• Programming - WAYWO - V.37
    1,000 replies, posted
[QUOTE=SGI Onyx;40230775][img]http://i.imgur.com/1JCW6hU.png[/img] I'm working on a thing. Okay, its actually surprisingly hard to come up with Google now style cards that actually: A - Convey just enough useful information B - Are extremely tidy and minimal I suppose I can leave this for a while and work on the serverside code more.[/QUOTE] The spacing on "Password" seems a bit off, especially the d.
[QUOTE=SGI Onyx;40230775][img]http://i.imgur.com/1JCW6hU.png[/img] I'm working on a thing. Okay, its actually surprisingly hard to come up with Google now style cards that actually: A - Convey just enough useful information B - Are extremely tidy and minimal I suppose I can leave this for a while and work on the serverside code more.[/QUOTE] [img]http://imgs.xkcd.com/comics/kerning.png[/img]
[QUOTE=SEKCobra;40234179]Why is the green so dominant and the blue seemingly invisible?[/QUOTE] sounds like u got some bad gamma settings n sheet
[QUOTE=Zinayzen;40234217]The spacing on "Password" seems a bit off, especially the d.[/QUOTE] Reminds me of this: [img]http://imgs.xkcd.com/comics/kerning.png[/img]
how's that a skill to teach someone? anyone who can read should notice inconsistencies in kerning, it stands out like a sore misplaced thumb
[QUOTE=Tobba;40234251]http://imgs.xkcd.com/comics/kerning.png[/QUOTE] are you fucking kidding me
[QUOTE=Jawalt;40234263]sounds like u got some bad gamma settings n sheet[/QUOTE] IDK, the lara croft figure only seems to reflect green.
I made an application that randomly generates adoptables, which you may know about if you've looked at deviantART Appreciation Thread. The adoptables in question look like this: [img_thumb]http://i.imgur.com/ixhseHT.jpg[/img_thumb] Windows binaries and source code available here: [url]https://mega.co.nz/#!0Zh3HAwa!LjXXllhzW8aPKpOWfVzKKhapZWEsP5jtvYFwVAZXajI[/url] It's coded in C++ using the Qt framework and Qt Creator, so it should be as easy as pressing the "Compile" button to compile it under different platforms. I may or may not continue working on this, but I don't think this kind of thing justifies more work than what can be done during two evenings. Or any arbitrary amount of time, really. The original plan was to make the application submit the adoptables in question to deviantART automatically, but unfortunately I couldn't find a way to do so.
what the fuck
original character (c) 2013 do not steal
HI MY NAME IS BLAZE XDXD IF U CAN'T HANDLE ME @ MY WORST U DON'T DEZERVE ME @ MY BEST I LOVE MY CHEMICAL ROMANCE
[QUOTE=SEKCobra;40234353]IDK, the lara croft figure only seems to reflect green.[/QUOTE] You're absolutely right; the material properties in the model were iffy (or I parsed them wrong).
[QUOTE=Zinayzen;40234217]The spacing on "Password" seems a bit off, especially the d.[/QUOTE] I can't do anything about it, its lagdroid fucking the text up.
[QUOTE=SGI Onyx;40234968]I can't do anything about it, its lagdroid fucking the text up.[/QUOTE] Lagdroid doesn't lag for me at all. But the spacing will continuously bug me until it is sorted out somehow.
I think it might be because its a password input box, its applying the character spacing that's usually there for asterisks to the hint value too.
played around with libgdx ParticleEffects [IMG]http://i.imgur.com/3rDGrTA.png[/IMG]
How would you do a FPS independent lerp? Is it possible? So.. say you're lerping between two vectors every frame.. how would you do that in a way that it would take the same amount of time whether you have 10fps or 100fps.
[QUOTE=garry;40235751]How would you do a FPS independent lerp? Is it possible? So.. say you're lerping between two vectors every frame.. how would you do that in a way that it would take the same amount of time whether you have 10fps or 100fps.[/QUOTE] You define a movement speed at either units/sec or units/ms and lerp by a factor of speed * frameTime (converted to seconds/ms if necessary) [editline]10th April 2013[/editline] For lerping you could also define how long you wanted the lerp to take and lerp by a factor of frameTime/totalTime
I don't want to lerp by units per second though. I want it to smooth - so it moves less the closer it gets. [code]LastPos = Vector3.Lerp( LastPos, To, 0.9 );[/code] The 0.9 is fucking me up. You can't multiply it by timedelta or anything.. or it will throw it off completely? [editline]10th April 2013[/editline] I guess stepping it is my only choice here. Which sux.
what exactly is a lerp? this was my 10,000th post. goddammit.
It interpolates between the two vectors. So lerp( 1, 2, 0.5 ) would return 1.5
[URL="http://en.wikipedia.org/wiki/Linear_interpolation"]Linear interpolation[/URL].
-snip- just do what Darwin said.
[QUOTE=garry;40235832]I don't want to lerp by units per second though. I want it to smooth - so it moves less the closer it gets. [code]LastPos = Vector3.Lerp( LastPos, To, 0.9 );[/code] The 0.9 is fucking me up. You can't multiply it by timedelta or anything.. or it will throw it off completely? [editline]10th April 2013[/editline] I guess stepping it is my only choice here. Which sux.[/QUOTE] if you want it to move in more of a curve instead of a straight line look around a bit for easing or tweening( [URL]http://whydoidoit.com/2012/04/06/unity-curved-path-following-with-easing/[/URL] ) there are a few websites where you can see how the different curves looks( e.g. [URL]http://easings.net/[/URL] or [URL]http://matthewlein.com/ceaser/[/URL] ) you do need to multiply by timedelta anyway, maybe change the values a bit so it has about the right speed
[QUOTE=garry;40235832]I don't want to lerp by units per second though. I want it to smooth - so it moves less the closer it gets. [code]LastPos = Vector3.Lerp( LastPos, To, 0.9 );[/code] The 0.9 is fucking me up. You can't multiply it by timedelta or anything.. or it will throw it off completely? [editline]10th April 2013[/editline] I guess stepping it is my only choice here. Which sux.[/QUOTE] It's not LERP if it's not at a constant speed. That's why it's called linear. [editline]10th April 2013[/editline] Also, to do what you want to do, I'd first convert that to a function of time. Say you want to move 10% of the remaining way every tick and you're locked at 60 ticks per second. If you look at the exponential function 0.9^(t/(1/60)) where t is time in seconds since you begain interpolation, the t/(1/60) will increase by 1 every tick but it's not dependent on the frame rate. Just the time passed. You then multiply that expression with (endpoint-startpoint) and add it to endpoint to get the position of your object at the given time.
[QUOTE=garry;40235832]I don't want to lerp by units per second though. I want it to smooth - so it moves less the closer it gets. [code]LastPos = Vector3.Lerp( LastPos, To, 0.9 );[/code] The 0.9 is fucking me up. You can't multiply it by timedelta or anything.. or it will throw it off completely? [editline]10th April 2013[/editline] I guess stepping it is my only choice here. Which sux.[/QUOTE] If you've found that with some lerp factor [b]k[/b] and a fixed timestep [b]t[/b], doing the following each tick gives you good smooth interpolation: [cpp]LastPos = Vector3.Lerp(LastPos, To, k);[/cpp] then the following is equivalent for a variable timestep [b]dt[/b]: [cpp]double d = 1.0 - exp(dt * log(k)/t); // log(k)/t is constant LastPos = Vector3.Lerp(LastPos, To, d);[/cpp]
[QUOTE=Darwin226;40236482]It's not LERP if it's not at a constant speed. That's why it's called linear. [editline]10th April 2013[/editline] Also, to do what you want to do, I'd first convert that to a function of time. Say you want to move 10% of the remaining way every tick and you're locked at 60 ticks per second. If you look at the exponential function 0.9^(t/(1/60)) where t is time in seconds since you begain interpolation, the t/(1/60) will increase by 1 every tick but it's not dependent on the frame rate. Just the time passed. You then multiply that expression with (endpoint-startpoint) and add it to endpoint to get the position of your object at the given time.[/QUOTE] Also, you probably know this, but the object will never really reach it's destination. You need to snap it to the target once you feel it's close enough.
[QUOTE=ThePuska;40236560]If you've found that with some lerp factor [b]k[/b] and a fixed timestep [b]t[/b], doing the following each tick gives you good smooth interpolation: [cpp]LastPos = Vector3.Lerp(LastPos, To, k);[/cpp] then the following is equivalent for a variable timestep [b]dt[/b]: [cpp]double d = 1.0 - exp(dt * log(k)/t); // log(k)/t is constant LastPos = Vector3.Lerp(LastPos, To, d);[/cpp][/QUOTE] I want to rate you Math King
[QUOTE=SEKCobra;40234179]Why is the green so dominant and the blue seemingly invisible?[/QUOTE] an observer illusion, as those colors are closest to the viewpoint origin
[QUOTE=acpm;40236816]an observer illusion, as those colors are closest to the viewpoint origin[/QUOTE] Human eyes are more sensitive to the color green than any other color as well.
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