• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=NovembrDobby;34135032]We're gonna need to see that animation :v:[/QUOTE] Done: [img]http://i.imgur.com/tguz6.gif[/img] [editline]9th January 2012[/editline] [QUOTE=esalaka;34135113]Don't stars tend to be more orange[/QUOTE] Wow, that's something I totally can't fix with a single line of code: [code] color *= vec3(1.0, 0.7, 0.2); [/code] Oh, wait
[QUOTE=Smashmaster;34134959]Generic star: [img]http://img688.imageshack.us/img688/7315/sunb.png[/img] Kinda crappy, but it's animated so that's cool. Will look better with a massive glow shader around it.[/QUOTE] Stars have details you know, [img]http://www.darkspace.net/images/dsdb/star.jpg[/img] Even with the brightness sun spots are visible unless you want it like that
[QUOTE=DesolateGrun;34135359]Stars have details you know, (picture) Even with the brightness sun spots are visible unless you want it like that[/QUOTE] Actually, after adding color, details seem to have popped out. [img]http://img838.imageshack.us/img838/2143/sun2i.png[/img] Although, in the end, it still looks nothing like a real star. I'll keep working on the realism part.
WAYWO - V. Hyper realistic star graphics edition
[QUOTE=Smashmaster;34135407] Although, in the end, it still looks nothing like a real star. [B][I]I'll keep working on the realism part[/I][/B].[/QUOTE] Am I the only one who thinks it looks [i]awesome[/i] as it is? Realism is, in my opinion, nothing when up against a nice, unique and attractive art style.
[QUOTE=Smashmaster;34135407]Actually, after adding color, details seem to have popped out. [img]http://img838.imageshack.us/img838/2143/sun2i.png[/img] Although, in the end, it still looks nothing like a real star. I'll keep working on the realism part.[/QUOTE] In this case coolness > realism.
[QUOTE=robmaister12;34135996]In this case coolness > realism.[/QUOTE] Good, because I believe the coolness factor has just been multiplied. [img]http://i.imgur.com/t6YNi.gif[/img]
one could say it's [i]irradiating[/i] coolness
[QUOTE=Smashmaster;34136700]Good, because I believe the coolness factor has just been multiplied. [img]http://i.imgur.com/t6YNi.gif[/img][/QUOTE] Is this done via a shader? Please share
[QUOTE=Richy19;34136782]Is this done via a shader? Please share[/QUOTE] Yes, GLSL. [code] uniform float time; uniform sampler2D texture; varying vec2 texCoord; void main() { const vec3 color = vec3(0.5, 0.2, 1.0); float texx = atan(texCoord.y, texCoord.x)/(2.0*3.14159); float lensq = texCoord.x*texCoord.x + texCoord.y*texCoord.y; float len = sqrt(lensq); float texy = lensq - (time / 25.0); float center = 0.25 / len; float tex = texture2D(texture, vec2(texx, texy)).r; float brightness = tex + center; float opac = 1.0 - min(len, 1.0); gl_FragColor = vec4(brightness*color, brightness*opac*opac); } [/code] This is the texture: [url]http://img337.imageshack.us/img337/8495/starm.png[/url]
[QUOTE=Smashmaster;34136827]Yes, GLSL.[/QUOTE] Is time the time in seconds?
Someone solve this. I need to see if it worked. Start at 0,0 I think the end is at 798, 498 but it could be 799, 499. [IMG]http://dl.dropbox.com/u/35032740/Maze.png[/IMG] Hint: Scolling past it slowly might reveal it's secret.
[QUOTE=Darwin226;34136858] Hint: Scolling past it slowly might reveal it's secret.[/QUOTE] Is it just me, or is a lot of people suddenly using the wrong its?
[QUOTE=Darwin226;34136858]Someone solve this. I need to see if it worked. Start at 0,0 I think the end is at 798, 498 but it could be 799, 499. [IMG]http://dl.dropbox.com/u/35032740/Maze.png[/IMG] Hint: Scolling past it slowly might reveal it's secret.[/QUOTE] if you can't see the Hi FP, you're blind
[QUOTE=Smashmaster;34136827]Yes, GLSL. [code]math[/code] This is the texture: [url]http://img337.imageshack.us/img337/8495/starm.png[/url][/QUOTE] So simple, yet so beautiful.
[QUOTE=supersnail11;34137052]Is it just me, or is a lot of people suddenly using the wrong its?[/QUOTE] It's is possessive afaik. (along with also being a contraction of it is)
[QUOTE=sLysdal;34125370]Dreamspark is amazing, activated an account there soon after I started college two and a half years ago.[/QUOTE] I just realized that DreamSpark has a training course for programming courtesy of PluralSight. It's amazing!
[QUOTE=danharibo;34137101]It's is possessive afaik. (along with also being a contraction of it is)[/QUOTE] [I]It's[/I] means "it is" while [I]its[/I] is possessive. :eng101:
[QUOTE=danharibo;34137101]It's is possessive afaik. (along with also being a contraction of it is)[/QUOTE] So, um [quote]Hint: Scolling past it slowly might reveal it is secret. [/quote]
[IMG]http://content.screencast.com/users/codydv/folders/Jing/media/e79548d2-b15f-4b46-8776-b95ee13b95ae/2012-01-09_2008.png[/IMG] I'm so proud.
[QUOTE=Smashmaster;34136827]Yes, GLSL. [/QUOTE] Slight modification: [code]uniform float time; uniform sampler2D framebuffer; void main() { vec2 texCoord = vec2(gl_TexCoord[0]) - vec2(0.5f, 0.5f); const vec3 color = vec3(0.5, 0.2, 1.0); float texx = atan(texCoord.y, texCoord.x)/(2.0*3.14159); float lensq = texCoord.x*texCoord.x + texCoord.y*texCoord.y; float len = sqrt(lensq); float texy = lensq - (time / 25.0); float center = 0.25 / len; float tex = texture2D(framebuffer, vec2(texx, texy)).r; float brightness = tex + center; float opac = 1.0 - min(len, 1.0); gl_FragColor = vec4(brightness*color, brightness*opac*opac); }[/code] [code]float delta = game->App.GetFrameTime()/1000.0f; totalSec += delta; bloom.SetParameter("time", totalSec);[/code] gives this: [img]http://i.imgur.com/1NNjp.png[/img]
[QUOTE=supersnail11;34137052]Is it just me, or is a lot of people suddenly using the wrong its?[/QUOTE] Eh... Sorry.
It's not an insult to you, but it seems that I'm seeing a lot of its/it's mixup. At least it's better than You're/Your (Though sometimes I see people doing "It's You'res")
Fuck, you're making me want to dump XNA and learn opengl. :v: opengl seems hard, is this true? also fuck, i have sport tomorrow at school and it's 1:20 am. I go to school at 8:30. :v:
[QUOTE=Naelstrom;34137208][I]It's[/I] means "it is" while [I]its[/I] is possessive. :eng101:[/QUOTE] Whoops.
[QUOTE=C:\;34137365]Fuck, you're making me want to dump XNA and learn opengl. :v: opengl seems hard, is this true? also fuck, i have sport tomorrow at school and it's 1:20 am. I go to school at 8:30. :v:[/QUOTE] As far as I know, GLSL and HLSL are nearly identical. So basically you shouldn't have to switch to get the same effects.
[QUOTE=Smashmaster;34137412]As far as I know, GLSL and HLSL are nearly identical. So basically you shouldn't have to switch to get the same effects.[/QUOTE] Ah! Thanks.
[QUOTE=Smashmaster;34137412]As far as I know, GLSL and HLSL are nearly identical. So basically you shouldn't have to switch to get the same effects.[/QUOTE] I think you may be confusing HLSL and Cg, which were developed together and are pretty identical. I've never used GLSL myself but as far as I know it's different than HLSL/Cg. Then again, the general concept is the same, as both are doing essentially the same thing. So transitioning from one to the other shouldn't be hard at all.
I know it's kinda lame to post what you're doing without actually showing it, but I guess I'll mention it anyway. I'm working on a private Steam bot, and one of its goals is to not seem too much like a bot. Right now it simulates typing. It also acknowledges when it's being talked to through very basic natural language. The system has plugin extensibility, and one of its current modules is manners. It has the ability to listen to Steam callbacks through lopensteamworks and plugins revolve around adding your own listeners to these events.
[QUOTE=C:\;34137365]Fuck, you're making me want to dump XNA and learn opengl. :v: opengl seems hard, is this true? also fuck, i have sport tomorrow at school and it's 1:20 am. I go to school at 8:30. :v:[/QUOTE] I need to go to school at 7:15 [editline]9th January 2012[/editline] lucky [editline]9th January 2012[/editline] [QUOTE=amcfaggot;34137505]I know it's kinda lame to post what you're doing without actually showing it, but I guess I'll mention it anyway. I'm working on a private Steam bot, and one of its goals is to not seem too much like a bot. Right now it simulates typing. It also acknowledges when it's being talked to through very basic natural language. The system has plugin extensibility, and one of its current modules is manners. It has the ability to listen to Steam callbacks through lopensteamworks and plugins revolve around adding your own listeners to these events.[/QUOTE] I was working on a similar thing for IRC, with Lua plugins.
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