I'm trying to upgrade my geometry shader based cubic voxel engine to use transform feedback so I don't have to run the mesh extraction process every frame, but I have a question. I have setup VBOs for the output of the geometry shader, but how big do I make them? I read somewhere that OpenGL is supposed to be able to manage a dynamic VBO size since a geometry shader could output any number of primitives, but I see no way to tell OpenGL to make my VBOs dynamic and not fixed size. All the examples I could find on the internet use things like queries to find out how many primitives the geometry shader actually outputted, so that it was able to render a variable amount of primitives, but they used a static sized VBO to hold them all anyway (which is pointless imo). Since each chunk of my world could have anywhere between 0 and 32k triangles, I don't really want to assign the maximum size per VBO since it's a giant waste of memory (and somehow causes my program to crash anyway).
[QUOTE=jack5500;35824806]Just finshed a work for a German company. Some visual polishing and I'm done :)
[IMG]http://puu.sh/sUK8[/IMG][/QUOTE]
This sounds strange.
its like saying "The downloads is finished please close window."
"Der Download ist abgeschloßen. Sie können das Fenster nun schließen."
sounds much better.
[QUOTE=amcfaggot;35824845]Today, I'll be working on another mock-game realization. Following the award winning, world-renown success of [URL="http://facepunch.com/threads/1131269"]Knight Game II[/URL], comes [URL="http://www.youtube.com/watch?v=7URogxWx_aE&feature=g-all-a"]Adventure Ponies: The Video Game[/URL].
[IMG]http://img839.imageshack.us/img839/9607/46954291.png[/IMG]
[media]http://www.youtube.com/watch?v=7URogxWx_aE[/media]
The process involves resource ripping, so the art assets will be the same as what you've seen in the video linked above.
It will most likely be another "joke" game, but we'll see. ETA: 24-48 hr completion.[/QUOTE]
That is totally retarded, how are ponies supposed to code, on a giant keyboard?
[QUOTE=DrLuke;35825585]how are ponies supposed to code, on a giant keyboard?[/QUOTE]
It could happen.
Mirrors!
[img]http://dl.dropbox.com/u/39921754/mirrors.png[/img]
This was actually quite trivial, but I just barely implemented it; wrapping things up, I have to turn this project in before midnight tonight.
I had been trying to get glossy specular reflections to work, but I guess I'll just have to pursue that later.
Why is it so noisy?
I didn't let it render that long- it renders progressively.
I've been trying to render spritefonts for days, and I finally did it.
[IMG]http://i.snag.gy/fRPa1.jpg[/IMG]
Having some trouble extracting single characters out of it, though.
[QUOTE=thomasfn;35825426]I'm trying to upgrade my geometry shader based cubic voxel engine to use transform feedback so I don't have to run the mesh extraction process every frame, but I have a question. I have setup VBOs for the output of the geometry shader, but how big do I make them? I read somewhere that OpenGL is supposed to be able to manage a dynamic VBO size since a geometry shader could output any number of primitives, but I see no way to tell OpenGL to make my VBOs dynamic and not fixed size. All the examples I could find on the internet use things like queries to find out how many primitives the geometry shader actually outputted, so that it was able to render a variable amount of primitives, but they used a static sized VBO to hold them all anyway (which is pointless imo). Since each chunk of my world could have anywhere between 0 and 32k triangles, I don't really want to assign the maximum size per VBO since it's a giant waste of memory (and somehow causes my program to crash anyway).[/QUOTE]
I haven't looked at it in OpenGL, but if it's the same as Direct3D you can get the GPU to record the number of primitives the geometry shader emits. I had a similar situation in Direct3D so I got around it by rendering once to calculate how large the buffer should be, allocating a buffer then rendering a second time to the correctly sized buffer.
Edit:
Had a search around, looks like it's done with [URL="http://www.opengl.org/sdk/docs/man4/xhtml/glBeginQuery.xml"]Query Objects[/URL] in OpenGL.
[QUOTE=DrLuke;35825585]That is totally retarded, how are ponies supposed to code, on a giant keyboard?[/QUOTE]
[URL="http://i.imgur.com/zPFG6.png"]Binary.[/URL]
[QUOTE=bean_xp;35826583]I haven't looked at it in OpenGL, but if it's the same as Direct3D you can get the GPU to record the number of primitives the geometry shader emits. I had a similar situation in Direct3D so I got around it by rendering once to calculate how large the buffer should be, allocating a buffer then rendering a second time to the correctly sized buffer.
Edit:
Had a search around, looks like it's done with [URL="http://www.opengl.org/sdk/docs/man4/xhtml/glBeginQuery.xml"]Query Objects[/URL] in OpenGL.[/QUOTE]
I am already using the query objects, but I'm doing something wrong because it always outputs 0. And nothing is being drawn. Already spent ~2 hours debugging it without any success.
But anyway if I actually do manage to fix it (I'm more likely to give up and drop the project forever after spending 5 hours debugging it) I'll try doing that.
[IMG]http://i.snag.gy/jucJG.jpg[/IMG]
[QUOTE=amcfaggot;35824845]Today, I'll be working on another mock-game realization. Following the award winning, world-renown success of [URL="http://facepunch.com/threads/1131269"]Knight Game II[/URL], comes [URL="http://www.youtube.com/watch?v=7URogxWx_aE&feature=g-all-a"]Adventure Ponies: The Video Game[/URL].
[IMG]http://img839.imageshack.us/img839/9607/46954291.png[/IMG]
[media]http://www.youtube.com/watch?v=7URogxWx_aE[/media]
The process involves resource ripping, so the art assets will be the same as what you've seen in the video linked above.
It will most likely be another "joke" game, but we'll see. ETA: 24-48 hr completion.[/QUOTE]
You should feel bad.
[img]http://gyazo.breakpointservers.com/9a6171bb733d5a35642e635312991104.png[/img]
Rewriting my webserver to be much more modular and much less hardcoded and everything.
The code that somewhat produced this:
[csharp]
mgr.setMimeHook("txt", new MimeHook() {
@Override
public void onConnect(Request request, Response response)
throws IOException {
response.setStatusCode(StatusCodes.IMATEAPOTLOL);
response.writeString("Your request method: "+request.requestMethod.name()+"<br/>");
response.writeString("Your IP: "+request.IP+"<br/>");
response.writeString("Your User-Agent: "+request.getRequestHeader("User-Agent")+"<br/>");
for(Request.RequestMethod method : Request.RequestMethod.values()){
response.writeString("<form method=\""+method.name()+"\"><input type=\"submit\" value=\""+method.name()+"\"></form>");
}
response.close();
}
});
mgr.setMimeDerive("txt", "htm");
[/csharp]
[editline]4th May 2012[/editline]
TODO: Virtual web pages
Well it's not quite right, but at least it's generating something
[img]http://i.imgur.com/jxbIZ.png[/img]
Reminds me of me
Turns out the geometry shader was outputting vec4s into a VBO which was assumed to hold vec3s. So I fixed, and was presented with this:
[img]http://i.imgur.com/XYxSj.png[/img]
Looks pretty awesome imo.
[editline]5th May 2012[/editline]
After about 5 hours, finally I got it to work!
[img]http://i.imgur.com/VAJaR.png[/img]
And with 3x more FPS than before, too.
What's a good way to draw simple primitive 3d shapes without having to go in-depth with OpenGL and such?
[QUOTE=Jawalt;35828458]What's a good way to draw simple primitive 3d shapes without having to go in-depth with OpenGL and such?[/QUOTE]
What language do you want to use?
Still working on my terrain rendering, I need to optimize it a lot to eventually be able to do self-shadowing.
[img]http://i45.tinypic.com/j15zlk.png[/img]
[img]http://i47.tinypic.com/sawspl.png[/img]
[QUOTE=DrLuke;35828505]What language do you want to use?[/QUOTE]
I'm not doing anything hugely in-depth with it so it could be any of the following:
Python
Java
Lua
C (preferably not)
(Free)BASIC
[editline]4th May 2012[/editline]
Not saying I know all of those languages, just saying I know those enough to do what I want to do in them :P
[QUOTE=Jawalt;35829159]I'm not doing anything hugely in-depth with it so it could be any of the following:
Python
Java
Lua
C (preferably not)
(Free)BASIC
[editline]4th May 2012[/editline]
Not saying I know all of those languages, just saying I know those enough to do what I want to do in them :P[/QUOTE]
I always thought [url]http://polycode.org/[/url] looked interesting (It's a C++ API and also has Lua bindings).
It has wrapped 3D support: [url]http://polycode.org/learning/3d_basics[/url]
[QUOTE=calzoneman;35829297]I always thought [url]http://polycode.org/[/url] looked interesting (It's a C++ API and also has Lua bindings).
It has wrapped 3D support: [url]http://polycode.org/learning/3d_basics[/url][/QUOTE]
This is absolutely perfect.
Okay, so my laptop has been overheating and idling at 90-95C and I wanted to use it again because it has Visual Studio installed and my desktop has no space left on the hard drive.
Being the poor chump that I am, I pulled an old CPU fan off a heatsink(and the processor attached to it?? the lever wasn't even raised.. I don't even). Stole my room mates MP3 usb cable thing, cut it in half and wired it to the fan. Took the metal case cover off the computer that harbored the fan and cut into it with a grinder. First cut out a 2 inch by 2 inch square into it for the fan to sit, then I cut off the extra metal so that it would fit snuggly with the laptop and not look like computer case cover anymore.
Then drilled some screw holes to hold it in place. Hammered and welded some sheet metal to the bottom of the cover so that it would sit off a table or on my legs and not be painful.
Fan sucks hot air out of the laptop. The laptop's stock fan doesn't even turn on now, but it played quake 3 and never reached 69 C, stays between 57-66 C. So yeah, went from 90-95 C to 55 - 66 C. I think it was a great success. :)
Then I remembered why I did it all and said screw it and played quake 3 some more... I'll do some programming tomorrow.
Alright so I've got an idea brewing here. I'm going to build an online game in a week.
It's going to be a space game. You play as a single ship. You're given a basic set of commands (set heading with a normalized vector, set desitination with a relative vector, etc.) and your 'scanners' ping back information to you every few seconds through some extremely simple form of communication (maybe even HTML or something, I'm going to try to leverage as much existing tech here as possible).
My goal is to have by the end of the week a VERY simple graphical client to play on, and having everyone see each other moving about.
There have been lots of additions to my game since I last posted about it in WAYWO, I think...
[video=youtube;NSFjh0vt-qQ]http://www.youtube.com/watch?v=NSFjh0vt-qQ[/video]
Here, have some content from a while ago:
[video=youtube;4JttuiP8Ux4]http://www.youtube.com/watch?v=4JttuiP8Ux4[/video]
The most difficult part of this menu was making the marijuana scroll and tile correctly.
[QUOTE=slime73;35830436]There have been lots of additions to my game since I last posted about it in WAYWO, I think...
[video=youtube;NSFjh0vt-qQ]http://www.youtube.com/watch?v=NSFjh0vt-qQ[/video][/QUOTE]
Holy shit that polish
I just turned in my last term project!!! Which happens to be my path tracer:
[img]http://dl.dropbox.com/u/39921754/final2.png[/img]
holy crap it actually works
[img]http://i.imgur.com/gLRdI.png[/img]
[img]http://i.imgur.com/VdXSc.png[/img]
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