png[/img]
Also move-able and rotate-able RTS-like camera(the rotating part is still GL.Rotate :( ) and no deprecated code
[QUOTE=Chris220;31113931]Looks alright, although maybe a bit too blurry. Is the blur a result of your bloom shader, or something else?[/QUOTE]
Maby this is better: [URL="http://img28.imageshack.us/img28/1861/87d7781df0da28e72700af9.png"]IMG[/URL]
Yepp I need blur for the bloom but the blur in the depth is just because of the texture filter I'm using.
Without that filter: [URL="http://img708.imageshack.us/img708/8076/fef10e68764b091e7c77540.png"]IMG[/URL]
[QUOTE=robmaister12;31100789]generate it once, run it through a frag shader that shifts colors over or something similar every frame after that.[/QUOTE]
I'll take that into consideration.
[QUOTE=Ortzinator;31101261]There's also this port: [url]http://forums.create.msdn.com/forums/p/47066/281844.aspx[/url]
Unfortunately they don't seem interested in releasing the changes they mention in the thread. Despite me bugging them on twitter.[/QUOTE]
It looks like that's XNA only, and I'm using SFML.NET so yeah...
I just got Yellow Screen Of Death on MSDN
Sort your shit out Microsoft
[QUOTE=Nigey Nige;31111100]Still trying to figure out .jars. Feels like I've hit a brick wall. :smith:
FUCK YOU
[editline]14th July 2011[/editline]
If anyone with Java experience wants to help me out that'd be really great. <3[/QUOTE]
Mmm, put the dlls in the folder
[url=http://codepad.org/mNZNsTC1]Better random number shits[/url]
downside? CASTING, CASTING EVERYWHERE.
[editline]14th July 2011[/editline]
That is, better than just moduloing the shit out of randomness
I accidentally in the Lua WAYWO first this is bad
[QUOTE=likesoursugar;31114712]Maby this is better: [URL="http://img28.imageshack.us/img28/1861/87d7781df0da28e72700af9.png"]IMG[/URL]
Yepp I need blur for the bloom but the blur in the depth is just because of the texture filter I'm using.
Without that filter: [URL="http://img708.imageshack.us/img708/8076/fef10e68764b091e7c77540.png"]IMG[/URL][/QUOTE]
The second one (without the texture filter) is a lot more comfortable on the eyes in my opinion
[QUOTE=Dlaor-guy;31115310]I'll take that into consideration.
It looks like that's XNA only, and I'm using SFML.NET so yeah...[/QUOTE]
To go a bit off-topic, are you still working on Froid 2?
[QUOTE=Chris220;31117124]The second one (without the texture filter) is a lot more comfortable on the eyes in my opinion[/QUOTE]
Yeah true but I think this is perfect, changed the texture filter:
[QUOTE][URL="http://img9.imageshack.us/img9/3433/df6e337845665c779bd9d10.png"][img]http://img9.imageshack.us/img9/3433/df6e337845665c779bd9d10.png[/img][/URL][/QUOTE]
[QUOTE=likesoursugar;31117843]Yeah true but I think this is perfect, changed the texture filter:[/QUOTE]
That's excellent! :D
[QUOTE=layla;31086066]Looks like you're reading in the correct amount of data. Maybe try printing out your lump offsets, lengths and how many elements it's saying there is in a lump and I'll check against mine.[/QUOTE]
Sounds like a plan... I'll send you a pm with a bsp and numbers tomorrow, I'm beat right now.
Thanks!
So I was just making my space shooter's back-end a little more elegant, so I decided to make cannons separate from the ships and make them entities themselves, so now I can easily have upgrades by just creating another Cannon entity and attaching it to the player ship. I played around with some settings and then... this happened :v:
[img]http://dl.dropbox.com/u/4081391/wat.gif[/img]
[QUOTE=Dlaor-guy;31119627]So I was just making my space shooter's back-end a little more elegant, so I decided to make cannons separate from the ships and make them entities themselves, so now I can easily have upgrades by just creating another Cannon entity and attaching it to the player ship. I played around with some settings and then... this happened :v:
[img]http://dl.dropbox.com/u/4081391/wat.gif[/img][/QUOTE]
That made me picture someone taping the trigger on an assault rifle and throwing it in a spiraling ark into a base full of enemies :v:
[QUOTE=Dlaor-guy;31119627]So I was just making my space shooter's back-end a little more elegant, so I decided to make cannons separate from the ships and make them entities themselves, so now I can easily have upgrades by just creating another Cannon entity and attaching it to the player ship. I played around with some settings and then... this happened :v:
[img]http://dl.dropbox.com/u/4081391/wat.gif[/img][/QUOTE]
Suddenly I feel like my chances of winning have improved.
[QUOTE=Quark:;31119741]That made me picture someone taping the trigger on an assault rifle and throwing it in a spiraling ark into a base full of enemies :v:[/QUOTE]
Oh god some game developer better implement throwable assault rifles with duct tape triggers.
Also, I'm working on a game engine/game in which everything is drawn with lines/polygons, and I just had to write my own rotating functions/screen point calculating algorithm. Is it really easier with OpenGL? Of course I'm doing this to learn, but if OpenGL can do this faster I might just switch to that.
This is a screenshot of the last level of the first of three planets you can travel to in my upcoming html5 platform shooter. Well not counting the boss battle after this one.
[IMG]http://i51.tinypic.com/29vbi54.png[/IMG]
I think I could have this game done before December now
So we have finally started to make progress in the terrain generation department. Now we are able to dynamically make terrain as you walk, lag free, in a huge world.
The terrain now features huge oceans, large islands and land areas. You will not only find mountainous areas, but also flat, lagoon-like areas.
We are also starting to look at forests and tree generation (as you can see below).
Here are some pictures!
[IMG]https://lh6.googleusercontent.com/-Sb-0oZNGBgs/Th2eVjfa6LI/AAAAAAAAALg/TQ7H6DLRMNg/s1040/shore.png[/IMG]
[img]https://lh3.googleusercontent.com/-wpuaBkQ4oe0/Th2eWVhZyNI/AAAAAAAAALo/ni6oVInaKHU/s1040/ocean.png[/img]
[img]https://lh3.googleusercontent.com/-bTuS11WcpgM/Th2eXJ9QaRI/AAAAAAAAALs/A2YGFHiOKNc/s1040/shore2.png[/img]
[img]https://lh6.googleusercontent.com/-VW1V21nLGaY/Th95opp2jVI/AAAAAAAAAM0/XW6Eg6x2eL0/s1040/forest_islands.png[/img]
[img]https://lh6.googleusercontent.com/-6MX4x3zgrsg/Th2eYLUbSiI/AAAAAAAAALw/u46naACbv-A/s1040/large_ocean.png[/img]
[img]https://lh4.googleusercontent.com/-txigsK6i9pE/Th93CO3E9cI/AAAAAAAAAMg/IRw1NBKMpWY/s1040/forest_inside.png[/img]
[img]https://lh4.googleusercontent.com/-H9VXcTcHiqY/Th93C7Ni19I/AAAAAAAAAMk/oq_2Nrosvvc/s1040/laguna.png[/img]
[img]https://lh6.googleusercontent.com/-tbn7BuPk-bo/Th93HAHYKtI/AAAAAAAAAMo/dBgnBsKCEZ0/s1040/further_inlands_from_shore2.png[/img]
[img]https://lh6.googleusercontent.com/-Sb-0oZNGBgs/Th2eVjfa6LI/AAAAAAAAALg/TQ7H6DLRMNg/s1040/shore.png[/img]
[img]https://lh3.googleusercontent.com/-CV4J9t5iCic/Th2eWVMRlUI/AAAAAAAAALk/66HbJTUaBUs/s1040/shore_mountain.png[/img]
There are still some kinks and bugs we're working out. For instance, if you look closely at the terrain, you can sometimes see grid-like artifacts.
[QUOTE=Dlaor-guy;31119627]So I was just making my space shooter's back-end a little more elegant, so I decided to make cannons separate from the ships and make them entities themselves, so now I can easily have upgrades by just creating another Cannon entity and attaching it to the player ship. I played around with some settings and then... this happened :v:
[IMG]http://dl.dropbox.com/u/4081391/wat.gif[/IMG][/QUOTE]
Holy shit keep that as a feature
[QUOTE=Matte;31120467]So we have finally started to make progress in the terrain generation department. Now we are able to dynamically make terrain as you walk, lag free, in a huge world.
Here are some pictures!
<Content that almost made me cry with joy>
[/QUOTE]
That compass is bloody awesome, I love it! I would [i]LOVE[/i] to try this! :D
[QUOTE=Foda;31120973]Holy shit keep that as a feature[/QUOTE]
Make it so when the ship gets destroyed the guns fly off like that and shoot :v
[QUOTE=Quark:;31121902]That compass is bloody awesome, I love it! I would [i]LOVE[/i] to try this! :D[/QUOTE]
That is great. In it's time, this project will require alpha/beta testers. I will most certainly make a thread on this board as soon as we got a public beta (or maybe alpha) release, so just keep your eyes up.
I also hope to get a video up soon.
And, if anyone has some spare time, we are always looking for a new set of textures. Many people see our engine with the current Minecraft textures and just brush it off as a Minecraft clone/ripoff. If we end up using your textures, we will of course credit you.
So I (almost) managed to get the abstract base code behind skeletal animation working in my project. The way I have coded it is beyond ridiculous, and at this point i'm really considering just re-writing it all from scratch.
I created a base actor class which can have any number of "limbs" and "joints" attached to it. A limb must be attached to at least one joint, and you can attach more joints to limbs (tree like structure).
[code]
pActor->createJoint("Torso", Engine->loadMesh("Torso.x"), null);
pActor->createJoint("LeftShoulder", Engine->LoadMesh("Shoulder.x"), "Torso");
pActor->createJoint("RightShoulder", Engine->LoadMesh("Shoulder.x"), "Torso");
pActor->createLimb("LeftHand", Engine->LoadMesh("Hand.x"), "LeftShoulder");
pActor->createLimb("RightHand", Engine->LoadMesh("Hand.x"), "RightShoulder");
[/code]
This seems bulky and overly complex and I can see it being ridiculously hard to add stuff with a lot of limbs and joints.
I guess the best way to re-write it would be to use XML. Have an XML file for each actor which details the structure of limbs and joints, as well as a list of animations (each animation would be an array of vertices, quaternions and timing details).
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