• What Are You Working On August 2012
    2,271 replies, posted
[QUOTE=amcfaggot;37108040]the webdev waywo is way more chill than this thread[/QUOTE] OTOH they don't have the awesome fads our inherent douchebaggery causes, do they
Make a youtube video generator that takes a pseudo random number generator that turns it into a procedurally generated clock showing the principles of the theory of relativity while a monkey spins in a circle.
[QUOTE=amcfaggot;37108040]the webdev waywo is way more chill than this thread, and i definitely wouldn't want to see that atomosphere thrown away the programmers and webdevs hang out in separate places on steam and on skype, it's just how things are[/QUOTE] The WAYWOs don't have to be merged, or you could merge them and have a web [b]design[/b] WAYWO, as it would be nice to have a break from stuff like 3 pages on how to pronounce C#. I'd still like to see the sections merged. Keeps programming discussion together.
[QUOTE=esalaka;37108112]OTOH they don't have the awesome fads our inherent douchebaggery causes, do they[/QUOTE] fp webdev humor and fp programmer humor are definitely two different distinct flavors consequently combining them will taste like throw up
[QUOTE=amcfaggot;37108335]fp webdev humor and fp programmer humor are definitely two different distinct flavors consequently combining them will taste like throw up[/QUOTE] Personally, I love the taste of throw up.
[QUOTE=MakeR;37108444]Personally, I love the taste of throw up.[/QUOTE] lo and behold the middle ground humor hath been found
[QUOTE=amcfaggot;37108335]fp webdev humor and fp programmer humor are definitely two different distinct flavors consequently combining them will taste like throw up[/QUOTE] How about we merge the two sections but keep the two separate WAYWOs.
What about keeping the two sections separate and merge the WAYWOs.
[QUOTE=Dlaor-guy;37108510]How about we merge the two sections but keep the two separate WAYWOs.[/QUOTE] That was what was being suggested [editline]6th August 2012[/editline] [QUOTE=danharibo;37108751]What about keeping the two sections separate and merge the WAYWOs.[/QUOTE] do you want us all dead
Merging the two sections would reduce moderation effort, and increase the activity. I'd say there's plenty of overlap to justify the simplification.
gonna turn my isometric thing into something survival-y I think don't know how it'll work out, but here's some survivors a normal person and a classy one :v: [img]http://img194.imageshack.us/img194/8261/20120806224555.png[/img] shitty pixel art but it'll have to do for now
I implemented Worley noise in 18 lines of code (Voronoi cell distances). Going to implement the cooler features of Worley noise like taking into account the nearest "n" cells and distance heuristics like Manhattan and Chebyshev. Later I'm going to scale the heightmap 0-1 and multiply it by some other type of noise like Perlin, Simplex, or fBm. The Worley noise will generate the larger features of the map that you can't really get from other noise algorithms. [URL=http://i.imgur.com/cN4WM.jpg][IMG]http://i.imgur.com/cN4WMl.jpg[/IMG][/URL]
How about a dev and a design waywo (GUI design not house design or somethnig)
Or we could leave it as it is because we have this argument every now and again and it always leads nowhere.
[QUOTE=robmaister12;37109555]I implemented Worley noise in 18 lines of code (Voronoi cell distances). Going to implement the cooler features of Worley noise like taking into account the nearest "n" cells and distance heuristics like Manhattan and Chebyshev. Later I'm going to scale the heightmap 0-1 and multiply it by some other type of noise like Perlin, Simplex, or fBm. The Worley noise will generate the larger features of the map that you can't really get from other noise algorithms. [URL=http://i.imgur.com/cN4WM.jpg][IMG]http://i.imgur.com/cN4WMl.jpg[/IMG][/URL][/QUOTE] With some tweaks that would make a very good desert generation system.
[video=youtube;Hcjl1Z-yYqU]http://www.youtube.com/watch?v=Hcjl1Z-yYqU[/video]
[QUOTE=Legend286;37109789]With some tweaks that would make a very good desert generation system.[/QUOTE] Yeah, I'd have to modulate in another type of noise to make dunes seem less uniform. Right now I'm modifying the way I generate points to have it generate more points on the edges so that the values would be much lower compared to the center. When I multiply in another type of noise, it should create some cool looking coastlines.
[QUOTE=Darkwater124;37068847]So I'm making this tool for people who aren't that tech-savvy (or just lazy) to install/set-up mods or anything else. The idea is this: - Person A makes something that requires multiple steps to install (eg. unpack this, move it there, modify file x like so, etc.) - A also makes a script that contains these steps. - A puts both online. - Person B wants to install it. - B downloads the files. - B runs the scripts. - B has the program set-up and ready. [URL="https://dl.dropbox.com/u/18131951/Videos/UniversalSetup 2012-08-03 19-05-34-74.webmvp8.webm"]Very very very early test vid[/URL] (1920x1080 so not embedding it)[/QUOTE] Should I continue working on this? The problem is that it needs to get known to be actually useful. How hard is that? [img]http://new.tinygrab.com/7cfbd51783d017e221d440d2ac082998dbf7f1f595.png[/img] Some arguments would be nice
[QUOTE=Map in a box;37108292]Make a youtube video generator that takes a pseudo random number generator that turns it into a procedurally generated clock showing the principles of the theory of relativity while a monkey spins in a circle.[/QUOTE] I had to do it [img]http://puu.sh/Peco[/img]
If we merge them, we'll get bitching for the next month and we won't have any highlights.
I don't want them merged. The web dev guys hate me :( [editline]automerge damnit[/editline] Web dev design waywo in Creationism Corner would make more sense actually
[QUOTE=robmaister12;37109555]I implemented Worley noise in 18 lines of code (Voronoi cell distances). Going to implement the cooler features of Worley noise like taking into account the nearest "n" cells and distance heuristics like Manhattan and Chebyshev. Later I'm going to scale the heightmap 0-1 and multiply it by some other type of noise like Perlin, Simplex, or fBm. The Worley noise will generate the larger features of the map that you can't really get from other noise algorithms. [URL=http://i.imgur.com/cN4WM.jpg][IMG]http://i.imgur.com/cN4WMl.jpg[/IMG][/URL][/QUOTE] Am I the only one that thinks this looks like alien boobs
-automerge-
Well, you do require design in programming as well. It isn't visual design, but its still design. I find designing to be the most difficult part of programming. To think ahead of how I construct and organize the code. Aanyways, I managed to make free camera controls for player controllers if they don't have a character to control. So if anything unexpected happens, the player will be a spectator in case of multiplayer.
Why did I do this [t]http://puu.sh/PexC[/t] Also, here's the .love [url]http://dl.dropbox.com/u/45554193/MONKEY.love[/url]
[QUOTE=robmaister12;37109555]I implemented Worley noise in 18 lines of code (Voronoi cell distances). Going to implement the cooler features of Worley noise like taking into account the nearest "n" cells and distance heuristics like Manhattan and Chebyshev. Later I'm going to scale the heightmap 0-1 and multiply it by some other type of noise like Perlin, Simplex, or fBm. The Worley noise will generate the larger features of the map that you can't really get from other noise algorithms. [URL=http://i.imgur.com/cN4WM.jpg][IMG]http://i.imgur.com/cN4WMl.jpg[/IMG][/URL][/QUOTE] You have succeeded in making the most advanced random breast generator to date. Good job.
[QUOTE=Mr. Smartass;37111083]You have succeeded in making the most advanced random breast generator to date. Good job.[/QUOTE] Glad I'm not the only one who sees that.
Now, why didn't OP see it?-
Didn't bother creating a Perlin noise implementation because we already had a diamond-square implementation and it was close enough. In the first few screenshots I only took the distance of the nearest point and in the later ones I averaged the distance to the nearest two points and ran a basic smoothing filter on it to make the cell edges less noticeable. So I took the diamond-square noise scaled 0-1, then multiplied into the Worley noise. It creates some amazing mountains. Largest map I've tested is a 1024x1024 heightmap that generates a 4096x4096m world (just over 4km^2) [URL=http://i.imgur.com/F4ZEc.jpg][IMG]http://i.imgur.com/F4ZEcl.jpg[/IMG][/URL] [URL=http://i.imgur.com/T34g3.jpg][IMG]http://i.imgur.com/T34g3l.jpg[/IMG][/URL] [URL=http://i.imgur.com/mWwQt.jpg][IMG]http://i.imgur.com/mWwQtl.jpg[/IMG][/URL] [URL=http://i.imgur.com/tUoFu.jpg][IMG]http://i.imgur.com/tUoFul.jpg[/IMG][/URL]
[QUOTE=Ziks;37108110]I'll release a build soon, but the source is [url=https://github.com/Metapyziks/Spryt]here[/url] if you can somehow build it on Linux from a VS2010 project.[/QUOTE] Built it, no problem Opened it, wierd button sizing/stretching Clicked new and choose size, it crashed [editline]6th August 2012[/editline] [QUOTE=robmaister12;37111709]Didn't bother creating a Perlin noise implementation because we already had a diamond-square implementation and it was close enough. In the first few screenshots I only took the distance of the nearest point and in the later ones I averaged the distance to the nearest two points and ran a basic smoothing filter on it to make the cell edges less noticeable. So I took the diamond-square noise scaled 0-1, then multiplied into the Worley noise. It creates some amazing mountains. Largest map I've tested is a 1024x1024 heightmap that generates a 4096x4096m world (just over 4km^2) [/QUOTE] Nice, is this done all by yourself?
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