• What Are You Working On? - December 2014
    1,204 replies, posted
[QUOTE=Berkin;46775373]Which logo looks better?[/QUOTE] Use them both. That being said a logo intended for web or print use should be primarily horizontal in nature. It's much easier for people to read at a passing glance and it is more impressionable. It's also a lot easier to fit into traditional media than a vertical logo based on the left-to-right reading convention. All that being said I'm a big fan of vertical designs!
[QUOTE=Berkin;46775373]Which logo looks better? Rate [img]http://www.facepunch.com/fp/ratings/tick.png[/img] for [img]http://i.imgur.com/EZinvT5.png[/img] Rate [img]http://www.facepunch.com/fp/ratings/cross.png[/img] for [img]http://i.imgur.com/nlUIRH0.png[/img][/QUOTE] [IMG]http://fs1.directupload.net/images/141223/9xgjtl7x.png[/IMG]
trying out a new attack system inspired by [url]http://store.steampowered.com/app/264200/[/url] using [B]fuccboiGDX[/B] [IMG]http://puu.sh/dG54s/84f07f2320.gif[/IMG]
[QUOTE=Berkin;46775373]Which logo looks better? Rate [img]http://www.facepunch.com/fp/ratings/tick.png[/img] for [img]http://i.imgur.com/EZinvT5.png[/img] Rate [img]http://www.facepunch.com/fp/ratings/cross.png[/img] for [img]http://i.imgur.com/nlUIRH0.png[/img][/QUOTE] I prefer the first one's design, but the second's thickness on the font
[QUOTE=adnzzzzZ;46776040]trying out a new attack system inspired by [url]http://store.steampowered.com/app/264200/[/url] using [B]fuccboiGDX[/B] [IMG]http://puu.sh/dG54s/84f07f2320.gif[/IMG][/QUOTE] What ever happened to that hammer dude ?
[QUOTE=Tommyx50;46774044]He wants to reinvent the wheel, not use an existing renderer like opengl and get lines from it.[/QUOTE] OpenGL doesn't really give you the lines though. You put lines or triangles into (modern) OpenGL and have it render them. Most helper functions for dealing with transformations are deprecated afaik. The only thing that's different in outline mode is that you give it three lines in a loop. [editline]23rd December 2014[/editline] [QUOTE=ZenX2;46774772]Here's an idea I had: take some character model that's represented with voxel data and standing in a t-pose. Next up you make a low-poly bounding model of that character. You render the low-poly model as you normally would, but have the pixel/vertex shader use the position/rotation data of the polygons rendered to then ray trace towards the voxel data (that is still only in a t-pose) from that. In theory you could transform the bounding model however you want and the ray traced model should appear to transform with it Obviously this doesn't account for lighting at all (maybe?) and I have no clue how I would implement it, but I think it has potential to make up for some of raytracing's complexity issues. You'd only ever trace against a single model/data set at a time and you wouldn't need a big data structure to hold all the world's voxel data, also due to the fact that the model you trace against probably won't change much, instancing is a bit simpler Can you guys think of any other potential benefits/problems with this?[/QUOTE] There could be issues if you want to have blended transforms near joints, which would require curved traces. Other than that (and probably still with that) it sounds reasonable. [editline]23rd December 2014[/editline] [QUOTE=adnzzzzZ;46776040]trying out a new attack system inspired by [url]http://store.steampowered.com/app/264200/[/url] using [B]fuccboiGDX[/B] [IMG]http://puu.sh/dG54s/84f07f2320.gif[/IMG][/QUOTE] Consider adding branches based on the first key.
[QUOTE=Berkin;46775373]Which logo looks better? Rate [img]http://www.facepunch.com/fp/ratings/tick.png[/img] for [img]http://i.imgur.com/EZinvT5.png[/img] Rate [img]http://www.facepunch.com/fp/ratings/cross.png[/img] for [img]http://i.imgur.com/nlUIRH0.png[/img][/QUOTE] First one looks better, but logo still looks like it is from 95 era. Font is good, but that.. frog is mildly disturbing.
I'm sure that's the point. Rant can yield funny wacky results, and that's what that visualizes.
Berkin, render that face of that character guy you made looking at the horizon and then apply purple stencil filter to it.
Well guys, I'm attempting to make a path tracer even though I haven't a clue what I'm doing. Every single explanation uses massive formula's which are a bit too complicated for me to comprehend. On the bright side, I do have a new wallpaper now :v: [thumb]http://i.imgur.com/DT0ct4r.png[/thumb]
[QUOTE=Tamschi;46777049]Consider adding branches based on the first key.[/QUOTE] that'd defeat the purpose of going fast
[QUOTE=xThaWolfx;46777587]Well guys, I'm attempting to make a path tracer even though I haven't a clue what I'm doing. Every single explanation uses massive formula's which are a bit too complicated for me to comprehend. On the bright side, I do have a new wallpaper now :v: [thumb]http://i.imgur.com/DT0ct4r.png[/thumb][/QUOTE] Probably linear algebra formulas, you can't really know what they are unless you have studied linear algebra extensively. I recommend you read some linear algebra book, the systems and how to solve those systems with cramer's rule - if you are interested in stuff like this. Looks cool btw.
[QUOTE=xThaWolfx;46777587]Well guys, I'm attempting to make a path tracer even though I haven't a clue what I'm doing. Every single explanation uses massive formula's which are a bit too complicated for me to comprehend. On the bright side, I do have a new wallpaper now :v: [thumb]http://i.imgur.com/DT0ct4r.png[/thumb][/QUOTE] People are probably sick of me posting this now, but I've been writing a simple ray tracing tutorial which will hopefully help you out: [url]http://thingsiamdoing.com/category/programming/ray-tracing/[/url]
[QUOTE=chaz13;46777831]People are probably sick of me posting this now, but I've been writing a simple ray tracing tutorial which will hopefully help you out: [url]http://thingsiamdoing.com/category/programming/ray-tracing/[/url][/QUOTE] Ugh get me some pillz Naa it's ok dude, only idiots are sick of free knowledge.
[QUOTE=chaz13;46777831]People are probably sick of me posting this now, but I've been writing a simple ray tracing tutorial which will hopefully help you out: [url]http://thingsiamdoing.com/category/programming/ray-tracing/[/url][/QUOTE] Oh no, it's not the ray tracing that's a problem. I've written a raytracer before, including a real-time one, and posted about it here. However, this time I'm attempting to create a path tracer with global illumination.
[QUOTE=xThaWolfx;46777853]Oh no, it's not the ray tracing that's a problem. I've written a raytracer before, including a real-time one, and posted about it here. However, this time I'm attempting to create a path tracer with global illumination.[/QUOTE] [url]http://upload.wikimedia.org/wikipedia/commons/thumb/7/7f/Bidirectional_scattering_distribution_function.svg/800px-Bidirectional_scattering_distribution_function.svg.png[/url] is it this?
[QUOTE=Fourier;46777871][url]http://upload.wikimedia.org/wikipedia/commons/thumb/7/7f/Bidirectional_scattering_distribution_function.svg/800px-Bidirectional_scattering_distribution_function.svg.png[/url] is it this?[/QUOTE] That image is on the path tracing wiki, yes, but I think [url=http://lousodrome.net/blog/light/2013/09/04/a-glsl-version-of-smallpt/]this[/url] would illustrate better what I'm trying to accomplish.
Some animations! [vid]http://zippy.gfycat.com/ComposedNextBufflehead.webm[/vid] Currently trying to do a nice jump (without using any real physics) while being able to actually run on various height-leveled platforms and jump to other lanes without making a mess of the code (e.g. like having dozens of raycasts all over the place) and while keeping determinism. Probably going to study how classic platforms do it, since they might have done something close to what I have in mind.
[thumb]http://files.1337upload.net/Screen_Shot_2014-12-23_at_17.41.09-ec6567.png[/thumb] okay removed the wasteful resizing algorithm when glyphs can't fit anymore it now starts over the whole packing process but with a new size it wastes no space but it has a small overhead (around 26 milliseconds with 1286 glyphs) doesn't matter since this shouldn't be used in real-time anyway
Again, no clue what I did, but here's a pretty picture [thumb]http://i.imgur.com/qWAmw8L.png[/thumb]
[QUOTE=adnzzzzZ;46777746]that'd defeat the purpose of going fast[/QUOTE] I don't think it excludes each other, you'd just make it more interesting if the mechanic is used in a good way. 1FDP has a ton of these choices, since often there are enemies in the target zone on both sides and you move more towards one direction/dropped weapon if you go that way first. Sometimes it's even a good choice to wait a bit, when using certain weapons.
[QUOTE=Tamschi;46779756]I don't think it excludes each other, you'd just make it more interesting if the mechanic is used in a good way. 1FDP has a ton of these choices, since often there are enemies in the target zone on both sides and you move more towards one direction/dropped weapon if you go that way first. Sometimes it's even a good choice to wait a bit, when using certain weapons.[/QUOTE] im not sure what you mean by "branches" then i guess
[QUOTE=xThaWolfx;46777880]That image is on the path tracing wiki, yes, but I think [url=http://lousodrome.net/blog/light/2013/09/04/a-glsl-version-of-smallpt/]this[/url] would illustrate better what I'm trying to accomplish.[/QUOTE] I think it's same thing as "ActiveShader"s used in 3D modeling programs :).
[QUOTE=adnzzzzZ;46779928]im not sure what you mean by "branches" then i guess[/QUOTE] Having that blue arrowed target line point to two different enemies at the same time, with different first buttons. Then the player could decide which to target which [I]could[/I] be an interesting mechanic if the game concept is extended. I'm absolutely not sure which way is better though, the minimal one or the more complex one. It probably has to make sense most of all, which seems to be why 2048 got more popular than Threes.
I always wanted to do some english generation but now I have Rant. Thanks for making me redundant.
Syllable count queries are now in, and they work quite well with the rhyme carriers. [img]http://i.imgur.com/S1au4VW.png[/img]
1) Turn it into a rap lyrics generator 2) Put it online 3) Make it a premium service 4) Profit
[QUOTE=Xerios3;46784112]1) Turn it into a rap lyrics generator 2) Put it online 3) Make it a premium service 4) Profit[/QUOTE] This is an idea I've had for a while; maybe I'll make it happen. I probably wouldn't charge for it, though.
[QUOTE=Berkin;46784276]This is an idea I've had for a while; maybe I'll make it happen. I probably wouldn't charge for it, though.[/QUOTE] So you're obviously the most qualified to answer this. How limited is Rant? As in, do you ever expect to be able to generate a paragraph of "original" text that makes sense? I mean, I get that it's kind of a procedural generation problem in general, but what's your view on it? I've always thought that human creativity is really nothing more than randomly assembling atomic patterns you picked up in your life and then filtering them with reason. In that sense Rant isn't really limited. Except for maybe the filtering part.
[QUOTE=Darwin226;46784553]So you're obviously the most qualified to answer this. How limited is Rant? As in, do you ever expect to be able to generate a paragraph of "original" text that makes sense? I mean, I get that it's kind of a procedural generation problem in general, but what's your view on it? I've always thought that human creativity is really nothing more than randomly assembling atomic patterns you picked up in your life and then filtering them with reason. In that sense Rant isn't really limited. Except for maybe the filtering part.[/QUOTE] "Colorless green ideas sleep furiously." Procedural text generation would need to be able to process the text it generates on a semantic level, not just syntactical, in order to verify that it's semantically valid. Not to mention it's possible to have a semantically valid phrase that isn't syntactically valid. You run into this a lot with people learning the language when you know what they're trying to say even though they're not saying in a "correct" manner.
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