• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=synthiac;33619989]which is weird since the general consensus in the video encoding community is that downscaling with lanczos is superior in quality to bilinear, and the difference is rather noticeable in most cases but whatever you say[/QUOTE] > Regarding the video encoding community's opinion as absolute fact Granted, it depends largely on the implementation. A shitty bi-linear filter (without the low-pass) is going to look like shit because the input will have components above the Nyquist frequency. A good bi-linear downsampling filter, however, is going to run the whole image through a sinc/gaussian filter anyway, so it ends up being almost equivalent to a Lanczos/sinc-downsampled image. If you have good implementations of both, then the difference between them is entirely academic. Yeah, maybe there's some fraction of a dB difference in PSNR, but in a blind test with a typical image (i.e. not fucking zebra stripes or something) most people won't be able to discern a difference. The ones who can will have to be squinting and scrutinizing so hard their eyes bleed. ...for [i]downsampling[/i], of course. The differences are glaringly obvious for upsampling.
[QUOTE=neos300;33619510]Cleaned up my code a bit, next stop GWEN integration.[/QUOTE] Let me know how that goes. I think I'll be doing it at some point in the future.
[img]http://puu.sh/a9qc[/img] Some lobby thing when you join a server and can choose a map to play. If you join a server that has already started a map it will list the players as :Playing, and if you press ready you will load the map and join them.
[QUOTE=boomer678;33620663][img]http://puu.sh/a9qc[/img] Some lobby thing when you join a server and can choose a map to play. If you join a server that has already started a map it will list the players as :Playing, and if you press ready you will load the map and join them.[/QUOTE] That looks really cool. This entire project is fascinating; I'm really excited to see how it turns out.
Flipping boxes. [video=youtube;BA7ZTNtGpKY]http://www.youtube.com/watch?v=BA7ZTNtGpKY[/video]
[QUOTE=Lord Ned;33620327]Let me know how that goes. I think I'll be doing it at some point in the future.[/QUOTE] Will do, that's a task for tomorrow. Using Code::Blocks with SFML as my renderer if you want to know.
I just started learning C++ and quite frankly its great, Today's task was to learn Arrays and using Sort [cpp] #include<iostream> #include<algorithm> #include<time.h> using namespace std; int main() { srand(time(NULL)); // allows rand to fucking do somthing right for once. int ar1[100]; for(int i = 0;i < 100;i++) { ar1[i] = rand() % 100; cout<<ar1[i]<<"/"; if (i == 99) { cout<<endl; cout<<endl; } } sort(ar1,ar1+100); cout<<"Sorted: "; for(int v = 0;v < 100; v++) { cout<<ar1[v]<<" "; } cin.get(); // :D keep MVC++E open return 0;[/cpp] [B]Output:[/B] [code]80/91/93/77/10/66/15/82/85/90/67/35/38/84/11/10/42/86/8/48/72/19/47/92/76/21/6/2 5/91/69/79/49/2/71/49/57/80/55/5/94/76/19/34/88/38/41/40/27/5/87/61/72/25/37/9/7 7/26/11/99/27/4/45/9/87/4/59/37/55/43/16/96/82/74/29/48/62/10/57/72/17/64/60/58/ 26/68/85/32/97/61/60/43/42/4/15/38/54/22/3/82/23/ Sorted: 2 3 4 4 4 5 5 6 8 9 9 10 10 10 11 11 15 15 16 17 19 19 21 22 23 25 25 26 26 27 27 29 32 34 35 37 37 38 38 38 40 41 42 42 43 43 45 47 48 48 49 49 54 55 5 5 57 57 58 59 60 60 61 61 62 64 66 67 68 69 71 72 72 72 74 76 76 77 77 79 80 80 82 82 82 84 85 85 86 87 87 88 90 91 91 92 93 94 96 97 99[/code] Is it weird i get off on this?
[QUOTE=Whitefox08;33621341] Is it weird i get off on this?[/QUOTE] Uh. Yeah.
[QUOTE=supersnail11;33621358]Uh. Yeah.[/QUOTE] Well it's better than not being able to get off at all because you're 12 :v:
[QUOTE=Yogurt;33621484]Well it's better than not being able to get off at all because you're 12 :v:[/QUOTE] Here comes the next awkward discussion in the WAYWO thread
I wish I could get involved in some sort of interesting open source project. I never have the time or commitment for my own projects :suicide:
[QUOTE=thisBrad;33621894]I wish I could get involved in some sort of interesting open source project. I never have the time or commitment for my own projects :suicide:[/QUOTE] Same thing. I've kind of compromised by FOSSing my projects, which allows me to write better code as I have expectations to uphold.
[img]http://dl.dropbox.com/u/11093974/Junk/shakeit.gif[/img] Sit still you. Dammit, we are not having this argument right now! If I can fix this damn jittering I'll be golden. It's all gravity's fault. Physics, why do you suck so much?
[QUOTE=Jookia;33621909]I've kind of compromised by FOSSing my projects, which allows me to write better code as I have expectations to uphold.[/QUOTE] I throw all sorts of crap on my github, where it's publicly viewable, and most of it would make other programmers cringe. And I'm perfectly fine with that. I went through that stage of being self-conscious about my coding habits, but it really doesn't benefit you at all.
[QUOTE=jalb;33621972][img]http://dl.dropbox.com/u/11093974/Junk/shakeit.gif[/img] Sit still you. Dammit, we are not having this argument right now! If I can fix this damn jittering I'll be golden. It's all gravity's fault. Physics, why do you suck so much?[/QUOTE] Why not use Bullet physics?
My game isn't going to be boring 2D all the time, so some sections will allow 3D Mode like this: [vid]http://filesmelt.com/dl/3DM.webm[/vid] [URL=http://filesmelt.com/dl/3DM.webm]If video does not play[/URL]
[QUOTE=ROBO_DONUT;33621988]I throw all sorts of crap on my github, where it's publicly viewable, and most of it would make other programmers cringe. And I'm perfectly fine with that. I went through that stage of being self-conscious about my coding habits, but it really doesn't benefit you at all.[/QUOTE] Maybe it's OCD then? I document everything and make sure that people can understand it all.
[QUOTE=Jookia;33622004]Maybe it's OCD then? I document everything and make sure that people can understand it all.[/QUOTE] I have a habit of writing extremely messy code, very quickly while the idea is fresh, then cleaning /documenting it afterwards. Sometimes I forget to clean it up :v:
[QUOTE=thisBrad;33622029]I have a habit of writing extremely messy code, very quickly while the idea is fresh, then cleaning /documenting it afterwards. Sometimes I forget to clean it up :v:[/QUOTE] Ahaha, I write understandable code all the time, at least by my standards, then I read it from the perspective of somebody who doesn't understand what it does, and add comments.
[QUOTE=Jookia;33621992]Why not use Bullet physics?[/QUOTE] I get this far and now you tell me to use bullet? :v: It's for school, that's not really an option at this point.
[QUOTE=Jookia;33622004]Maybe it's OCD then? I document everything and make sure that people can understand it all.[/QUOTE] I generally write as well as I can, for my own sake, and assume that if I'm fine working with it, then others won't have [i]too[/i] much trouble figuring out how it all works. I comment what needs commenting, effectively structural notes and pointing out anything idiosyncratic. If I start really worrying about how [i]other[/i] people would work with my code, I find that I cease to be productive. I have sort of a 'write now, refactor later' policy, at the moment. Most of my code starts out horrible and gradually increases in quality as I figure out WTF I'm doing. This way if I find that my approach is wrong I find out early so I haven't wasted a week making everything perfect.
[QUOTE=jalb;33622057]I get this far and now you tell me to use bullet? :v: It's for school, that's not really an option at this point.[/QUOTE] Why aren't you resting your objects?
[vid]http://dl.dropbox.com/u/2276133/TilesV7%202011-12-07%2022-59-06-19.webmvp8.webm[/vid] Boomer678's video of my thing because uploading the last video was a horrible idea on my part
I got a terrain generator working, although I don't like the symmetry to it, so I'll probably just switch to a different algorithm. [img]http://i.imgur.com/KLVoG.png[/img]
[QUOTE=amcfaggot;33622123]Why aren't you resting your objects?[/QUOTE] I am, actually. Now that you mention it I just remembered that I'm "unresting" them in places I probably shouldn't be... I'll get back to you on that!
[IMG]http://filesmelt.com/dl/3DM.gif[/IMG] Found a decent AVI to GIF converter. Not so bad. Edit: Oh my the colors
[cpp] setGlobalLocale(makeLocale("en_US", "ugh", "./locale", "trainsc")); std::cout << translate("Can't create {1}: {2}.") << std::endl; setGlobalLocale(makeLocale("en_US", "", "./locale", "trainsc")); std::cout << translate("Can't create {1}: {2}.") << std::endl;[/cpp] [quote]Wow, you broke {1}. Good job. Can't create {1}: {2}.[/quote] Runtime language changing!
[QUOTE=amcfaggot;33622123]Why aren't you resting your objects?[/QUOTE] Forget resting, they need some Ritalin.
[QUOTE=amcfaggot;33622123]Why aren't you resting your objects?[/QUOTE] Thanks for jogging my mind on this one. Adding in the resting makes everything look more stable. I have two more bugs to tackle that this introduced, THEN we'll be golden! (if those bugs don't introduce two more bugs :v:) This engine will never be commercial-quality, but for our purposes it's starting to look great! I am pretty excited about this. More gifs coming soon, but I am able to stack 100 boxes with a decent amount of stability (professor wanted a minimum of 5, I think I'm good).
[QUOTE=jalb;33622808]Thanks for jogging my mind on this one. Adding in the resting makes everything look more stable. I have two more bugs to tackle that this introduced, THEN we'll be golden! (if those bugs don't introduce two more bugs :v:) This engine will never be commercial-quality, but for our purposes it's starting to look great! I am pretty excited about this. More gifs coming soon, but I am able to stack 100 boxes with a decent amount of stability (professor wanted a minimum of 5, I think I'm good).[/QUOTE] For diving into this, it's very impressive, in my opinion. You must have learned a bit from this.
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