[QUOTE=ZenX2;28924302]Cool, but personally I preferred the debug graphics :v:[/QUOTE]
We're actually planning on releasing some sort of texture pack thing later, and we're definitely going to include the old debug textures ("TILE", "WALL", "PLAYER", etc.)
Maya authoring tool I developed to model human face:
[media]http://www.youtube.com/watch?v=go_LaExSNcI[/media]
Will need to add machine learning part to take in input image(s)
That's pretty cool.. Appropriately set to Sims music haha.
Can you change the base mesh or no?
just take a screenshot of a new base mesh, it will morph the current base mesh into that one.
(input as images)
You will be able to work on it after that point.
However, I'm still coding that part, haha.
[QUOTE=esalaka;28908321]I just persuaded the owner of my remote shell host to run SSH on port 443. I then proceed to use it as a SOCKS proxy over the school HTTP proxy.
[editline]31st March 2011[/editline]
Works wonders, really. The initial connection takes time but after that all traffic is tunneled through the SSH connection.[/QUOTE]
good shit that is genius.
[QUOTE=Maya2008;28924528]Maya authoring tool I developed to model human face:
[media]http://www.youtube.com/watch?v=go_LaExSNcI[/media]
Will need to add machine learning part to take in input image(s)[/QUOTE]
That is amazing. You should make it so you can set some boundaries then just random it for a race. So like you select Caucasian male and then hit random and it comes with a random face parts with respect to the boundaries.
I have no idea how it works so i can't say how to do it or even if you can. I just think it would be kwl.
What I can do is just provide some default libraries, such as caucasian, african, asian, and etc.
In terms of 'random,' the user can specify the 'caucasianess' and the samples in the library to use.
Got weapons nearly working in TopWise, yet nothing pic worthy besides Mr. Stubbly Appendages from above, and a box
[img]http://ahb.me/2mJg[/img]
Created a GWEN renderer for my engine, mostly just for learning purposes.
[img]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-01_12.37.27.png[/img]
The textured skin is a bit bugged though, still haven't figured out why.
[img]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-01_12.38.07.png[/img]
(A bit low FPS due to a quick hack in the rendering)
[QUOTE=somescripter;28918903]He's been documenting his progress to us for the past few days. He first mentioned it 5 days ago [url=http://www.facepunch.com/threads/1062318-What-are-you-working-on-v16?p=28814787&viewfull=1#post28814787]here, if you're interested.[/url][/QUOTE]
Someone is actually interested/keeping track of my work. Awesome!
[QUOTE=Darwin226;28927572]Someone is actually interested/keeping track of my work. Awesome![/QUOTE]
I've been keeping an eye on it too. Do you have the source online somewhere?
In school currently. I wish I had it somewhere too but I only have the 3-4 days ago version on Github.
I'll push when I get back home.
I have a question. The way I parse the code is looking at every keyword as an operator and translating the whole code to RPN. Is that the way you're supposed to do it or do you just translate the expressions like a * 2 - b?
This is working out very well but I can't do stuff like short circuiting && since it first has to check both expressions before encountering &&.
[QUOTE=Tangara;28925416][img_thumb]http://www.photoshopgurus.com/images/tutorials/screenshot/print-screen-key.jpg[/img_thumb][/QUOTE]
I thought it would be cooler as a real screenshot
So I coded in more commands for it so you can start conversations and check whose online from the phone, as well as support to talk in steam chat-rooms.
[QUOTE=Tangara;28927614]I've been keeping an eye on it too. Do you have the source online somewhere?[/QUOTE]
[url]https://github.com/LukaHorvat/Kento[/url]
There you go.
Two things. Expression and Tokenizer classes are ugly, sorry about that.
And I can seem to decide weather to call "(", "{", "[" braces, brackets or parenthesis.
[QUOTE=ace13;28927470]Created a GWEN renderer for my engine, mostly just for learning purposes.
[img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-01_12.37.27.png[/img_thumb]
The textured skin is a bit bugged though, still haven't figured out why.
[img_thumb]http://ace.haxalot.com/pictures/random/zscreen/GAME_D-2011-04-01_12.38.07.png[/img_thumb]
(A bit low FPS due to a quick hack in the rendering)[/QUOTE]
One thing you should look at when rendering the GUI is batching. When you're rendering a rect are you rendering it straight away.. or do you store the rects then render them all in one go?
[QUOTE=garry;28928961]One thing you should look at when rendering the GUI is batching. When you're rendering a rect are you rendering it straight away.. or do you store the rects then render them all in one go?[/QUOTE]
Right now it's not batched, although I was planning on adding batching and implementing the caching interface. I was unable to find any implementations of the caching interface to look at though, so I have no idea how to do that.
[B]In other news:[/B]
[img]http://ace.haxalot.com/test.bmp[/img] (It's a C# quine)
Helk is replying to your post in the GWEN forum on caching.
[QUOTE=garry;28929045]Helk is replying to your post in the GWEN forum on caching.[/QUOTE]
I wonder what if feels like when one writes a library for something, and someone else uses it then :)
Updated DOF. I've changed the kernel from being like an ordinary gaussian blur to be raised up at the "edges". I think it gives a more out of focus shot style to the whole thing.
[media]http://i.imgur.com/RzyYN.jpg [url]http://i.imgur.com/N9tdk.jpg[/url][/media]
And I've tried upping the quality of my point light shadows. These use 32 samples instead of 8. Looks great for wood imo.
[media]http://i.imgur.com/HYHxi.jpg [url]http://i.imgur.com/msurN.jpg[/url][/media]
You referring to the clipping or the shadows not meeting up with the egde? If the former, bite me I'm not an artist; if the later, It's not particularly easy to fix but I do bear it in mind.
Look awesome knighty.. reminds me of Dead Rising
[QUOTE=garry;28929957]Look awesome knighty.. reminds me of Dead Rising[/QUOTE]
Thanks! I really love how DR2 looks. Not really well known for its visuals but they have really fantastic lighting.
[QUOTE=ace13;28928997]
[B]In other news:[/B]
[img_thumb]http://ace.haxalot.com/test.bmp[/img_thumb] (It's a C# quine)[/QUOTE]
Holy crap that is so awesome!
[QUOTE=ace13;28928997][img_thumb]http://ace.haxalot.com/test.bmp[/img_thumb] (It's a C# quine)[/QUOTE]
I don't understand :v:
I know what a quine is, I just don't understand how that image is one?
[QUOTE=Chris220;28931088]I don't understand :v:
I know what a quine is, I just don't understand how that image is one?[/QUOTE]
It contains the source code of one. Probably as ASCII in the R/G/B components.
[QUOTE=DrLuke;28919103]That's the very same way how planets in Eve Online look, which is silly, because there aren't any logic geographical features in it, it's just a random pattern of islands.[/QUOTE]
The alien look gave me a nostalgia attack from playing M.A.X. :v:
[IMG]http://i54.tinypic.com/jhcund.png[/IMG]
Is this better?
[QUOTE=Chris220;28931088]I don't understand :v:
I know what a quine is, I just don't understand how that image is one?[/QUOTE]
Save that image, open with Notepad.
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