• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=amcfaggot;33537568]Thanks for using my header. :smile: The first WAYWO I participated in, I got a highlight in, too! :dance:[/QUOTE] That was your first? Way to fit in to the community.
How did I not make the highlights AGAIN?
[QUOTE=Lexic;33540871][IMG]http://i.imgur.com/PSFMp.png[/IMG] Woo, full texture pallet loading and slightly bigger map parsing. 16x16 worked just the same as the 8x8 map, so it should scale to 64x64 fine, but I did notice that it had swapped X and Y of the input map. Hm. I'm thinking of breaking it up into chunks for the renderer somehow, but I'm not sure how or if this is a good idea. The best I could come up with was iterating through the walls matching start and end points together to form rooms, then somehow linking them via doors. The problem is I can only think of an O(n^n) style algorithm for calculating that with how the walls are currently stored, which doesn't sound much fun. Any ideas?[/QUOTE] Uhh input size should have little bearing on the speed you render at. It's a raycaster.
[QUOTE=Jawalt;33540959]Uhh input size should have little bearing on the speed you render at. It's a raycaster.[/QUOTE] No it isn't, it's a meshrenderer.
[QUOTE=Lexic;33540978]No it isn't, it's a meshrenderer.[/QUOTE] Oh. In software? [editline]2nd December 2011[/editline] Because if not, that shouldn't even need optimization. You could render a huge Wolfenstein3d map in fixed function immediate mode really quickly. I've done shit like that before.
[QUOTE=Jawalt;33540986]Oh. In software? [editline]2nd December 2011[/editline] Because if not, that shouldn't even need optimization. You could render a huge Wolfenstein3d map in fixed function immediate mode really quickly. I've done shit like that before.[/QUOTE] Programmable batched mode in fact. That's good to know though, I'm just making this up as I go along :D
[QUOTE=Jawalt;33540986]Oh. In software? [editline]2nd December 2011[/editline] Because if not, that shouldn't even need optimization. You could render a huge Wolfenstein3d map in fixed function immediate mode really quickly. I've done shit like that before.[/QUOTE] The console on the right mentions vertex and fragment shaders, so it seems to be a relatively modern 3D graphics API. The title on the top also says 'OpenGL', so that's kind of a giveaway...
[QUOTE=Jookia;33540868]Also, whitespace nazi unite![/QUOTE] [img]http://www.facepunch.com/avatar/189868.png?garryis=awesome[/img][img]http://www.facepunch.com/fp/emoot/hf.gif[/img][img]http://www.facepunch.com/avatar/112075.png?garryis=awesome[/img]
[QUOTE=ROBO_DONUT;33541030]The console on the right mentions vertex and fragment shaders, so it seems to be a relatively modern 3D graphics API. The title on the top also says 'OpenGL', so that's kind of a giveaway...[/QUOTE] The right side was cut off on my res, and I was seeing a Wolfenstein 3d imitation with what seemed to be classic 'raytracing' stuff. Like the sky/floor being just two colors split at the horizon line.
[img]http://puu.sh/9N2u[/img] 30 fps from running in debug, ignore that
[QUOTE=ROBO_DONUT;33538271]I can't wait for the autoplay video/animated gif fad to end. It's getting to the point where being able to load the page and scroll down without everything locking up is a small miracle.[/QUOTE] God I'm glad I made that gif blocker script now. Chrome wouldn't stand a chance otherwise. But now, instead of dying [img]http://dl.dropbox.com/u/35032740/op.png[/img] I also noticed over time that it has an extra effect of creating excitement and expectations when you see the Play image.
[QUOTE=benji2015;33541282][img]http://puu.sh/9N2u[/img] 30 fps from running in debug, ignore that[/QUOTE] I don't know why, but i fucking love these videos/pictures you post. My highlight of waywo right now is everytime you post something about it. :v:
Also, seeing highlights always makes me want to work on something flashy.
[QUOTE=Dj-J3;33541301]I don't know why, but i fucking love these videos/pictures you post. My highlight of waywo right now is everytime you post something about it. :v:[/QUOTE] Thanks! Also [img]http://puu.sh/9N4v[/img] [editline]2 December 2011[/editline] [QUOTE=supersnail11;33541396] If you'd release a beta or something I'd make a video for you (since you said you had bad internet)[/QUOTE] Thanks. Get it [url=http://dl.dropbox.com/u/8745051/facepunch/tiles.zip]here[/url]. (I don't recommend changing the resolution, the sun/moon arc relies on it being 720p (working on fixing it right now))
Realized I still have a lot more buttons to do. :suicide: [editline]2nd December 2011[/editline] [QUOTE=benji2015;33541282][img]http://puu.sh/9N2u[/img] 30 fps from running in debug, ignore that[/QUOTE] If you'd release a beta or something I'd make a video for you (since you said you had bad internet)
[QUOTE=Jawalt;33541259]The right side was cut off on my res, and I was seeing a Wolfenstein 3d imitation with what seemed to be classic 'raytracing' stuff. Like the sky/floor being just two colors split at the horizon line.[/QUOTE] I'm glad it fooled you, I was going for the authentic look. :v: [IMG]http://i.imgur.com/tQIO1.jpg[/IMG] [editline]2nd December 2011[/editline] (Fixed the flip incidentally)
If anyone's interested, a new game dev competition just started at EGP with €2000 in prizes, see [url]http://experimentalgameplay.com/blog/2011/12/5-buttons-competition-in-decemberjanuary/[/url]
Found this from 6th grade. [url=http://dl.dropbox.com/u/23280705/code/prog/DSC02418.JPG][t]http://dl.dropbox.com/u/23280705/code/prog/DSC02418.JPG[/t][/url]
[QUOTE=Darwin226;33541295]God I'm glad I made that gif blocker script now. Chrome wouldn't stand a chance otherwise.[/QUOTE] I'm using Chrome. Works fine here without blocking 5 animated gifs.
My artist and I are making some headway. We're using separate animations for the legs and torso. That way you can be jumping and attacking, running and attacking, etc. Kind of like TF2's animation blending but more manual. We've run into a bit of a dilemma: if we use pixel frame-by-frame animation, we'd need to make all new animations for each armor type. If we use skeletal, that issue is fixed, but it looks much worse.
Either improve the skeletal animation code or bite the extra art work.
Focus on looks
[QUOTE=RyanDv3;33541917]Either improve the skeletal animation code or bite the extra art work.[/QUOTE] It's not the code that's the issue, it's the fact that it's skeletal animation in a 2D game.
I think skeletal looks better than pixel animation. Even in 2D.
[QUOTE=Yogurt;33541940]It's not the code that's the issue, it's the fact that it's skeletal animation in a 2D game.[/QUOTE] So? Are you trying to make the point that it's impossible to make 2d skeletal animation look good?
[QUOTE=RyanDv3;33541974]So? Are you trying to make the point that it's impossible to make 2d skeletal animation look good?[/QUOTE] I'm just saying you don't have the full control over the pixels that you do in pixel-based animation.
[QUOTE=ROBO_DONUT;33540579]This is true, but I'm wondering if it's worth it with the trade-offs you're forced to make. Generally you want some sort of spatial hierarchy structure to make frustum/occlusion culling viable, so if you're traversing a structure like that it doesn't seem convenient to batch meshes by sorting their texture ids. You also benefit by sorting front-to-back when rendering opaque objects, since doing so will cause more hidden fragments to fail the depth test and be skipped entirely. I'd be interested to know which optimization is more useful.[/QUOTE] [url]http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Renderstate%20change%20costs]][/url] [url]http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Scene%20Graphs%20-%20just%20say%20no]][/url] (bottom section) I guess it's hard to know the truth but between these 2 posts the answer is pretty much no. I would personally sort by rendertarget then render front to back.
[QUOTE=supersnail11;33541522]Found this from 6th grade. [url=http://dl.dropbox.com/u/23280705/code/prog/DSC02418.JPG][t]http://dl.dropbox.com/u/23280705/code/prog/DSC02418.JPG[/t][/url][/QUOTE] So you made this last year?
[QUOTE=garry;33541623]I'm using Chrome. Works fine here without blocking 5 animated gifs.[/QUOTE] Chrome is fine for gifs but it freezes up on WebM videos unless I have the script someone posted last thread to block them from autoplaying.
just uploaded Tear N Burn and Tear N Burn Free, woo
Sorry, you need to Log In to post a reply to this thread.