Is there a good intro to transcoding book out there? Such as pixel processing, codecs, and other things relating to video/audio I might be glancing over.
I know it's a huge topic, from streaming services to movie editing. I just want to know how it all works. I did some google searches for careers to find out what languages/frameworks I should be familiar with. Looks like C/C++ are the two big ones.
[url]https://hn.cxhristian.com/comments/8120478/[/url]
[url]https://www.google.com/about/careers/search#!t=jo&jid=52915001&[/url]
and it looks more like [url=https://gist.githubusercontent.com/medcat/d183b09ee64897a41c7d/raw/5ff9d61ee34c2c68e20e08be356f0ea2f75ff499/ast.txt]this[/url] now.
[editline]30th August 2014[/editline]
fuck, automerge.
Does anybody remember the RRT plot I posted a while ago? I finally put it to some use today
[video=youtube;P5zfFbiCVQw]http://www.youtube.com/watch?v=P5zfFbiCVQw[/video]
(To whom it may interest, it's path planning for a 3D object with 6 degrees of freedom)
And yes, I have a lot more work to do :suicide:
Also, please ignore the colors...
[img]https://dl.dropboxusercontent.com/u/20516268/Picts/error.jpg[/img]
Making these things for my programs is the high point of my day
[QUOTE=Darkwater124;45838756]Please let players start out with preset gestures, but add an editor for gestures so people can make their own, if that makes sense.
Content! I bought a PiTFT screen for my Raspberry Pi and am currently learning how to use framebuffers directly.
[img]http://novaember.com/s/744120238.jpg[/img][/QUOTE]
Nice! I actually got a raspberry pi too and I replaced our house's thermostat with it. Wrote the software in python/django and made a web interface for it, it's really cool!
Maybe I should post some content from that here (from the programming related side anyways).
[QUOTE=Larikang;45845531]Remember to commit frequently, folks. :'(
[editline]30th August 2014[/editline]
Or just avoid running
[code]rm src/*[/code]
by accident[/QUOTE]
I once ran
[code]sudo rm -r /*[/code]
I still haven't recovered mentally from that.
[QUOTE=Lumaio;45849011]I once ran
[code]sudo rm -r /*[/code]
I still haven't recovered mentally from that.[/QUOTE]
I once thought that unmounting my server was done by running
[code]
# mounting
mkdir ~/servermnt
sshfs root@blahsomedomain.com:/ ~/servermnt
#oops ;_;
rm -rf ~/servermnt[/code]
Well, I've spent literally all day fucking around with fisheye projections and inverse fisheye projections, so that I can upgrade the look of my projectile
[IMG]https://dl.dropboxusercontent.com/u/9317774/fartoolong.PNG[/IMG]
This is what it looks like up close. It spins fairly rapidly on a changing axis
[video=youtube;3cT3MGF2c6]http://www.youtube.com/watch?v=3cT3MGF2c6o[/video]
Video recording seems to destroy all the colour which is a shame. This is a sort of simulation of how I want the new projectiles to work, there is currently a distortion effect overlayed on the new projectile effect, though they are not currently actually related in any way at all. They'll also be dynamic lights as well, so they've got absolutely everything and will look pretty awesome flying around
I may update the spin speed at distance to make it slightly easier to see, because currently the particles sort of hop around
This is basically a fisheye projection from a buffer (filled with colour points) at an xyz coordinate in 3d space projected into screenspace with a radius that varies based on depth
Edit:
You guys somehow managed to generate enough traffic to bring down my dropbox
Manhood 4 will support repeating escape sequences. They nicely compliment the special codes that print random characters.
[img]http://i.imgur.com/rSgUoXo.png[/img]
[QUOTE=Grayman;45848920]Nice! I actually got a raspberry pi too and I replaced our house's thermostat with it. Wrote the software in python/django and made a web interface for it, it's really cool!
Maybe I should post some content from that here (from the programming related side anyways).[/QUOTE]
Yeah man that's awesome show us some pictures :)
Added a few more things to the game I'm working on and did some polishing.
[vid]http://giant.gfycat.com/DefensiveIncompatibleHagfish.webm[/vid]
Slowly starting to come together and actually feel like a game :v:
I'm looking into how to handle spatial indexing I'm my game, I'm currently looking into whether I could utilize Hilbert Curves in a Quadreee
Okay, I got reflections [I]mostly[/I] working (shadows aren't visible in them, but nevertheless it was surprisingly easy now I understand the math behind it), now I just need to fix my ray-on-cube intersection algorithm.
[thumb]http://puu.sh/beygt/7f19f43fd8.png[/thumb]
[QUOTE=Electroholic;45850569]Added a few more things to the game I'm working on and did some polishing.
Slowly starting to come together and actually feel like a game :v:[/QUOTE]
Hitboxes for most attacks look off
So, I decided to start profiling my OpenCL code to find out where the performance bottleneck is
Now, the timings are a bit interesting. The total GPU execution time is ~3ms, but the real frametime is 7-8ms. Somewhere, 4-5ms are hiding from me (CPU should be doing fuck all) and I'll be damned if I'm not going to find out where it is
I optimised the fuck out of Cold's code and ported it to javascript and then optimised it a bit more.
It's running in Firefox on linux and I don't have properitary drivers installed. It runs at the fps cap when I run it on my macbook.
[vid]http://a.pomf.se/akenqt.webm[/vid]
I'm gonna optmise it a bit more and make something even cooler with it
Turns out, I was clFinish-ing everywhere which was colossally breaking the pipeline (something I learnt from arm!). I believe this means that you incur the full wrath of the PCIe bus
I removed all the pipeline stalls (rather a few of them, everwhere), and performance went from 8 -> 5.5ms in spacegame (!). The default sponza atrium scene has gone from ~9ms -> 8ms, and then some minor optimisations to shadows and local work size has taken it down to 7.5ms ish. The performance gain for sponza is less because there are only 3 kernels executed per frame, whereas the spacegame has 22 executing per frame
This is pretty cool. 10/10 would arm again
deferred rendering and a very broken löve wrapper
[media]http://www.youtube.com/watch?v=8FTCznRag-0[/media]
it's not really supposed to be in 3D but all it takes is:
[lua]
surface.Start3D(Vec3(1, -5, 10), Ang3(-90, 180, 0), Vec3(8, 8, 10))
*draw stuff in 2d*
surface.End3D()
[/lua]
there's also surface.WorldToLocal which translates screen to world coordinates so mouse input works
[IMG]http://i.imgur.com/5GZ7O8G.png[/IMG]
[IMG]http://i.imgur.com/HFZkcbN.png[/IMG]
Loving LibGDX so far, it just makes things so easy.
[img]https://i.imgur.com/myl5fBU.png[/img]
How's my totally-not-ocelot sprite? It was made from a 3D render of the actual PSX Ocelot model then cleaned up a bit.
Kind of a specific question, but I was wondering if anyone was aware of any advantages of the libnoise library over GLM's existing noise generation?
[QUOTE=Dr. Evilcop;45856821][img]https://i.imgur.com/myl5fBU.png[/img]
How's my totally-not-ocelot sprite? It was made from a 3D render of the actual PSX Ocelot model then cleaned up a bit.[/QUOTE]
The characters in Iji were made this way
[img]http://www.remar.se/daniel/games/ijizoom.gif[/img]
They have some really neat animations
[img]http://i.imgur.com/comRWTs.gif[/img]
Don't you hate those weird un explainable errors that don't go away no matter what you do?
Valve BSP loader (excuse the bad lighting and unsmooth normals)
[media]http://www.youtube.com/watch?v=_cApWz3d3gY[/media]
[lua]
steam.MountAllSourceGames()
local bsp = vfs.Open("maps/gm_bluehills_test3.bsp")
local header = bsp_file:ReadStructure([[
long ident; // BSP file identifier
long version; // BSP file version
]])
........
[/lua]
steam.MountAllSourceGames()
- find out where steam is (on windows look in the registry)
- figure out all the steam library paths by reading steam settings
- scan all steam library paths for gameinfo.txt
- mount folders and vpk files specified by gameinfo.txt's search paths
After everything is mounted I can finally load assets from source games.
I also wrote loads of utility functions after dealing with reading file formats for so long. file:ReadStructure(header) is especially useful since it allows me to more or less copy paste C struct definitions.
Next up is maybe physics and then reading mdl files. I did some work on mdl already but [url=https://dl.dropboxusercontent.com/u/244444/ShareX/2014-08/2014-08-19_18-10-45.png]I got stuck reading and handling indices properly.[/url]
Big thanks to [url=http://facepunch.com/member.php?u=98346]morten[/url] for helping me out with bsp and vpk early on, especially with displacements.
[QUOTE=CapsAdmin;45860038]Valve BSP loader (excuse the bad lighting and unsmooth normals)
[media]http://www.youtube.com/watch?v=_cApWz3d3gY[/media]
[lua]
steam.MountAllSourceGames()
local bsp = vfs.Open("maps/gm_bluehills_test3.bsp")
local header = bsp_file:ReadStructure([[
long ident; // BSP file identifier
long version; // BSP file version
]])
........
[/lua]
steam.MountAllSourceGames()
- find out where steam is (on windows look in the registry)
- figure out all the steam library paths by reading steam settings
- scan all steam library paths for gameinfo.txt
- mount folders and vpk files specified by gameinfo.txt's search paths
After everything is mounted I can finally load assets from source games.
I also wrote loads of utility functions after dealing with reading file formats for so long. file:ReadStructure(header) is especially useful since it allows me to more or less copy paste C struct definitions.
Next up is maybe physics and then reading mdl files. I did some work on mdl already but [url=https://dl.dropboxusercontent.com/u/244444/ShareX/2014-08/2014-08-19_18-10-45.png]I got stuck reading and handling indices properly.[/url]
Big thanks to [url=http://facepunch.com/member.php?u=98346]morten[/url] for helping me out with bsp and vpk early on, especially with displacements.[/QUOTE]
Nice work! I made a VBSP loader a while ago too, but I got stuck on displacements and for some reason I was having problems loading in normals.
[QUOTE=Pat.Lithium;45859433]The characters in Iji were made this way
[img]http://www.remar.se/daniel/games/ijizoom.gif[/img]
They have some really neat animations
[img]http://i.imgur.com/comRWTs.gif[/img][/QUOTE]
Dude has a full page detailing the development of the game and the mechanics, super interesting.
[url]http://remar.se/daniel/ijiguide_trivia.php[/url]
/not to mention the game is absolutely incredible and everyone should give it a try
[QUOTE=Drury;45860144]Dude has a full page detailing the development of the game and the mechanics, super interesting.
[url]http://remar.se/daniel/ijiguide_trivia.php[/url]
/not to mention the game is absolutely incredible and everyone should give it a try[/QUOTE]
Yeah I've read through this a bunch of times, I've looked at the source code though, it's horrendous.
[QUOTE=Bumrang;45860054]Nice work! I made a VBSP loader a while ago too, but I got stuck on displacements and for some reason I was having problems loading in normals.[/QUOTE]
Thanks!
Displacements are like heightmaps for some reason. As for normals I just generate them manually, I should use the BSP normals but I'm not entirely sure how that works with displacements. I can't think of an efficient way of smoothing normals manually either.
[QUOTE=Lumaio;45859934]Don't you hate those weird un explainable errors that don't go away no matter what you do?[/QUOTE]
It's worse when they do go away, but you have no idea what you did to fix it.
So.. I implemented my NPC with some shitty state machine (I didn't knew it was state machine and that it was shitty), now it is bug ridden and everytime I fix something, new bug appears.
I was looking at rewriting NPC behaviour but with behaviour trees.
Is anyone experienced with behaviour trees?
[editline]1st September 2014[/editline]
[QUOTE=simie;45861918]It's worse when they do go away, but you have no idea what you did to fix it.[/QUOTE]
Only to show themselves one week later when you thought everything was fine :D
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