• What are you working on? v16
    5,004 replies, posted
[QUOTE=bootv2;28425071]I did notice that the layer before the lowest layer of pixels is completely black, and there are sometimes empty bits sticking from the sides, of about 1-4 pixels big. it's not that big of a issue but I thaught I'd mention it if you didn't see it and/or planning to fix it.[/QUOTE] Hmm. Ill have a look into the first one, but i think the second is simply because i took a non massively careful screenshot using snippingtool Edit: Turns out that instead of lopping off the least significant bits of each individual colour channel, im lopping off the least significant bits of the whole colour channel, resulting in that nice yellow over there, and some screwups.
[QUOTE=Darwin226;28425174]Have fun going nuts.[/QUOTE] I have a maze that is one pixel smaller than my monitor as my background, and the way it stretches actually looks pretty nice.
Fixed my shuffling method a bit to get more randomness. Also the solutions are nice and complex: [img_thumb]http://i54.tinypic.com/2u5vnk8.png[/img_thumb]
[QUOTE=Icedshot;28424895]I made a little venture into stenography. See if you can find out what the hidden message is! [IMG_thumb]http://i52.tinypic.com/1z6bo2c.png[/IMG_thumb][/QUOTE] I'm late but I got a bit of a different result. [IMG_thumb]http://f.anyhub.net/20yO[/IMG_thumb]
[IMG]http://i.imgur.com/xfVRV.png[/IMG] Edge detection :smug:
[QUOTE=polkm;28425487]I'm late but I got a bit of a different result. [IMG_thumb]http://f.anyhub.net/20yO[/IMG_thumb][/QUOTE] I used my bare hands to move the pixels out of the way. :colbert:
[QUOTE=Chris220;28425787][img_thumb]http://i.imgur.com/xfVRV.png[/img_thumb] Edge detection :smug:[/QUOTE] ..Why did the edge detection spot that but not the huge brightly coloured owl?
Here's an update. The physics engine is now fully functional, and we have moved onto bicubic interpolation, making the terrain much smoother. We are now also able to save / load terrain to files. Here are som pictures of the smoother terrain. In the first picture, only one quadrant of the map has terrain. This is because of a hacky method used to show the terrain. What we're working on now is to have the world and terrain generate around the player as the player moves in any direction. [IMG]http://i747.photobucket.com/albums/xx120/Azzi777/Untitled4.png[/IMG] [IMG]http://i747.photobucket.com/albums/xx120/Azzi777/Untitled5.png[/IMG]
What exactly is your goal when finished?
[QUOTE=Wubstep;28426407]What exactly is your goal when finished?[/QUOTE] An interactive world where the player can explore a virtually endless world in any direction (including up and down).
[QUOTE=Matte;28426502]An interactive world where the player can explore a virtually endless world in any direction (including up and down).[/QUOTE] Does that imply you're going to create some sort of floating land mass or maybe space stations that the player can encounter if he somehow enables himself to traverse consistently in the up direction?
[IMG_thumb]http://i51.tinypic.com/ih63xh.png[/IMG_thumb] New hidden message, actual working stenography rather than just lopping off the 12 righthandmost bits.
[QUOTE=Matte;28426372]Here's an update. The physics engine is now fully functional, and we have moved onto bicubic interpolation, making the terrain much smoother. We are now also able to save / load terrain to files. Here are som pictures of the smoother terrain. In the first picture, only one quadrant of the map has terrain. This is because of a hacky method used to show the terrain. What we're working on now is to have the world and terrain generate around the player as the player moves in any direction. [img_thumb]http://i747.photobucket.com/albums/xx120/Azzi777/Untitled4.png[/img_thumb] [img_thumb]http://i747.photobucket.com/albums/xx120/Azzi777/Untitled5.png[/img_thumb][/QUOTE] Aren't the Minecraft texture files copyrighted in any way? Anyways, that looks awesome! :)
A circuit?
[QUOTE=Quark:;28426613]Aren't the Minecraft texture files copyrighted in any way? Anyways, that looks awesome! :)[/QUOTE] Thanks. I don't know, but we're not going to release anything with those textures anyway.
[QUOTE=Matte;28426879]Thanks. I don't know, but we're not going to release anything with those textures anyway.[/QUOTE] Make some 64-bit textures
[QUOTE=Icedshot;28426550]New hidden message, actual working stenography rather than just lopping off the 12 righthandmost bits.[/QUOTE] The word you're looking for is "[url=http://en.wikipedia.org/wiki/Steganography]steganography[/url]".
At work I've just moved over to a project we're working on for Portland TV. Basically its a PIN entry MHEG application for a porno channel. The code is horrendous, but I do get to have my TV tuned to a porn channel feed all day.
[QUOTE=Wubstep;28426896]Make some 64-bit textures[/QUOTE] What are 64-bit textures? :confused: I'm sorry if it's obvious, I'm pretty tired right now.
[QUOTE=Robber;28427156]What are 64-bit textures? :confused: I'm sorry if it's obvious, I'm pretty tired right now.[/QUOTE] You know how minecraft has 16 and 32 bits? It's just the amount of pixels colored differently from one another
[QUOTE=Wubstep;28426896]Make some 64-bit textures[/QUOTE] We'll see.. It might look pretty wired with highres textures on a lowres world... Anyways here's a video of the current state: [media]http://www.youtube.com/watch?v=jNqtwGc-NRE[/media] It's a bit laggy due to the world having a radius of 9 (3800 chunks). It will probably be reduced to 7.
Matte that is incredible, please tell me that there is going to be a API to add other stuff to the world.
[img_thumb]http://dl.dropbox.com/u/7801481/MoreProgress.png[/img_thumb] more progress, now i need to figure out how to not have it return the same every time.
[QUOTE=Wubstep;28427207]You know how minecraft has 16 and 32 bits? It's just the amount of pixels colored differently from one another[/QUOTE] minecraft textures are 16x16 pixels, 24bits per pixel (8 bits per channel), and it's possible to swap the texture pack out for one where the tiles are 32x32 pixels, but still 24bpp. size != bits. The total number of bits in a single 16x16 tile is 6,144, and 24,576 bits in a 32x32 tile, in case you were curious. [editline]4th March 2011[/editline] also, I somehow managed to segfault in Java.. [img]http://i.imgur.com/QW5pp.png[/img]
[QUOTE=redsoxrock;28427625][img_thumb]http://dl.dropbox.com/u/7801481/MoreProgress.png[/img_thumb] more progress, now i need to figure out how to not have it return the same every time.[/QUOTE] Give it a seed based on time?
@Matte: Why not do something similar to the minecraft terrain generator, but at a higher resolution? It would be better than random hills. Also, do you plan to make this open source, give the binaries away for free, keep it to yourself, or sell it?
[img_thumb]http://f.anyhub.net/20BQ[/img_thumb] Nothing much, just working on an emulator. I'm going to re-write the packet accumulator so mutexs are hidden away. I'm also going to touch up the Lua binding and add a hooking system (so Lua can handle packets).
If you ever need some truly random numbers, you can use this: [url]http://random.irb.hr/signup.php[/url] It's a nice service, assuming you can get past the captcha.
[QUOTE=Vbits;28427554]Matte that is incredible, please tell me that there is going to be a API to add other stuff to the world.[/QUOTE] Thanks. We'll see about the API. That's quite far into the future if it ever happens. [QUOTE=ZenX2;28427792]@Matte: Why not do something similar to the minecraft terrain generator, but at a higher resolution? It would be better than random hills. Also, do you plan to make this open source, give the binaries away for free, keep it to yourself, or sell it?[/QUOTE] The world generator is in a very early state. We have many ideas on how to get different large regions of desert, mountains, oceans, highlands, tundra and similar climates and how to change between these zones. I don't know yet about what to do with the source. If things go as they do now, I will probably end up making it open, though. [QUOTE=Shanethe13;28428238]If you ever need some truly random numbers, you can use this: [url]http://random.irb.hr/signup.php[/url] It's a nice service, assuming you can get past the captcha.[/QUOTE] Hehe, though I think the random number generator in C# might just be good enough for this game. On another note, great news! I just removed the first block as the player at real-time ingame and dynamically regenerated the faces of a chunk without an impact on the framerate.
[img]http://gyazo.com/e37701924bcf684214c1bbf04da376df.png[/img] Yeah, I'd rather not.
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