[img]http://62.255.204.172/workingon2.gif[/img]
It can support bigger maps now
[QUOTE=amcfaggot;35809662]beat detection is worthless in the first place
there is no magical universal tuning for frequency averages that will detect beats on every single last song provided, so there's no point in it for using it for the reasons you'd expect (to do less work)
the problem with beat detection is that to use it for anything useful, you'd need a set of algorithms that could detect beats across multiple different genres and play styles
that's one problem, but you also have the general "how do you define what a beat is?" issue
in the end, beat detection is best used in controlled, tuned cases. but if you're going to do that, you might as well just manually sync whatever your work is to whatever music you're using, because you'll end up actually doing more work tuning your beat detection for more than one song[/QUOTE]
I've thought about making a music game by combining image analysis techniques with an FFT of the audio. My music visualizer is just a FFT and it looks like it does a pretty good job of picking out the individual melodies of a song.
[QUOTE=Tyco RC;35814794]You'd rather embed an entire browser into your application just to avoid a few minor syntax differences from standard HTML? I'm not discounting any options yet but seeing as I'm not a dedicated web developer I really couldn't care less how how different the files are as long as the result is a quality library I can use to get the job done and it's not bloated or making too many assumptions about my platform.[/QUOTE]
yes
[editline]faux-automerge[/editline]
if you're not a web developer, then it makes sense i guess. if you are, it would be absolutely stupid not to. you lose control over virtually everything previously possible with a normal browser
[editline]3rd May 2012[/editline]
[QUOTE=Larikang;35817745]I've thought about making a music game by combining image analysis techniques with an FFT of the audio. My music visualizer is just a FFT and it looks like it does a pretty good job of picking out the individual melodies of a song.[/QUOTE]
[i]a[/i] song, or multiple songs?
i've seen some decent beat detection done, don't get me wrong, but try introducing something like classical music to a beat detection system that did its tests predominantly using hip hop or dubstep and doesn't factor in things like noise and loudness normalization
then you're screwed and have no data to work with, and beats or "jumps" amongst harmonic impulses are hard to decipher
It tool a while but I finally got it working with out crashing randomly(usually with no error message). Now time for space ships n shit.
[video=youtube;iWBDMV86ad8]http://www.youtube.com/watch?v=iWBDMV86ad8&feature=youtu.be[/video]
[QUOTE=icantread49;35808634]New version: [url]http://filesmelt.com/dl/Phyzicle3.apk[/url]
[release]It should now work for all you guys that reported a black screen/crash/nothing happening![/release]
For the guys with the screen corruption, I'll look into it. I believe it might just be your old device, though :v:[/QUOTE]
This version finally works. I've been playing it for a while now; it's incredibly fun.
A small (or large, depending on how you look at it) bug, my phone fell asleep once and the screen got squished into the left side.
[QUOTE=Vampired;35815251]I'm updating my [url=https://play.google.com/store/apps/details?id=com.jakemadethis.source]android game[/url]
I implemented zooming and bigger levels
[img]http://i.imgur.com/RNe5l.png[/img]
A friend tried a 50x50 grid and it took over an hour. This one is 300*300 and will probably take a bit longer[/QUOTE]
I still play this game often, it's a great little game to play while waiting for other things to happen.
FBO's ahoy
[IMG]http://i.imgur.com/nwoia.png[/IMG]
and a nice class to go with it
[cpp]class RenderTarget
{
protected:
GLuint fbo;
GLuint depthBuff;
GLuint texture;
int width, height;
Program *prog;
public:
RenderTarget(Program *p);
~RenderTarget();
bool Create();
bool Activate();
GLuint getTexture();
};[/cpp]
Simplex Noise terrain generation, at the moment I'm just coloring each block by the noise value, I'll make it place actual terrain soon.
[i]The blue square is where my mouse is.[/i]
[img_thumb]http://img.photobucket.com/albums/v701/roflmfao/terraingen.png[/img_thumb]
Ok so i decided to make a space game like everyone else:
[vid]http://dl.dropbox.com/u/26379807/javaw%202012-05-04%2013-42-03-33.webmvp8.webm[/vid]
[QUOTE=Speedfalcon;35821349]Ok so i decided to make a space game like everyone else:
[video][/QUOTE]
I waited for Earth to get hit :(
[QUOTE=Ezhik;35821436]I waited for the Earth to get hit :([/QUOTE]
[vid]http://dl.dropbox.com/u/26379807/javaw%202012-05-04%2014-04-48-71.webmvp8.webm[/vid]
Nothing interesting but made my first android app for shits and giggles.
[url]https://play.google.com/store/apps/details?id=processing.test.polygons&feature=search_result#?t=W251bGwsMSwyLDEsInByb2Nlc3NpbmcudGVzdC5wb2x5Z29ucyJd[/url]
Draws a set of polygons, smooths them out and then applies gravity to it... took about an hour. Going to try and make some mini game out of it.
All this talk of music visualisation lately made me work some more on mine.
[media]http://www.youtube.com/watch?v=qcV8wAxoU8A[/media]
I added in some controls, the beginnings of a song loader and visualisation parameters. But I used taglib and made it use some general parameters for specific genres of music depending on what the song being loaded is tagged with, so you can get decent visualisations with any genre as long as its been specified, or you can specify and save it yourself. Anything that doesn't have a genre just uses the default visual parameters.
Next up, song-specific visualisation values.
[QUOTE=ZenX2;35818347]This version finally works. I've been playing it for a while now; it's incredibly fun.[/quote]
Thanks dude :) Be sure to get the final release when it's out in a week or two!
[quote]
A small (or large, depending on how you look at it) bug, my phone fell asleep once and the screen got squished into the left side.[/QUOTE]
I'm aware of various bugs appearing when the phone locks or falls asleep. I'm looking into it.
Today I was looking at two papers about liquid surface simulation, but unfortunately they are a little hard to understand with my math knowledge. I haven't done Fourier transforms and infinite integrals yet. Does anyone know any way to start simple with these heavy math algorithms? I'd like to implement techniques and slowly work my way up into computational physics.
[QUOTE=Overv;35823786]Today I was looking at two papers about liquid surface simulation, but unfortunately they are a little hard to understand with my math knowledge. I haven't done Fourier transforms and infinite integrals yet. Does anyone know any way to start simple with these heavy math algorithms? I'd like to implement techniques and slowly work my way up into computational physics.[/QUOTE]
Just approach your teachers for stuff like this.
Might sound a smidge silly, but I've had things like this that I needed to ask my professors and I just conveyed what I was attempting to do so I could be presented with the appropriate concepts and equations and such.
[QUOTE=Staneh;35817184][media]http://www.youtube.com/watch?v=qZGiUfGZFFU[/media]
Working on a cool music visualizer.[/QUOTE]
Are you fucking serious
The instant Time Flies starts playing (shuffle) I see this video :v:
Replaced the block selection, it now uses DDA so it's a lot more accurate, and I can tell which side is collided with. I also now render a sphere of chunks around the player, culled to the player's view - means it's actually infinite in all directions now :)
[img]http://i.imgur.com/TArKc.png[/img]
[QUOTE=amcfaggot;35824590]are those like opengl calls directly, or from helper functions in minecraft's code?[/QUOTE]
Line / BoundingBox are direct calls, the rest is LWJGL Glu.
Spaaaaaaaaaaaaace!
[img]http://img.luastoned.com/dev_spaaaaaaaace.png[/img]
[lua]hook.Add("render.calcview", "Spaaaaaaaace", function(tbl) tbl.Position = Vector(0, 0, 128) return tbl end)[/lua]
[QUOTE=LuaStoned;35824638]Line / BoundingBox are direct calls, the rest is LWJGL Glu.
Spaaaaaaaaaaaaace!
[img]http://img.luastoned.com/dev_spaaaaaaaace.png[/img]
[lua]hook.Add("render.calcview", "Spaaaaaaaace", function(tbl) tbl.Position = Vector(0, 0, 128) return tbl end)[/lua][/QUOTE]
Minecraft RTS anyone?
[QUOTE=thomasfn;35824654]Minecraft RTS anyone?[/QUOTE]
I actually always thought of developing a minecraft moba. Kind of a crazy idea, you have to take minecraft and strip it down to it's engine.
In other news, oreilly are having a 50% drm free ebook sale. So go check that out.
Just finshed a work for a German company. Some visual polishing and I'm done :)
[IMG]http://puu.sh/sUK8[/IMG]
[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]
i don't understand this scheiße
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=synthiackup;35824840]i don't understand this scheiße[/QUOTE]
"The downloading is done. Please close the window"
[QUOTE=Overv;35823786]Today I was looking at two papers about liquid surface simulation, but unfortunately they are a little hard to understand with my math knowledge. I haven't done Fourier transforms and infinite integrals yet. Does anyone know any way to start simple with these heavy math algorithms? I'd like to implement techniques and slowly work my way up into computational physics.[/QUOTE]
They're actually a lot simpler than they sound.
Infinite integrals, at least, are really simple to evaluate analytically in many cases. You just need to calculate the indefinite integral, as you normally would, and evaluate it for the bounds. You can use the limit as the parameters go to infinity to get the value 'at' infinity. And if you don't get a useful number at the limit, then you can't really evaluate the integral.
The frequency domain is a little more complex, but you get used to it.
Added a pause button in case you want to pause the simulation without resetting everything to its original position. Also added "Zero Gravity" checkbox.
Submitting to Apple and RIM today.
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