• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=Richy19;34136857]Is time the time in seconds?[/QUOTE] Is it the global time or what? using the code I pasted a few posts I get this: [img]http://i.imgur.com/fTYVe.png[/img] but once the time gets passed about 0.8 the patern stops and it just stays the same Also because im using SFML im having to add in the -0.5 to texCord which means it only works on the botom half :(
[QUOTE=supersnail11;34137528]I need to go to school at 7:15[/QUOTE] I have to get up at 5:30 to catch a train so I can be on time to the school that starts at 7:20. I love sleeping so much :(
[QUOTE=Richy19;34137688]Is it the global time or what? using the code I pasted a few posts I get this: [img]http://i.imgur.com/fTYVe.png[/img] but once the time gets passed about 0.8 the patern stops and it just stays the same Also because im using SFML im having to add in the -0.5 to texCord which means it only works on the botom half :([/QUOTE] I should add a no-warranty clause.
Got message reading down as well :D [IMG]http://content.screencast.com/users/codydv/folders/Jing/media/b2daa51c-c56a-476f-a3e4-faeb616da75a/2012-01-09_2053.png[/IMG]
[QUOTE=Smashmaster;34136827]Yes, GLSL. -snip- This is the texture: [url]http://img337.imageshack.us/img337/8495/starm.png[/url][/QUOTE] Here it is in LÖVE: [url]http://solidfiles.com/d/0427a64cf9/[/url] (requires 0.8.0) The "PixelEffect" code, for anyone curious: [cpp] extern number time; vec4 effect(vec4 color, Image texture, vec2 texture_coord, vec2 pixel_coord) { texture_coord = texture_coord - 0.5; number texx = atan(texture_coord.y, texture_coord.x) / (2.0 * 3.14159); number lensq = texture_coord.x * texture_coord.x + texture_coord.y * texture_coord.y; number len = sqrt(lensq); number texy = lensq - (time / 25.0); number center = 0.25 / len; number tex = Texel(texture, vec2(texx, texy)).r; number brightness = tex + center; number opac = 1.0 - min(len, 1.0); return vec4(brightness * color.xyz, brightness * opac * opac); } [/cpp]
[QUOTE=thelinx;34137921]Here it is in LÖVE: [url]http://solidfiles.com/d/0427a64cf9/[/url] (requires 0.8.0) The "PixelEffect" code, for anyone curious: [cpp] extern number time; vec4 effect(vec4 color, Image texture, vec2 texture_coord, vec2 pixel_coord) { texture_coord = texture_coord - 0.5; number texx = atan(texture_coord.y, texture_coord.x) / (2.0 * 3.14159); number lensq = texture_coord.x * texture_coord.x + texture_coord.y * texture_coord.y; number len = sqrt(lensq); number texy = lensq - (time / 25.0); number center = 0.25 / len; number tex = Texel(texture, vec2(texx, texy)).r; number brightness = tex + center; number opac = 1.0 - min(len, 1.0); return vec4(brightness * color.xyz, brightness * opac * opac); } [/cpp][/QUOTE] Whoa... [Img]http://puu.sh/cVYK[/Img]
Helping my friend with his XNA game, does anyone know what I'm doing wrong when I render multiple render targets, because this is what I end up getting: [img]http://puu.sh/cW3O[/img]
[QUOTE=amcfaggot;34134510]Something to speed up Lua development?[/QUOTE] Luaxative?
[QUOTE=Ortzinator;34138576]Luaxative?[/QUOTE] sounds like a way to detect shit code [editline]9th January 2012[/editline] Maybe the kids in the Lua Scripting section would appreciate it
[QUOTE=amcfaggot;34138589]sounds like a way to detect shit code [editline]9th January 2012[/editline] Maybe the kids in the Lua Scripting section would appreciate it[/QUOTE] I think Luaxative would be less a way to detect shit code and more a way to rapidly produce huge quantities of shit (code).
No real progress, I just ran some more music through the program: [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/02%20presenting%20vvvvvv.mp3.both.png[/img_thumb] [url=http://souleyedigitalmusic.bandcamp.com/album/pppppp-the-vvvvvv-soundtrack]Presenting VVVVVV[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/09%20Big%20Giant%20Circles%20feat.%20Jeff%20Ball%20-%20Thunderstruck%20%5BOcarina%20of%20Time%20-%20Legend%20of%20Zelda%5D.mp3.both.png[/img_thumb] [url=http://zelda25.ocremix.org/]Thunderstruck[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2004%20Meltwater.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Meltwater[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2007%20Thought%20and%20Flow.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Thought and Flow[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2025%20Starkind.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Starkind[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2030%20Sburban%20Piano%20Doctor.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Sburban Piano Doctor[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2035%20House%20of%20Lalonde.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]House of Lalonde[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2036%20L%27etat%20de%20l%27ambivalence.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]L'etat de l'ambivalence[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2042%20Corpse%20Casanova.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Corpse Casanova[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2051%20Farewell.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Farewell[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Homestuck%20Gaiden%20-%20Land%20of%20Fans%20and%20Music%20-%2053%20Cutscene%20at%20the%20End%20of%20the%20Hallway.mp3.both.png[/img_thumb] [url=http://homestuckgaiden.bandcamp.com/album/land-of-fans-and-music]Cutscene at the End of the Hallway[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/nervous_testpilot%20-%20Frozen%20Synapse%20Original%20Soundtrack%20-%2008%20Triumph.mp3.both.png[/img_thumb] [url=http://www.frozensynapse.com/soundtrack.html]Triumph[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Noitu_Love_2_-_01_-_Theme_-_Joakim_Sandberg.mp3.both.png[/img_thumb] [url=http://www.konjak.org/index.php?folder=8&file=21]Noitu Love 2: Theme[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Noitu_Love_2_-_20_-_Credits_-_Joakim_Sandberg.mp3.both.png[/img_thumb] [url=http://www.konjak.org/index.php?folder=8&file=21]Noitu Love 2: Credits[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/Noitu_Love_2_-_Extra5_-_Tango%27s_Sweet_Requiem_-_Joakim_Sandberg.mp3.both.png[/img_thumb] [url=http://www.konjak.org/index.php?folder=8&file=21]Noitu Love 2: Extra5 - Tango's Sweet Requiem[/url] [img_thumb]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Goertzel/Day%201/TheDragonbornComes-Malukah.mp3.both.png[/img_thumb] [url=http://www.youtube.com/watch?v=4z9TdDCWN7g]The Dragonborn Comes[/url] It sometimes misses a few of the higher notes if the song is too long. Also, the lower wave bands aren't properly aligned (midway in Cutscene at the End of the Hallway and the percussion in Triumph).
Hey WAYWO! My Newgrounds Audio Portal app is out and I would love it if you guys checked it out! Get it here: [url]http://itunes.apple.com/us/app/audio-portal/id492846490[/url] [IMG]http://i3software.org/screenshots/audioportal-1.png[/IMG] [IMG]http://i3software.org/screenshots/audioportal-2.png[/IMG] [IMG]http://i3software.org/screenshots/audioportal-3.png[/IMG] PROMO CODES: KTTNLJ734L99 KYXXTWLFNYWR 3343EFF3NXNM YJW4TWXJJ4YF 49KAPY3TNPXP
[QUOTE=thelinx;34137921]Here it is in LÖVE: [url]http://solidfiles.com/d/0427a64cf9/[/url] (requires 0.8.0) The "PixelEffect" code, for anyone curious: [cpp] extern number time; vec4 effect(vec4 color, Image texture, vec2 texture_coord, vec2 pixel_coord) { texture_coord = texture_coord - 0.5; number texx = atan(texture_coord.y, texture_coord.x) / (2.0 * 3.14159); number lensq = texture_coord.x * texture_coord.x + texture_coord.y * texture_coord.y; number len = sqrt(lensq); number texy = lensq - (time / 25.0); number center = 0.25 / len; number tex = Texel(texture, vec2(texx, texy)).r; number brightness = tex + center; number opac = 1.0 - min(len, 1.0); return vec4(brightness * color.xyz, brightness * opac * opac); } [/cpp][/QUOTE] Amazing
[QUOTE=i300;34138999]Hey WAYWO! My Newgrounds Audio Portal app is out and I would love it if you guys checked it out! Get it here: [url]http://itunes.apple.com/us/app/audio-portal/id492846490[/url] [IMG]http://i3software.org/screenshots/audioportal-1.png[/IMG] [IMG]http://i3software.org/screenshots/audioportal-2.png[/IMG] [IMG]http://i3software.org/screenshots/audioportal-3.png[/IMG][/QUOTE] Very cool
[QUOTE=i300;34138999]Hey WAYWO! My Newgrounds Audio Portal app is out and I would love it if you guys checked it out! Get it here: [url]http://itunes.apple.com/us/app/audio-portal/id492846490[/url] [IMG]http://i3software.org/screenshots/audioportal-1.png[/IMG] [IMG]http://i3software.org/screenshots/audioportal-2.png[/IMG] [IMG]http://i3software.org/screenshots/audioportal-3.png[/IMG] PROMO CODES: KTTNLJ734L99 KYXXTWLFNYWR 3343EFF3NXNM YJW4TWXJJ4YF 49KAPY3TNPXP[/QUOTE] Wait a minute... didn't someone else make that? My reading of WAYWO has been spotty lately so maybe the project changed hands or something; forgive my ignorance if that is the case.
[QUOTE=RyanDv3;34139200]Wait a minute... didn't someone else make that? My reading of WAYWO has been spotty lately so maybe the project changed hands or something; forgive my ignorance if that is the case.[/QUOTE] geel9 made one for Android. And speaking of geel, what happened to him?
[QUOTE=RyanDv3;34139200]Wait a minute... didn't someone else make that? My reading of WAYWO has been spotty lately so maybe the project changed hands or something; forgive my ignorance if that is the case.[/QUOTE] Geel9 made an Android version, but I've been the one developing the iOS version.
[QUOTE=i300;34138999]Hey WAYWO! My Newgrounds Audio Portal app is out and I would love it if you guys checked it out![/QUOTE] from your other app: [img]http://a2.mzstatic.com/us/r1000/118/Purple/88/dc/33/mzl.ljdqytkf.320x480-75.jpg[/img] just found "Chat with (null)" funny :v:
[QUOTE=amcfaggot;34136767]one could say it's [i]irradiating[/i] coolness[/QUOTE] I'd say it's [i]radiating[/i] coolness, "irradiating" means the coolness is being exposed to radiation. Either one works but I prefer radiating. :v:
[QUOTE=Chris220;34139606]I'd say it's [i]radiating[/i] coolness, "irradiating" means the coolness is being exposed to radiation. Either one works but I prefer radiating. :v:[/QUOTE] wow nerde
Instead of working on [U]any[/U] of the projects that might be a [B]tiny[/B] bit popular, or even working on something that's useful... [t]http://i.imgur.com/4DF1q.png[/t] I made glype look like google. I've got my priorities straight. [editline]10th January 2012[/editline] It's rather cool though, since I'm Feeling Lucky works like usual, and search works as long as you don't put in a URL. All the links (except for the preferences and the iGoogle link) work. [editline]10th January 2012[/editline] [URL="http://twogoogles.tk"]here it is if you want[/URL] there must be either a subdomain or a www on the url, so [url]www.google.com[/url] would work but google.com wouldn't.
Got my sprite loader updated, feels good to be making progress [editline]9th January 2012[/editline] Just tested on my brother's super unstable computer. Options and everything work just fine :eng101:
[QUOTE=supersnail11;34140330]Instead of working on [U]any[/U] of the projects that might be a [B]tiny[/B] bit popular, or even working on something that's useful... [t]http://i.imgur.com/4DF1q.png[/t] I made glype look like google. I've got my priorities straight. [editline]10th January 2012[/editline] It's rather cool though, since I'm Feeling Lucky works like usual, and search works as long as you don't put in a URL. All the links (except for the preferences and the iGoogle link) work. [editline]10th January 2012[/editline] [URL="http://twogoogles.tk"]here it is if you want[/URL] there must be either a subdomain or a www on the url, so [url]www.google.com[/url] would work but google.com wouldn't.[/QUOTE] Must update for the new Google bar!
[QUOTE=cody8295;34137902]Got message reading down as well :D [IMG]http://content.screencast.com/users/codydv/folders/Jing/media/b2daa51c-c56a-476f-a3e4-faeb616da75a/2012-01-09_2053.png[/IMG][/QUOTE] Why do you consistently use non-filled rectangles to try and blur something out? I could probably reconstruct your profile picture from your "blurred out" image.
In 2008, 14-year-old me wrote a simple Direct3D demo app. In 2012, 18-year-old me decided to resurrect it, change it slightly, and then use it for the 3D animation part of a university assignment. This was after several hours of 3ds max a) being confusing as hell to use, and b) crashing all the time.
[QUOTE=dvondrake;34140955]Had to create a second framebuffer just for lighting and render each light as a sphere rather than full-screen quads. Currently a looking at a weird issue where the lighting from multiple lights meet on a surface doesn't seem to blend too great, buy hey, at least it's working.[/QUOTE] You're using additive blending and you've disabled depth writes, correct? [QUOTE=dvondrake;34140955]Also had to switch from only storing the X and Y components of normals in the G-buffer to storing all three. Apparently it's possible for stuff to face the camera without actually facing the camera? Not entirely sure how Killzone 2 pulled it off, I was using the exact same equation to reconstruct Z as they did.[/QUOTE] The lighting in Killzone 2 is wrong. Their whole approach is wrong. It looks OK with all the postprocessing and shit they do, but it caused so many headaches for me until I realized their approach doesn't work. The whole 'store x/y, reconstruct z' thing [i]would[/i] work if view-space z [i]actually[/i] pointed at the viewer, but it doesn't. View-space z is parallel to the view vector [i]only[/i] at the center of the screen. I highly recommend [url=http://en.wikipedia.org/wiki/Lambert_azimuthal_equal-area_projection]lambert azimuthal equal-area projection[/url]. It's fast, simple, and it's similar to what Crytek is using. There's a great overview of the different compression schemes [url=http://aras-p.info/texts/CompactNormalStorage.html]here[/url]
[QUOTE=dvondrake;34141658]That makes sense now, I was getting a fisheye sort of effect on lighting towards the edges of the screen. How did they get away with this on a commercial game?[/QUOTE] Liberal application of blur, bloom, and sepia filters. Like any other modern game. The problem is also mitigated by a narrow FOV. If your view frustum is narrow, then it becomes an acceptable approximation to make. Basically, it works better in cinematic games and console games than it would in something like Quake. For things to look natural, the in-game rendering FOV has to match the viewer's physical field of view to the screen, so I think that console games tend to use a narrower FOV and tricks like third-person over-the-shoulder camera angles because the player naturally sits futher from the display. And because you don't have that wide peripheral vision on your physical monitor, you don't have that peripheral vision in the rendering either, and the artifacts that occur only around the edges go unnoticed. Just a guess, though. I'm a PC guy, and I know it looks bad for PC games. [QUOTE=dvondrake;34141658]I'll try the method you linked, looks very promising. Was really bummed out when the Killzone 2 method turned out to work terribly. I appreciate the help.[/QUOTE] Yeah, it sounded like such a great idea, too. It just sucks that it doesn't work out geometrically. I wouldn't say that the reasons why it doesn't work are intuitive, either. You have to think pretty hard to see why it fails.
[QUOTE=Legend286;34138536]Helping my friend with his XNA game, does anyone know what I'm doing wrong when I render multiple render targets, because this is what I end up getting: [img]http://puu.sh/cW3O[/img][/QUOTE] Depth buffer issues. Easy fix, one line in Draw() [code]device.DepthStencilState = DepthStencilState.Default;[/code] Should fix it.
Do you guys use your own math libs for doing vector and matrix calculations, or external libs. If so, which ones (preferably C/C++)
Holy shit that was the most annoying bug. I had the game crashing, cause being an invalid pointer (0xDDDDDDDD) in vstdlib.dll. I wasn't calling any functions from there or even linking it. The crash always happened after one of my functions returned. Otherwise it was completely random. It would happen in the menu, when I pressed a button or after a few seconds in-game. Sometimes it never happened. I spent over an hour trying to debug the crash, did some tests and found out that it stopped when I commented out calls to my Lua hooks. I suspected the reason to be either luabind or the hook module not existing. However, it started again later, after I had rewritten the Lua hooks in C++. Again, I spent some time debugging, when it disappeared completely. I added the hooks back, played around with the code and the game didn't crash at all. Couple hours ago the crashing came back. Well, this time I was determined to find the cause. I took out IDA, attached the debugger to GMod and launched. The crash was indeed in vstdlib.dll, the function was trying to use the invalid pointer. It was a virtual method of some class. I checked the vtable for hints, found "VCvarQuery001". I compared it to the vstdlib's Mac version (which contains debug info), and found out that the guilty method was ICvar::FindCommandBase. This was really helpful and I managed to fix the bug. The cause? [lua]local lua_run = cvar.ConCommand( "ir_lua_run", lua_run_c ) local lua_open = cvar.ConCommand( "ir_lua_open", lua_open_c )[/lua] Can you spot it? It took me a while. I'm creating the ConCommands as locals. They get added to a linked list when created. The linked list is traversed by ICvar::FindCommandBase. Yep, the garbage collector got the concommands, Luabind deleted the C++ objects, but the destructor doesn't automatically remove it from the linked list. The fix was simple, I just added a destructor to the ConCommand wrapper that unregisters the command from the list.
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