If it's really that much of an issue on an iPod 2G, just add a low-end version that looks like the current fire and for faster devices add sexy fire.
Getting further along with the tutorial... I just had to sneak this in for later...
[img]http://dl.dropbox.com/u/9038221/Rendering%20Engine/EngineCodeNowWithLastViewProj.png[/img]
Previous view projection, so I can do per-pixel motion blur (no object vbuffer YET) later, best to set it up way before I need it.
So after much skyrim, i've decided to repurpose my 3d crap (remember, the upside down crossbow with gouraud shading and everything) into a cloth simulation
[IMG]http://dl.dropbox.com/u/33076954/Cloth1.PNG[/IMG]
[IMG]http://dl.dropbox.com/u/33076954/Cloth2.PNG[/IMG]
Taken from different times so the perspective is a bit messed up, but so far distributing force along a "cloth" seems to work. Next i need to make it so that the squares (of triangles) try to keep their own shape
Plus for whatever reason 'my' triangle filling method (which i shamelessly stole) no longer seems to work for some reason, related to its implementation and an assumption about point order, i believe.. So its just straight lines and the like for now. Oh and i was too lazy to generate lighting normals (for my straight lines..), so no proper lighting other than ambient
If anyone wants, i can do a howiaredothis
Did i miss any good bitchfights while i was gone?
[QUOTE=Legend286;33436898]Getting further along with the tutorial... I just had to sneak this in for later...
Previous view projection, so I can do per-pixel motion blur (no object vbuffer YET) later, best to set it up way before I need it.[/QUOTE]
Do you really need to post your entire screen for that?
I made a polygon triangulation thing in C++, but it was just a console application and was kinda hard to debug by text alone, so I made it output text I could paste into my VB6 grapher:
[IMG]http://img854.imageshack.us/img854/5517/yayx.png[/IMG]
:D
Also, new grapher features: line plotting, multiple colours, multiple function arguments, plus some backend stuff so I can add user-defined functions :) The only feature I'd really like to add after that (besides arrrays and whatnot) is for it to not be written in VB6.
[QUOTE=Swebonny;33433857]Handed in my assembly language and machinecode exercise today. Man it feels nice to be back at a high level language. Seriously felt like torture.[/QUOTE]
Even if you don't like to use Assembly all the time, it's still extremely beneficial to have a working knowledge of it.
[QUOTE=Philly c;33437015]Do you really need to post your entire screen for that?[/QUOTE]
Well some silly people seem to think I'm just copying and pasting code, when actually I've spent the time since my last post typing up the camera class and finishing up the colorshader one. If I was I'd be done by now. :v:
But no, the next time I post something will be when there's something decent to post.
[QUOTE=Philly c;33437015]Do you really need to post your entire screen for that?[/QUOTE]
You're just jealous you can't copy code from a tutorial.
I'm ready. After one year of rigorous C++ classes (nothing in comparison to most people here). I'm finally ready to create... my dream Roguelike. It's going to be a Gladiator game. You spend time in the training camp, you choose what you want to train etc etc. Then you go fight in the arena, then return back. With the main goal being earning your freedom, which could be achieved one way or another. I just need some ideas on how to make the melee much more satisfying and unique compared to other rougelikes where you just press 'a' then click the target for 10 damage.
My only fear is just getting shit on by the extreme memory management of a large project. Any advice would be great.
[img]http://puu.sh/9kkQ[/img]
[QUOTE=boomer678;33437506][IMG]http://puu.sh/9kkQ[/IMG][/QUOTE]
No, from what it looks like three people works terribly. Unless you meant to throw that poor soul through a wall.
[QUOTE=Yogurt;33437515]No, from what it looks like three people works terribly. Unless you meant to throw that poor soul through a wall.[/QUOTE]
That's just a bug when you type next to a fan, it freezes you but doesn't stop the fan from adding velocity to you. so when you close the chat you go flying
[img]http://i.imgur.com/MQz3F.png[/img]
More grimmy progress, rain, and a new texturepack, blocks will still change, as you can see the blocks don't really sync that well.
[editline]26th November 2011[/editline]
Suggestions are welcome.
[QUOTE=Staneh;33437655][img]http://i.imgur.com/MQz3F.png[/img]
More grimmy progress, rain, and a new texturepack, blocks will still change, as you can see the blocks don't really sync that well.
[editline]26th November 2011[/editline]
Suggestions are welcome.[/QUOTE]
Rain that comes down at an angle.
[editline].[/editline]
[media]http://www.youtube.com/watch?v=PGDjU-f4400[/media]
Watch me make a game. And do all sorts of stuff while I should be making a game.
I'm working on a scene manager for my rendering engine
I'm basically just reading Irrlicht's documentation, taking their design, and figuring out how to accomplish it with my own code.
[QUOTE=ROBO_DONUT;33435848]
Scale your fire up a bit and draw it additively. I think you'll find that you can get away with many fewer particles.[/QUOTE]
low-particle fire simulations need per-particle rotation and scaling. they create very "large" fires with no specific "burning spots", which means only 1 emitter usually. see this for example: [url]http://homepage.mac.com/nephilim/sw3ddev/additive_blending.html[/url]
i'm not looking for a fire that burns the entire screen. i want there to be very specific "burn spots" (emitters) that spread out over time. for that reason, i need to work with many small particles.
here's a better version of the fire:
[img]http://i.imgur.com/7uZmw.png[/img]
looks better in motion
[QUOTE=Maurice;33437849]Rain that comes down at an angle.
[editline].[/editline]
[media]http://www.youtube.com/watch?v=PGDjU-f4400[/media]
Watch me make a game. And do all sorts of stuff while I should be making a game.[/QUOTE]
Ggggnnghh, fine, I'll do it tomorrow though.
I have been working on a project for an algorithms class. It wasn't required to do GUI, but I decided it was boring without it.
I will record a video of it later. It involves radial graphing of undirected graphs and determining their connectivity and bi-connectivity, articulation points, etc. etc.
Woo!
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/87289628-79ac-4c61-9dce-41c485c3dc0e/2011-11-25_1832.png[/img]
That teapot is being rendered by a [sp]fucking terrible[/sp] scene node via a scene manager call :D
It's not a very well developed scene management system, but it's a start, and the fact that I got it working on my first attempt is a huge relief
I didn't even have to copy Irrlicht's scene structure, just did a little research on what a scene manager actually is, and went at it on my own
[QUOTE=icantread49;33437958]low-particle fire simulations need per-particle rotation and scaling. they create very "large" fires with no specific "burning spots", which means only 1 emitter usually. see this for example: [url]http://homepage.mac.com/nephilim/sw3ddev/additive_blending.html[/url]
i'm not looking for a fire that burns the entire screen. i want there to be very specific "burn spots" (emitters) that spread out over time. for that reason, i need to work with many small particles.
here's a better version of the fire:
[img]http://i.imgur.com/7uZmw.png[/img]
looks better in motion[/QUOTE]
How about instead of 100k particles of the same size you scale and rotate a few thousand? It'd probably look a fuckton better.
You start the particles as about the size you're using now so the 'burn spots' are apparent. Scale them up fairly quickly, and then slow down the scaling and fade them to a grey/black.
Tada fire.
[QUOTE=Kopimi;33439656]Woo!
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/87289628-79ac-4c61-9dce-41c485c3dc0e/2011-11-25_1832.png[/img]
That teapot is being rendered by a [sp]fucking terrible[/sp] scene node via a scene manager call :D
It's not a very well developed scene management system, but it's a start, and the fact that I got it working on my first attempt is a huge relief
I didn't even have to copy Irrlicht's scene structure, just did a little research on what a scene manager actually is, and went at it on my own[/QUOTE]
That's always the greatest way to learn in my opinion, it doesn't matter how badly you implemented it, you will have learned absolutely loads from doing so!
Congratulations on getting to this point, I look forward to seeing more progress in future :)
[QUOTE=icantread49;33434200]i'm sorry you don't like my fake particle system, i'll try to write a real one now
i'm sure a 533 MHz Samsung S5L8720 and a PowerVR MBX Lite 3D GPU can simulate and render 100k particles where each particle has 4 verts, 2 triangles and 6 indices, AKA an extra ~10MB per frame, in real time, along with high-resolution cloth physics.
or, you kno, i could stick with my 100k real-time particles that only use 1 vert, 0 triangles, and 1 index per particle, AKA 0 memory overhead because the simulation shares the same data
i will improve the texture, etc., and do my best, but i [b]will[/b] keep ipod touch 2g generation compability[/QUOTE]
Couldn't you have nicer particles on faster devices, and the crap particles on the slow devices?
-snip-
not wasting my time. don't like it, don't get it (not to mention it's free). show me your amazing fire particle system (+ cloth simulation) when you make one, maybe i can learn something from you
[QUOTE=icantread49;33440186]-snip-
not wasting my time. don't like it, don't get it (not to mention it's free). show me your amazing fire particle system (+ cloth simulation) when you make one, maybe i can learn something from you[/QUOTE]
maybe instead of being a mad cunt whenever someone tries offering you helpful advice with a friendly attitude, you should just say "no sorry that wont work" and go back to pretending you're a god among men in private
[QUOTE=Kopimi;33440267]maybe instead of being a mad cunt whenever someone tries offering you helpful advice with a friendly attitude, you should just say "no sorry that wont work" and go back to pretending you're a god among men in private[/QUOTE]
last post on this topic:
if you look back 2-3 pages, you'll notice that i give friendly responses to friendly criticism (AKA Downsider)
when you're Jawalt and you give me advice on how to make it look a "fuckton" better because it looks like crap, well, you're not getting a friendly response.
[QUOTE=icantread49;33440186]-snip-
not wasting my time. don't like it, don't get it (not to mention it's free). show me your amazing fire particle system (+ cloth simulation) when you make one, maybe i can learn something from you[/QUOTE]
Someone suggests you improve the fire, which can obviously be improved.
Blame it on technical restraints that definitely don't exist because I've seen T-Mobile G1s eat particle systems for breakfast.
Someone points out that's pretty much BS.
Get really angry, personally attack them by saying "why am I bothering you obv. have no experience", and then snip and get more angry.
:golfclap:
Okaaaaaay.
And the null cycle continues.
[QUOTE=Jawalt;33440306]Someone suggests you improve the fire, which can obviously be improved.
Blame it on technical restraints that definitely don't exist because I've seen T-Mobile G1s eat particle systems for breakfast.
Someone points out that's pretty much BS.
Get really angry, personally attack them by saying "why am I bothering you obv. have no experience", and then snip and get more angry.
:golfclap:
Okaaaaaay.[/QUOTE]
you're surprised that null acts like this?
you must of not been here a couple years ago.
[QUOTE=icantread49;33440298]last post on this topic:
if you look back 2-3 pages, you'll notice that i give friendly responses to friendly criticism (AKA Downsider)
when you're Jawalt and you give me advice on how to make it look a "fuckton" better because it looks like crap, well, you're not getting a friendly response.[/QUOTE]
even if he were being naive and giving you advice that isn't the least bit helpful, i don't think using the word "fuckton" to describe the possible improvements you could see by using his advice warrants acting as if he's got a learning disability that prevents him from ever coming close to your divine level of knowledge