• What are you working on? v15
    5,001 replies, posted
[QUOTE=geel9;27529179]A friendly note: it's "adieu", not "outdo"[/QUOTE] Ok, I don't want to hit on you just because you're geel, but, for the love of god, if you have no idea what you're saying, just don't.
rice coding is glorious [code]1350 total bits, 33% potential compression -18 -> 1,0,011 29 -> 0,1110,101 -25 -> 1,0,111 10 -> 0,10,010 7 -> 0,0,111 -12 -> 1,0,001 6 -> 0,0,011 -9 -> 1,0,111 14 -> 0,10,011 -4 -> 1,0,001 -18 -> 1,0,011 20 -> 0,110,001 1 -> 0,0,100 -9 -> 1,0,111 -10 -> 1,0,011 10 -> 0,10,010 2 -> 0,0,010 -2 -> 1,0,011 6 -> 0,0,011 -17 -> 1,0,111 17 -> 0,110,100 -13 -> 1,0,110 -8 -> 1,0,000 17 -> 0,110,100 -15 -> 1,0,100 12 -> 0,10,001 2 -> 0,0,010 -10 -> 1,0,011 -9 -> 1,0,111 6 -> 0,0,011 12 -> 0,10,001 -9 -> 1,0,111 -17 -> 1,0,111 17 -> 0,110,100 -6 -> 1,0,010 -6 -> 1,0,010 7 -> 0,0,111 6 -> 0,0,011 -16 -> 1,0,000 8 -> 0,10,000 -18 -> 1,0,011 15 -> 0,10,111 -9 -> 1,0,111 8 -> 0,10,000 0 -> 0,0,000 -11 -> 1,0,101 6 -> 0,0,011 -9 -> 1,0,111 7 -> 0,0,111 -8 -> 1,0,000 2 -> 0,0,010 -14 -> 1,0,010 13 -> 0,10,101 -9 -> 1,0,111 13 -> 0,10,101 -23 -> 1,0,100 19 -> 0,110,110 -11 -> 1,0,101 -11 -> 1,0,101 7 -> 0,0,111 3 -> 0,0,110 -3 -> 1,0,101 -3 -> 1,0,101 -11 -> 1,0,101 -1 -> 1,0,111 3 -> 0,0,110 5 -> 0,0,101 -6 -> 1,0,010 0 -> 0,0,000 -12 -> 1,0,001 19 -> 0,110,110 -23 -> 1,0,100 12 -> 0,10,001 -21 -> 1,0,110 14 -> 0,10,011 0 -> 0,0,000 -5 -> 1,0,110 -6 -> 1,0,010 0 -> 0,0,000 -6 -> 1,0,010 5 -> 0,0,101 -11 -> 1,0,101 15 -> 0,10,111 -22 -> 1,0,010 2 -> 0,0,010 8 -> 0,10,000 -10 -> 1,0,011 6 -> 0,0,011 -14 -> 1,0,010 -4 -> 1,0,001 6 -> 0,0,011 1 -> 0,0,100 -5 -> 1,0,110 -9 -> 1,0,111 3 -> 0,0,110 -1 -> 1,0,111 -1 -> 1,0,111 -3 -> 1,0,101 -7 -> 1,0,100 7 -> 0,0,111 -15 -> 1,0,100 5 -> 0,0,101 -8 -> 1,0,000 13 -> 0,10,101 -11 -> 1,0,101 -12 -> 1,0,001 4 -> 0,0,001 -1 -> 1,0,111 -9 -> 1,0,111 9 -> 0,10,100 -3 -> 1,0,101 -12 -> 1,0,001 1 -> 0,0,100 -4 -> 1,0,001 14 -> 0,10,011 -23 -> 1,0,100 13 -> 0,10,101 -16 -> 1,0,000 0 -> 0,0,000 3 -> 0,0,110 -4 -> 1,0,001 -5 -> 1,0,110 6 -> 0,0,011 -17 -> 1,0,111 13 -> 0,10,101 -17 -> 1,0,111 -3 -> 1,0,101 14 -> 0,10,011 -7 -> 1,0,100 -21 -> 1,0,110 14 -> 0,10,011 -5 -> 1,0,110 -1 -> 1,0,111 6 -> 0,0,011 -26 -> 1,0,011 13 -> 0,10,101 -6 -> 1,0,010 -1 -> 1,0,111 4 -> 0,0,001 -6 -> 1,0,010 -14 -> 1,0,010 5 -> 0,0,101 12 -> 0,10,001 -26 -> 1,0,011 12 -> 0,10,001 0 -> 0,0,000 -20 -> 1,0,001 13 -> 0,10,101 -7 -> 1,0,100 5 -> 0,0,101 -17 -> 1,0,111 14 -> 0,10,011 -21 -> 1,0,110 17 -> 0,110,100 -22 -> 1,0,010 20 -> 0,110,001 -20 -> 1,0,001 6 -> 0,0,011 -2 -> 1,0,011 -12 -> 1,0,001 6 -> 0,0,011 1 -> 0,0,100 -11 -> 1,0,101 8 -> 0,10,000 -21 -> 1,0,110 15 -> 0,10,111 3 -> 0,0,110 -23 -> 1,0,100 20 -> 0,110,001 -19 -> 1,0,101 -2 -> 1,0,011 12 -> 0,10,001 -22 -> 1,0,010 18 -> 0,110,010 -15 -> 1,0,100 7 -> 0,0,111 -7 -> 1,0,100 0 -> 0,0,000 0 -> 0,0,000 -21 -> 1,0,110 20 -> 0,110,001 -6 -> 1,0,010 -8 -> 1,0,000 -2 -> 1,0,011 12 -> 0,10,001 -19 -> 1,0,101 0 -> 0,0,000 10 -> 0,10,010 -3 -> 1,0,101 -18 -> 1,0,011 17 -> 0,110,100 -13 -> 1,0,110 -3 -> 1,0,101 -1 -> 1,0,111 4 -> 0,0,001 0 -> 0,0,000 -4 -> 1,0,001 3 -> 0,0,110 -21 -> 1,0,110 12 -> 0,10,001 11 -> 0,10,110 -15 -> 1,0,100 -7 -> 1,0,100 10 -> 0,10,010 -10 -> 1,0,011 1 -> 0,0,100 5 -> 0,0,101 -12 -> 1,0,001 2 -> 0,0,010 2 -> 0,0,010 -7 -> 1,0,100 11 -> 0,10,110 -11 -> 1,0,101 4 -> 0,0,001 -18 -> 1,0,011 25 -> 0,1110,100 -20 -> 1,0,001 4 -> 0,0,001 -4 -> 1,0,001 11 -> 0,10,110 -16 -> 1,0,000 8 -> 0,10,000 -3 -> 1,0,101 3 -> 0,0,110 -3 -> 1,0,101 -5 -> 1,0,110 -3 -> 1,0,101 10 -> 0,10,010 -16 -> 1,0,000 18 -> 0,110,010 -25 -> 1,0,111 22 -> 0,110,011 -11 -> 1,0,101 5 -> 0,0,101 -16 -> 1,0,000 17 -> 0,110,100 -14 -> 1,0,010 14 -> 0,10,011 -7 -> 1,0,100 -8 -> 1,0,000 13 -> 0,10,101 -9 -> 1,0,111 -5 -> 1,0,110 9 -> 0,10,100 7 -> 0,0,111 -11 -> 1,0,101 -2 -> 1,0,011 -4 -> 1,0,001 0 -> 0,0,000 9 -> 0,10,100 6 -> 0,0,011 -23 -> 1,0,100 23 -> 0,110,111 -15 -> 1,0,100[/code] compressing prediction values, by the way.
[QUOTE=Richy19;27529025]Just finished getting the perlin noise program to a state where im satisfied with it. So without further ado. Perlin noise now with 100% more UI [img_thumb]http://img529.imageshack.us/img529/3766/sfdfe.png[/img_thumb][/QUOTE] That's better than mine now. Does the actual perlin noise all happen in a class, so it can be seperated from everything else? Also what language is it? How quick is it? /questions
[QUOTE=thomasfn;27530021]That's better than mine now. Does the actual perlin noise all happen in a class, so it can be seperated from everything else? Also what language is it? How quick is it? /questions[/QUOTE] Its C++, perlin isnt in a class but is in its own cpp file if thats what you meant. As for speed, it depends on the image size, settings and on your computer. but to create an image like the one in the screenshot with those settings its about 5 seconds on my laptop (which isnt the best specs) [editline]19th January 2011[/editline] BTW here it is if you want to mess around with it Just dont hold me responsible for anything /legal crap i have to say [url]http://dl.dropbox.com/u/18453712/Release.zip[/url] I suggest only chaging the settings in the app, but if you really want to you can change the image size by changing the config file, also you can move the map around with the arrows. Oh for some reason it doesnt work on my desktop so dont be surprised if it doesnt work on your computer either
[QUOTE=Richy19;27529025]Just finished getting the perlin noise program to a state where im satisfied with it. So without further ado. Perlin noise now with 100% more UI [img_thumb]http://img529.imageshack.us/img529/3766/sfdfe.png[/img_thumb][/QUOTE] uh, are you using this for terrain generation? i hope not.
[QUOTE=deloc;27530569]uh, are you using this for terrain generation? i hope not.[/QUOTE] That part on the left looks like Central America and the beginning of the top of Africa.
[QUOTE=supersnail11;27529723]It's ado.[/QUOTE] Whoops, I was thinking of "I bid you adieu". Sigh. Also, deloc, nice job finding my Facebook and posting info from it.
[media]http://www.youtube.com/watch?v=PUYVNp7KUjg[/media]
[QUOTE=deloc;27530569]uh, are you using this for terrain generation? i hope not.[/QUOTE] Nope atm all it does is create funky little maps like that, why would it be bad to use it as terrain generation tho?
I might generate my levels on the fly but it would be quite hard to generate puzzles on the fly. I'll add generation when I finally rewrite it. God damn is my code fugly.
Isn't there a rule against giving out other members' personal info or something?
[QUOTE=Richy19;27530721]why would it be bad to use it as terrain generation tho?[/QUOTE] imo straight-up perlin noise creates really unconvincing terrain.
[QUOTE=geel9;27530872]Isn't there a rule against giving out other members' personal info or something?[/QUOTE] Probably. If not there should be.
I expect content, feedback, or an educated argument. geel9 seemingly avoids all these subjects. [img]http://i53.tinypic.com/27y6a7k.png[/img] Wrote a program to load the compressed .obj files yay.
[QUOTE=Naelstrom;27531086]I expect content, feedback, or an educated argument. geel9 seemingly avoids all these subjects.[/QUOTE] wow, you obviously haven't seen his smash hits such as SOURCE ENGINE FLASH and FP THREAD WATCHER.
[QUOTE=deloc;27531131]wow, you obviously haven't seen his smash hits such as SOURCE ENGINE FLASH and FP THREAD WATCHER.[/QUOTE] he also hasn't seen your smash hits such as um HAHA oh right you don't make shit.
I finished my version of the WPEG compression algorithm! Lossless compression ratio for 100GB files of 2×10^11! [php] <?php //WPEG File Compression function uploadFile($filepath) { $anyhub = "http://anyhub.net/api/upload"; $ch = curl_init(); curl_setopt($ch, CURLOPT_HEADER, 0); curl_setopt($ch, CURLOPT_VERBOSE, 0); curl_setopt($ch, CURLOPT_RETURNTRANSFER, true); curl_setopt($ch, CURLOPT_USERAGENT, "Mozilla/4.0 (compatible;)"); curl_setopt($ch, CURLOPT_URL, $anyhub); curl_setopt($ch, CURLOPT_POST, true); $post = array( "file_box"=>"@$filepath", ); curl_setopt($ch, CURLOPT_POSTFIELDS, $post); $response = curl_exec($ch); $urla = json_decode($response,true); return $urla["shortlink"]; } ?> [/php] [editline]19th January 2011[/editline] [QUOTE=Naelstrom;27531086]I expect content, feedback, or an educated argument. geel9 seemingly avoids all these subjects. [img_thumb]http://i53.tinypic.com/27y6a7k.png[/img_thumb] Wrote a program to load the compressed .obj files yay.[/QUOTE] Could you make it an OpenGL library to load obj files?
progress on the world map [img]http://gyazo.com/b9de69022c2dff0adfcdbdbeda68d33f.png[/img]
[QUOTE=geel9;27531155]he also hasn't seen your smash hits such as um HAHA oh right you don't make shit.[/QUOTE] ...He has you there, deloc.
[QUOTE=BlkDucky;27531213]...He has you there, deloc.[/QUOTE] The flame war has begun, and nothing anyone can say will stop it, until one of them gets banned.
[QUOTE=supersnail11;27531263]The flame war has begun, and nothing anyone can say will stop it, until one of them gets banned.[/QUOTE] Or both, more than likely.
[QUOTE=BlkDucky;27531213]...He has you there, deloc.[/QUOTE] wrong. [editline]19th January 2011[/editline] at least the last time i was in the highlights isn't never lol
I am bad at naming temporary variables. [img]http://gyazo.com/da9cf9757a136a2cdabaac7a7a4f1636.png[/img] :sigh:
[QUOTE=BlkDucky;27531459]I am bad at naming temporary variables. [img_thumb]http://gyazo.com/da9cf9757a136a2cdabaac7a7a4f1636.png[/img_thumb] :sigh:[/QUOTE] someone's angling for a funny
[QUOTE=casual ruby dev;27531506]someone's angling for a funny[/QUOTE] Aha. You would think but that is a real snippet of code.
Damn BlkDucky, what were you making? Also deloc, I like Kars. Don't you like Kars?
[QUOTE=BlkDucky;27531459]I am bad at naming temporary variables. [img_thumb]http://gyazo.com/da9cf9757a136a2cdabaac7a7a4f1636.png[/img_thumb] :sigh:[/QUOTE] [cpp] std::vector<std::string*> [/cpp] ?
Wrote an implementation of the Mersenne Twister PRNG in Go. Goroutine-safe. I'll probably never have a need for it, though. [code]package MersenneTwister import( "sync" ) type Generator struct{ state [624]uint32 index uint32 generating sync.Mutex } func Init(a uint32) *Generator{ var t Generator t.Init(a) return &t } func (g *Generator) Init(a uint32){ g.generating.Lock() g.state[0] = a var i uint32 = 0 for i=1; i<624; i++{ g.state[i] = uint32(0x6c078965 * (g.state[i-1] ^ g.state[i-1]>>30) + i) } g.generating.Unlock() } func (g *Generator) ExtractNumber() uint32{ g.generating.Lock() if g.index == 0{ g.generateNumbers() } y := g.state[g.index] g.index++ g.index %= 624 g.generating.Unlock() y ^= y>>11 y ^= y<<7 & 0x9d2c5680 y ^= y<<15 & 0xefc60000 y ^= y>>18 return y } func (g *Generator) generateNumbers(){ var i uint32 for i=0; i<624; i++{ y := g.state[i]>>31 + g.state[(i+1)%624] & 0x7fffffff g.state[i] = g.state[(i+397)%624] ^ y>>1 if y%2 == 1{ g.state[i] ^= 0x9908b0df } } }[/code]
[QUOTE=geel9;27531672]Also deloc, I like Kars. Don't you like Kars?[/QUOTE] looks like you're also bad at being an internet detective.
Silly turb spreading my FB link around!
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