[QUOTE=Fourier;48119452]can you upload it :P? I am making some new game and I need funky 90s sounds.
[editline]4th July 2015[/editline]
In exchange, I give this code/formula to forum:
[code]
//Input must be -1,1
float GaussianToUniform(float t) {
return (1 + Mathf.Sign(t)*Mathf.Sqrt((1 - Mathf.Exp(-(2/Mathf.PI)*(Mathf.Pow(t*3.14f,2)))))) -1f;
}
[/code]
It transforms Gaussian Random distribution to uniform.
[IMG]http://i.imgur.com/wFNEG23.png[/IMG][/QUOTE]
I don't know man, these 8-bit mono WAV files might be too groovy for you to handle.
I wish I could embed WAV files. I'd love to post some samples from this goldmine of a CD.
[QUOTE=Berkin;48122142]I don't know man, these 8-bit mono WAV files might be too groovy for you to handle.
I wish I could embed WAV files. I'd love to post some samples from this goldmine of a CD.[/QUOTE]
I'm fairly certain it works with [vid] tags.
[QUOTE=DarKSunrise;48122165][img]http://files.1337upload.net/woopss-54c33e.png[/img][/QUOTE]
[img]http://i.imgur.com/r9Y4rIR.png[/img]
[I]*internal and external screaming*[/I]
[QUOTE=DarKSunrise;48122165][img]http://files.1337upload.net/woopss-54c33e.png[/img][/QUOTE]
The kerning is off.
i know, it's because TTF_GetFontKerningSize is currently broken in SDL_ttf
it's fixed in their repo but I would need to compile it and that's a pain in the ass on windows
Okay, here are some samples from the CD.
FOXCHAS8.WAV
[vid]http://dl-web.dropbox.com/get/Public/Super Art Pack/FOXCHAS8.WAV?_subject_uid=436876592&w=AADiiI6UzvLi-smzuXlDZPgX2RVap-Qz1zn0ArsxCHyh8A[/vid]
GIRLCRA8.WAV
[vid]http://dl-web.dropbox.com/get/Public/Super Art Pack/GIRLCRA8.WAV?_subject_uid=436876592&w=AACjV9SP1hnM755eUqXXbYiVKXHSHgoGXxpAkrLXl0zLnA[/vid]
IMPAC8.WAV
[vid]http://dl-web.dropbox.com/get/Public/Super Art Pack/IMPAC8.WAV?_subject_uid=436876592&w=AAC53PdM0O0WXzMwvFYp9g_Hw4bak1uqbqHo1O2eOjMftA[/vid]
PEP8.WAV
[vid]http://dl-web.dropbox.com/get/Public/Super Art Pack/PEP8.WAV?_subject_uid=436876592&w=AAAkA_psJobhVqtVrWndO1rn8cOJGmyyPPDGzNHaWie_XQ[/vid]
THEFART8.WAV
[vid]http://dl-web.dropbox.com/get/Public/Super Art Pack/THEFART8.WAV?_subject_uid=436876592&w=AABEYSkJ2rcEQhfb5sMtnNUH_v5lAuIBk-NjMtsap2kVgQ[/vid]
[QUOTE=Winner;48122311]403 you dingdong put them in your public folder[/QUOTE]
Done. Do they work now?
[QUOTE=Berkin;48122339]Done. Do they work now?[/QUOTE]
Nope, still 403
[QUOTE=Naelstrom;48122392]Nope, still 403[/QUOTE]
Dropbox can eat a bag of raw dicks. I give up. V:v:V
[QUOTE=Jallen;48122086]What happens if you run the filter for multiple iterations, say, 20?[/QUOTE]
I ran it 10 times and I got this weird thing
[t]http://i.imgur.com/ORFRHec.png[/t]
EDIT:
20 times
[t]http://i.imgur.com/jasoLHR.png[/t]
It's like some sort of cellular automata gone out of control.
EDIT:
30 times. I think I'm going to stop here...
[t]http://i.imgur.com/pCKW1qf.png[/t]
[QUOTE=Winner;48121875]ok, the idea and art are cool, but to be totally honest this looks really boring to play
this feels like the kind of game you should play as fast as possible - the platforms should disappear much quicker and the platforms should generate like 2 in advance (so you can't plan too much but still know your next couple button presses)
having to stop on every platform while you wait for the next one to appear is going to make it really really monotonous[/QUOTE]
Noted.
First content in 2 months. I am rewriting the core of my engine. The once all mighty engine class is just a resource manager now and all user interaction is now handled trough "activities" (I didn't know how to name it, and it is inspired by Android Activity). Core creates the app window and sends input to active activity. Game is just an object now, it extends the activity class with game related stuff. Activities can render directly to screen or on a local FBO.
What I can do now, for example, is create a new game object inside the editor and display its FBO in a window for easy map testing (you can see I can fire the gun in left window). This is very WIP, still need to figure out window focus, pausing, closing...
[quote][img]http://i.imgur.com/zWHDBUH.jpg[/img][/quote]
[QUOTE=Berkin;48121447]To load raw binary files into Unity as an asset, you have to give them a .bytes extension and load them as a TextAsset. Then you have to access the binary data through the .bytes property.
I really wish I could extend Unity's asset pipeline with my own file formats to avoid stuff like this.[/QUOTE]
Unless portability is an issue, why not just use regular C# stuff?
WOO!
[img]http://i.imgur.com/sNkz3Jw.png[/img]
[QUOTE=FalconKrunch;48122948]Unless portability is an issue, why not just use regular C# stuff?[/QUOTE]
Bundling uncompiled assets with game builds has always been a pain in the ass, from my experience.
Edit: Messing around with Unity some more, made a third-person camera that uses raycasting so it doesn't go through stuff. I can adjust the vertical/horizontal offsets as well.
[img]http://i.imgur.com/Y3JkTjm.png[/img]
Nothing too impressive yet, but I'm getting there.
Wow, it took a while but I fixed logging in. Also implemented some basic stuff and a tiny virtual file system (stored in the mongodb database).
[img]https://dl.dropboxusercontent.com/u/27714141/hacking-world2.png[/img]
[QUOTE=ruarai;48120321]My post of [URL]http://ruarai.github.io/Trigrad/[/URL] to Hacker News really took off. Now I've got crazy stuff like people writing their master thesis' comparing their approach to mine.
Also, someone really knew their compression and managed to halve the output file size.[/QUOTE]
You have the wrong colour space in [vid]http://zippy.gfycat.com/DecisiveSmoggyDiamondbackrattlesnake.webm[/vid].
The correct colour halfway between red and green is [url]http://www.colorpicker.com/b4b400[/url] and not [url]http://www.colorpicker.com/7f7f00[/url].
I'm not sure if your main algorithm has the same error, but it does look a bit muddy in the few-triangles linear blend example.
[editline]5th July 2015[/editline]
[QUOTE=Berkin;48122216]Okay, here are some samples from the CD.
[broken audio link][/QUOTE]
You have to use the "[I]Copy Public Link[/I]" function:
[QUOTE=Not quite Berkin]Okay, here are some samples from the CD.
FOXCHAS8.WAV
[vid]https://dl.dropboxusercontent.com/u/436876592/Super Art Pack/FOXCHAS8.WAV[/vid]
GIRLCRA8.WAV
[vid]https://dl.dropboxusercontent.com/u/436876592/Super Art Pack/GIRLCRA8.WAV[/vid]
IMPAC8.WAV
[vid]https://dl.dropboxusercontent.com/u/436876592/Super Art Pack/IMPAC8.WAV[/vid]
PEP8.WAV
[vid]https://dl.dropboxusercontent.com/u/436876592/Super Art Pack/PEP8.WAV[/vid]
THEFART8.WAV
[vid]https://dl.dropboxusercontent.com/u/436876592/Super Art Pack/THEFART8.WAV[/vid][/QUOTE]
(I'm just guessing some parts of the url scheme so hopefully these work.)
[editline]edit[/editline] These still 403, but it probably would work if the files were there. Maybe. It's possible I got the wrong user ID.
I'm making my own character controller and just implemented stair climbing. Still a little wonky, but it'll get better, I promise.
[vid]http://webm.host/50b5d/vid.webm[/vid]
Oh god writing your own character controller. I kind of assume this is for bullet? I'm so sorry you have to do that. It's a kinematic character controller right? I don't even know what the difference is between that and rigid (I think rigid is affected by other things hitting it rather than you programming that interaction?)
[QUOTE=WTF Nuke;48124910]Oh god writing your own character controller. I kind of assume this is for bullet? I'm so sorry you have to do that. It's a kinematic character controller right? I don't even know what the difference is between that and rigid (I think rigid is affected by other things hitting it rather than you programming that interaction?)[/QUOTE]
It's Unity. And I'm actually enjoying this! It only works against static colliders.
So.
Nothing as impressive as the Rantity3D VR Edition™ going on above, but I published my first library on PyPI after a few years developing python.
It's not anything new, but it's (I believe) unique in the way it works, and it makes my life easier, so why not share it?
Github: [url]https://github.com/SunDwarf/ConfigMaster[/url]
PyPI: [url]https://pypi.python.org/pypi/ConfigMaster/[/url]
I wrote some code to apply a corrective force to the player when they are turning, so they don't slide all over the damn place. It took FOREVER to get this right... the first few times I ran it I flew so far into space that I started getting freaky errors in the console.
[vid]http://webm.host/aaa73/vid.webm[/vid]
Blue line is movement vector, green is current velocity, and red is corrective force.
Don't stop with the music.
[QUOTE=NightmareX91;48126243]Don't stop with the music.[/QUOTE]
I have 250 of these tracks; they should last me a while.
Circlular pillars or square pillars?
[t]http://i.imgur.com/yhC11d2.png[/t]
Disagree is top
Agree is bottom
Why not both?
[QUOTE=polkm;48126713]Circlular pillars or square pillars?
[t]http://i.imgur.com/yhC11d2.png[/t]
Disagree is top
Agree is bottom[/QUOTE]
Both of them don't look like pillars, but more like odd walls. You might want to give them a top.