• What Are You Working On? - August 2014
    1,181 replies, posted
[QUOTE=James0roll;45743401]Isn't 55 fps pretty bad for a spinning 2D square?[/QUOTE] It looks like he locked it at 55 fps
[QUOTE=Lumaio;45743518]It looks like he locked it at 55 fps[/QUOTE] Ah, makes sense. Was just wondering, and completely forgot about that.
so uh i made my first github pull request or whatever you call it and i feel so accomplished now even though i changed like 3 lines of code I think I fixed the awkward window dragging in reevezy's SMUS music player thingy and uh yeah github is pretty cool
[QUOTE=awcmon;45744904]so uh i made my first github pull request or whatever you call it and i feel so accomplished now even though i changed like 3 lines of code I think I fixed the awkward window dragging in reevezy's SMUS music player thingy and uh yeah github is pretty cool[/QUOTE] one of the best feelings in the world is cloning someones project, seeing it fail on your pc in one way or another, fixing it, and submitting a pull request. then they accept it. yessss! [editline]20th August 2014[/editline] on another note, i have a project using nanomsg, but when i receive a message, it seems that the last characters are always garbage. i'm being an idiot though, so please let me know how to do this in a better way if you have any idea: [code] char *buf[CHAR_MAX]; size_t len = sizeof( buf ); int ret = nn_recv( socket, buf, len, flags ); [/code] it's been too long since i've really worked with C as you can probably tell. what would be the proper way of doing this shit? [url]http://nanomsg.org/v0.4/nn_recv.3.html[/url]
[QUOTE=HiredK;45743061]I recently started a blog where I showcase all my older projects. The quality of the code is pretty bad for some of them since they date from a few years back but maybe some of you might be interested anyway. Also, I finally made a video of this: [video=youtube;Thlp7hFLdGg]http://www.youtube.com/watch?v=Thlp7hFLdGg[/video][/QUOTE] That SSDO is pretty winrar, how does it work? Is it going to be slow as fuck for multiple lights, or can you use an accumulated light term or something?
[B][U]SPARE TIME[/U][/B] After almost 7 weeks of not touching .. my notepad++ and visual studio I couldn't take it anymore. :v: Semester is over and I'm back at UNI, currently applying for an internship at game companies in Sweden, more specificially. I'm going to apply for companies around Stockholm and Uppsala. Apart from writing boring text stuff for applying internships, I bought a new host for my [URL="http://MakkesProjects.se"]homepage[/URL] and started updating my Projects page. I decided to put up two new physics based simulation demos for my javascript engine called Mängion. I'll have to post more info about that somewhere.. later.. First of the demos being [URL="http://makkesprojects.se/Projects/Mangion/EndlessFaller/"][B]EndlessFaller[/B][/URL] which is basically just a falling box bouncing between softbodys, it's meant to showcase the softbody physics. [URL="http://makkesprojects.se/Projects/Mangion/EndlessFaller/"][IMG]http://makkesprojects.se/Projects/Mangion/EndlessFaller/preview.png[/IMG][/URL] Second demo is called [URL="http://makkesprojects.se/Projects/Mangion/PhysicsStressTest/"][B]PhysicsStressTest[/B][/URL], the meaning of the demo is to see how many bodys can be simulated while maintaining a framerate over 50fps. [URL="http://makkesprojects.se/Projects/Mangion/PhysicsStressTest/"][IMG]http://makkesprojects.se/Projects/Mangion/PhysicsStressTest/preview.png[/IMG][/URL] Apart from these two physics demos, I also uploaded the latest version of my dynamic-softbody simulation called [URL="http://MakkesProjects.se/Projects/2012-2013/Coolstructions_v2"][B]Coolstructions[/B][/URL]. [URL="http://makkesprojects.se/Projects/2012-2013/Coolstructions_v2/"][IMG]http://makkesprojects.se/Projects/2012-2013/Coolstructions_v2/preview.png[/IMG][/URL] [B][U]UNIVERSITY STUFF[/U][/B] Ontop of all the above stuff.. I wanted to show some cool shaders I've made during time at UNI. I started working on a port of the postprocess system I created earlier. The postprocess system consists of a CPostProcess, a CPostProcessLayer which binds rendertargets, shaderresourceviews and texture2d's to a more abstract layer aswell as an interface IPostProcessEffect which is inherited for new postprocess effects. A few pictures of the shaders are listed below. [B]Regular map[/B] [img_thumb]http://makkesprojects.se/Files/Images/Shaders/Regular.png[/img_thumb] [B]Outline map[/B] [img_thumb]http://makkesprojects.se/Files/Images/Shaders/Outline.png[/img_thumb] [B]Regular + outline map[/B] We're currently considering to use the outlining shader combined with a celshading shader for our upcoming third and final UNI-group game project! [img_thumb]http://makkesprojects.se/Files/Images/Shaders/RegularOutline.png[/img_thumb] [B]Depth of field[/B] [img_thumb]http://makkesprojects.se/Files/Images/Shaders/DepthOfField.png[/img_thumb] [B]Mixing maps and rendering them diagonally[/B] [img_thumb]http://makkesprojects.se/Files/Images/Shaders/ShaderMix.png[/img_thumb] [I]<3, from Makke[/I]
I made a simple maze generator in C#, works recursively but can't do more than 100x100 at the moment without a stack overflow error. [img]http://i.imgur.com/GUWJCLC.png[/img]
[QUOTE=CrazySpray;45746768]I made a simple maze generator in C#, works recursively but can't do more than 100x100 at the moment without a stack overflow error. [img]http://i.imgur.com/GUWJCLC.png[/img][/QUOTE] You can abuse the async feature to alleviate that :v: If you call [code]await Task.Yield();[/code] that pushes all of your stack onto the heap and reverses its direction. If you don't want it to actually yield, you can make a custom awaitable/awaiter struct that says it's not completed but actually calls any continuation immediately. Doing this is probably quite a bit slower than a "proper" implementation, but technically it's not completely unreasonable. If you fake-yield it's even going to stay on the same thread :eng101: [editline]edit[/editline] Oh right, you should probably yield before and after the recursion, or it may overflow in the opposite direction :v: Also I think immediately calling the continuation will not properly clear the stack... You may have to call the thing with a wrapper that just collects the continuations and calls them after the original returns, until none are left.
[QUOTE=CrazySpray;45746768]I made a simple maze generator in C#, works recursively but can't do more than 100x100 at the moment without a stack overflow error. [img]http://i.imgur.com/GUWJCLC.png[/img][/QUOTE] This brings me back to that maze war we had back in 2012, the one that resulted in me making [url=https://www.youtube.com/watch?v=BdSGKSjFtWs]this[/url].
Here we go again.. [IMG]http://i.imgur.com/pqTu9r3.png[/IMG]
I've never made one of those, feel like I should, what's the algorithm?
[QUOTE=reevezy67;45747594]I've never made one of those, feel like I should, what's the algorithm?[/QUOTE] [url]http://en.wikipedia.org/wiki/Maze_generation_algorithm[/url] I used the recursive backtracer implementation.
[img]http://i.imgur.com/oI4ACMa.png[/img] emulated chip-8 maze program
hmm i created by a mistake maybe the future loading animation of my engine xD [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/loading.gif[/IMG]
[QUOTE=Pappschachtel;45747972]hmm i created by a mistake maybe the future loading animation of my engine xD [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/loading.gif[/IMG][/QUOTE] Holy fuck, that's amazing. Fucking features, yo.
[QUOTE=Pappschachtel;45747972]hmm i created by a mistake maybe the future loading animation of my engine xD [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/loading.gif[/IMG][/QUOTE] A slower version of that would be a great Android live wallpaper.
[QUOTE=reevezy67;45747594]I've never made one of those, feel like I should, what's the algorithm?[/QUOTE] Read this: [URL]http://bost.ocks.org/mike/algorithms/[/URL]
[QUOTE=ben1066;45748070]A slower version of that would be a great Android live wallpaper.[/QUOTE] And kill your battery instantly :) But it's possible to code this beauty for android, but i doubt i ll do it in near future, i already have an android project going on: [QUOTE] [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/HWtransmitter.png[/IMG] [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/HWreceiver.png[/IMG][/QUOTE] The desktop features a little light server that responds to request of the android client. The client can request sensor data and show them on his screen, so its possible to monitor temps, frequencies, voltage during gaming and so on... should work via wlan or internet... app is still in development, i need a fancy UI first, before i release it...
[QUOTE=Icedshot;45746090]That SSDO is pretty winrar, how does it work? Is it going to be slow as fuck for multiple lights, or can you use an accumulated light term or something?[/QUOTE] Actually the biggest advantage of this approach is the fact that it generates a occlusion buffer like this one: [img]http://s3-eu-west-1.amazonaws.com/kayru-s3/dssdo/figure3_small.png[/img] that can then be used for each deferred lights in a shader like this: [code]vec3 occlusion = NormalMatrix * (texture2DProj(OcclusionTex, coord).xyz * 2.0-1.0); gl_FragColor *= saturate(dot(vec4(-N,1), vec4(occlusion,1)));[/code] The real bottleneck with this (like many ao techniques) is the resolution of the screen. Also if you're interested in this technique it's from there: [URL="http://kayru.org/articles/dssdo/"]http://kayru.org/articles/dssdo/[/URL]
So my company just stopped working in the game I was in because they where helping a external project (we actually help external people and have one in-house project). So i'm now the only one working on it, I got this kind of spline movement based prototype, like in klonoa. The only problem is that nothing except the Z is controlled by physics, so I think I should do a different approach, the problem is that i'm setting the world location, all except the Z, of course the problem is that it stops all movement when doing so, as you can see the game is really early in development gameplay-wise, that's what you get for having 70 artists and 3 programmers. [t]http://eirexe.3space.info/FTP/2014-08-20_19-38-26.jpg[/t] Nvm i just fixed the velocity thing.
[QUOTE=Pappschachtel;45747972]hmm i created by a mistake maybe the future loading animation of my engine xD [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/loading.gif[/IMG][/QUOTE] Reminds me of limbo in Shores of Hazeron
[QUOTE=joshjet;45748970]Reminds me of limbo in Shores of Hazeron[/QUOTE] We should do a FP remake of shores of hazeron The game was pretty poor in a technical sense, in a lot of respects. We could totally do better than that
[QUOTE=Icedshot;45749144]We should do a FP remake of shores of hazeron The game was pretty poor in a technical sense, in a lot of respects. We could totally do better than that[/QUOTE] I thought about this yesterday, fired up Unity, started making a planet generator (with dodgy normals) [img_thumb]http://i.imgur.com/HerZhk6.png[/img_thumb] Then got bored and went back to watching youtube videos
I've been working on a 2D bridge building game using Farseer Physics and SFML.NET. It's pretty neat so far. [t]http://i.imgur.com/kVSJJxR.png[/t] [url=https://github.com/Spanfile/Bridge-Fart]GitHub project page thing[/url]
i tweaked my octree a bit and tested it with max 2 models per node :D throwing in a few thousand models and i had a depth of 54 or more nodes o.O so i had a bit less than 8^54 = 5846006549323611672814739330865132078623730171904 nodes [IMG]http://3devs.bplaced.net/wp-content/uploads/2014/08/octree_best.gif[/IMG] now i need to get the nodes that are inside of a frustum and i can speed up my renderer by lightyears :P
[QUOTE=reevezy67;45747594]I've never made one of those, feel like I should, what's the algorithm?[/QUOTE] What's the point in making it if you just do it by some cookbook? Try to make one up yourself.
As much EE as WAYWO I guess but how the hell do you make Verilog neat and not just a mess like [url]https://gist.github.com/anonymous/3dd09885b45c4ab8e0b1[/url] . bcd is a binary to bcd module and seven_segment is a seven segment decoder.
Oh god I am refactoring some things and it functions almost exactly the same as the previous version EXCEPT for one road that is discarded instead of not being discarded. This is the worst and I have no idea why.
Made a super quick and dirty archive editor using the 317 cache library I wrote. [img]http://puu.sh/b0Qbn/f3290a6ab7.png[/img] It loads a cache from a folder and then lets you modify the archive files found in the 0th index file. You can add, remove, and export files in the archive. You can also replace a file's content with another file's on your hard drive, so you can export a file, modify it, and schlep it back in. Pretty easy, but it's useful. (Some of the files are just numbers because the archive format has no filenames, only irreversible file hashes. I have a list of known names that I check against the hashes, but I don't have a list of every filename.)
[QUOTE=BackwardSpy;45747869][img]http://i.imgur.com/oI4ACMa.png[/img] emulated chip-8 maze program[/QUOTE] [URL="http://i.imgur.com/6bxW8nk.jpg"][IMG]http://i.imgur.com/6bxW8nkl.jpg[/IMG][/URL] Gameboy maze program on real hardware.
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