• What are you working on? October 2015
    1,070 replies, posted
Holy shit... about 4 days ago we moved marketplace.tf from sever305 to our current favorite, linode. TODAY I get a notice that server305 went under and all VMs are no longer available. Jesus fucking christ.
Interested in making an ARG but not creative enough. I have the tools to encode shit, but I'm not creative enough to make it cool and interesting. [editline]2nd October 2015[/editline] [QUOTE=geel9;48811122]Holy shit... about 4 days ago we moved marketplace.tf from sever305 to our current favorite, linode. TODAY I get a notice that server305 went under and all VMs are no longer available. Jesus fucking christ.[/QUOTE] You did this to them. You were their largest customer
[QUOTE=proboardslol;48811177] You did this to them. You were their largest customer[/QUOTE] They were an absolutely shit server host. About 1 month ago their ENTIRE network went down; their website, their emails, all their VMs... I took that as an opportunity to get the fuck away as soon as possible.
Dang, I made the highlights 3 times [i]again[/i]? Noice. In job news, anyone who keeps up with my twitter will know that I'm at Traveller's Tales working on the LEGO games. Fun stuff! :D
[QUOTE=WillKirkby;48811498]Dang, I made the highlights 3 times [i]again[/i]? Noice. In job news, anyone who keeps up with my twitter will know that I'm at Traveller's Tales working on the LEGO games. Fun stuff! :D[/QUOTE] Awesome! Now go port Lego Dimensions to PC. I [i]need[/i] to play it. Thanks in advance.
[video=youtube_share;NE4SqD9hGNw]http://youtu.be/NE4SqD9hGNw[/video] still working on my game made entirely out of unity primitives. you can now shoot, hooray! I realized that subtle things like camera shaking effects add so much to a game.
[QUOTE=Marlamin;48811533]Awesome! Now go port Lego Dimensions to PC. I [i]need[/i] to play it. Thanks in advance.[/QUOTE] Sadly that's not my call to make, it's up to the Production team. Since all of our other games are on PC, they must have had a pretty solid reason not to in this case.
[vid]http://files.catbox.moe/a3e171.webm[/vid] I have no idea why sharex makes my crosshair so massive.
Alright, I finished the last basic category of lighting that can produce shadows: Directional Lights. I left these for last because directional lights will light up the entire scene [I]to infinity[/I], because they are supposed to act like how the sun is to earth. This means that the shadow map needs to be flexible, and have its size and zoom factor controllable to allow the user to control what does and doesn't enter the shadow map. Too little zoom and far away objects won't register, too large of a zoom and shadow precision tanks. [vid]https://my.mixtape.moe/arzfin.mp4[/vid] Now to actually start working on that acne problem.
So recently I implemented frame reprojection for my 3d renderer The sequence of what happens goes like this: Render a frame (7ms). This gives me a triangle id buffer, and a depth buffer. These two things together can be used to perform the entire deferred shading step (colour/lighting/etc). Any frames rendered by triangle rendering are immediately displayed Then, I take the current camera position/rotation, take the future camera position/rotation into the future, and then essentially re-look at the depth/id buffers I have from the new position. This gives me a second set of rendering information from the new camera position/rotation. I fill in any holes that crop up, and then run the screenspace shading kernel on it, producing a fairly accurate reprojected buffer. Depending on the camera movement, there might be big gaps at the edge of the screen, but I plan to fill them in later one way or another This takes 2.5ms. I wait a little bit, and then display the frame with a (currently not super accurate) frame pacing scheme to ensure that the frametimes don't go 7/2/7/2/7/2, but remains fairly constant. During the delay I start processing the next fully rendered triangle frame - this means that my average frametime now drops down to [b]4ms[/b] (not (7+2)/2 = 4.5 because the queue is more efficient with more stuff in it compared to the previous synchronous rendering). Hooray, free frametime! For this to work, the entire triangle rendering scheme had to be rewritten to be completely asynchronous using OpenCLs callbacks, this shaved off quite a lot of time as it allows me to not block the opencl command queue and continually feed new stuff into it Some fun bugs and screenshots along the way: [IMG]https://dl.dropboxusercontent.com/u/9317774/isuck.PNG[/IMG] (this next one is actually a failed attempt at tiled rendering) [IMG]https://dl.dropboxusercontent.com/u/9317774/reimagining.PNG[/IMG] A reprojected frame with incorrect pixel depth ordering [IMG]https://dl.dropboxusercontent.com/u/9317774/pre-recoverypass.PNG[/IMG] Example showing correct depth ordering of pixels that project to the same location in a reprojected frame [IMG]https://dl.dropboxusercontent.com/u/9317774/depth%20sorting.PNG[/IMG] Along the way I created the matrix (these are actually pixel holes that get filled in. Because I'm not interpolating colour, but triangle ids and depth, its actually super accurate) [IMG]https://dl.dropboxusercontent.com/u/9317774/matrx.PNG[/IMG] tl;dr I nearly halved my frametime by inventing frames based off reprojecting what's already there
[img]http://i.imgur.com/rNcykS0.png[/img] [url]https://github.com/cartman300/Plync[/url] It's a tool that syncs youtube playlists to a folder (audio only), removes mp3 files that don't exist in the playlist, skips mp3 files that do exist in the playlist and locally and downloads the ones that don't exist locally but do exist on the playlist.
[QUOTE=cartman300;48811872][img]http://i.imgur.com/rNcykS0.png[/img] [url]https://github.com/cartman300/Plync[/url] It's a tool that syncs youtube playlists to a folder (audio only), removes mp3 files that don't exist in the playlist, skips mp3 files that do exist in the playlist and locally and downloads the ones that don't exist locally but do exist on the playlist.[/QUOTE] [url]https://rg3.github.io/youtube-dl/?[/url]
A proposition satisfyer. [URL]https://gist.github.com/LukaHorvat/f44b0c0125bb71e13f51[/URL] You write a function that takes logical variables as parameters [code]fn p q = p :=> (q :& p)[/code] You can then evaluate it [code]evaluate fn True False > False[/code] Or find the set of values that makes it true [code]satisfy fn > [{0: False}, {0: True, 1: True}][/code] p has to be false, or both p and q have to be true. It's nothing complicated but I like how straight forward it is to use. It's just Haskell. No macros, no string arguments. You write a function, it solves it.
[QUOTE=cam64DD;48811551][video=youtube_share;NE4SqD9hGNw]http://youtu.be/NE4SqD9hGNw[/video] still working on my game made entirely out of unity primitives. you can now shoot, hooray! I realized that subtle things like camera shaking effects add so much to a game.[/QUOTE] If the shapes weren't as smooth and clean and there were just a few more details, this could easily pass as The Oatmeal: Deathmatch Arena.
[QUOTE=cam64DD;48811551][video=youtube_share;NE4SqD9hGNw]http://youtu.be/NE4SqD9hGNw[/video] still working on my game made entirely out of unity primitives. you can now shoot, hooray! I realized that subtle things like camera shaking effects add so much to a game.[/QUOTE] Okay, that's awesome. I noticed you have the eyes blink... it'd be nice to see him squint while firing.
[t]http://i.imgur.com/Ej7QyAG.png[/t] Sorry for the boring winforms project. I'm making a batch torrent creator because I don't think the current ones are very good in my opinion. Also it's a nice project to learn a bit of multithreading.
Well I fixed shadows for the most part, there's still some issues but I'm done for today. I still need to do it for directional lights, and I don't think I'll do it for point lights. It's already really expensive for spot lights, having to render 6 times that won't be good. [video=youtube;qYOuW-qRKDY]https://www.youtube.com/watch?v=qYOuW-qRKDY[/video]
[QUOTE=TheEyes;48811913][url]https://rg3.github.io/youtube-dl/?[/url][/QUOTE] I've been thinking about this kind of response lately. Personally, I find the sudden delegitimization of one's project, slaved over in a 3-hour marathon of hard work, that comes from finding a tool that does the task better... to be heartbreaking. I know that spreading awareness of useful tools saves time, but in this thread that's not really what we're most concerned about. I think pretty much everyone in this thread programs for fun. That means anything someone posts here is something they enjoyed working on. Why take away the reward? It was hard to feel proud of my Apache index-page scraper after I discovered wget -r. On a related note, I'm working on the level file format for Chip's Challenge 2 for these reasons: • The game already comes with a level editor (no surprises-- I know my work will be pretty much unused) • Virtually nobody plays the game (no chance of some other LVL 999 programmer beating me to it) • I want to learn reverse engineering, and it's small enough for me to do so • CC2 is fucking awesome [img]http://i.imgur.com/ZyDMo9i.png[/img] The packed tile format is weird. It refers to earlier sections of tiles and "loops" them. The above shot only takes 9 bytes. The sections don't even have to be consecutive, if you have a bunch of rows of floors and a bunch of rows of water, the it'll only store one row of each. If you rate this artistic I'll know you aren't paying attention.
[QUOTE=foszor;48812935]Okay, that's awesome. I noticed you have the eyes blink... it'd be nice to see him squint while firing.[/QUOTE] Thank you! I'll make sure to add that. :>
Trying to teach myself Machine Learning. Took a Javascript tutorial on knn and did it in C instead [url]https://github.com/collinoswalt/k-nearest-neighbor[/url] [img]http://i.imgur.com/rusxAwd.png[/img] my computer is now artificially intelligent
[QUOTE=proboardslol;48813941]Trying to teach myself Machine Learning. Took a Javascript tutorial on knn and did it in C instead [url]https://github.com/collinoswalt/k-nearest-neighbor[/url] [img]http://i.imgur.com/rusxAwd.png[/img] my computer is now artificially intelligent[/QUOTE] I applaud you for spelling your name the proper way instead of one 'l'.
Since I have a few maths(-ish) courses I thought it would be a good idea to replicate that as .NET libraries: [code]//C# var set = Set.Union(Set.Create<Integer>(), Set.Empty<Integer>()); using (var fileWriter = File.CreateText("test.txt")) using (var writer = new AddableTextWriter(fileWriter)) using (var fileWriterLaTeX = File.CreateText("LaTeX.txt")) using (var writerLaTeX = new AddableTextWriter(fileWriterLaTeX) { Newline = "\\newline\r\n" }) { var wr = writer; var wrLaTeX = writerLaTeX; Console.WriteLine(set); set.Expression.WriteCompact(wr); wr++; set.Expression.WriteLaTeX(wrLaTeX); wrLaTeX++; var filter = new SimplificationFilter(); while (true) { Set<Integer> simpler = filter.Filter(set.Expression) ?? set.Expression.Filter(filter); if (simpler.Equals(set)) break; set = simpler; Console.WriteLine(set); set.Expression.WriteCompact(wr); wr++; set.Expression.WriteLaTeX(wrLaTeX); wrLaTeX++; } }[/code] results in [code]({} union nothing) (nothing union nothing) (nothing) nothing [/code][code]({}&#8746;&#8709;) (&#8709;&#8746;&#8709;) (&#8709;) &#8709; [/code][code]\left({\left\{\right\}}\cup{\varnothing}\right)\newline \left({\varnothing}\cup{\varnothing}\right)\newline \left({\varnothing}\right)\newline \varnothing\newline [/code], the last of which and a prepended "\newline" compile to [img]http://latex.codecogs.com/gif.latex?\newline%20\left%28{\left\{\right\}}\cup{\varnothing}\right%29\newline%20\left%28{\varnothing}\cup{\varnothing}\right%29\newline%20\left%28{\varnothing}\right%29\newline%20\varnothing\newline[/img]. ...except this took all night and I probably should have studied conventionally instead first. Lesson learned, hopefully. Adding more to this should be easier though, at least once I automate the horrible mess that is the [I]SimplificationFilter[/I] routing method.
[QUOTE=cam64DD;48811551] still working on my game made entirely out of unity primitives. you can now shoot, hooray! I realized that subtle things like camera shaking effects add so much to a game.[/QUOTE] Unless the character is named Pedro Primitivo or something similar, I am cancelling my preorder.
[IMG]http://i.imgur.com/BWsXWZG.png[/IMG] Testing my tilemap renderer using fractals is fun
[QUOTE=KaPow!;48813672]Well I fixed shadows for the most part, there's still some issues but I'm done for today. I still need to do it for directional lights, and I don't think I'll do it for point lights. It's already really expensive for spot lights, having to render 6 times that won't be good. [url]https://www.youtube.com/watch?v=qYOuW-qRKDY[/url][/QUOTE] Reminds me of the toon shading in Worms 2 intro movies: [video=youtube;PQ45RlBi_nI]https://www.youtube.com/watch?v=PQ45RlBi_nI[/video]
A bit better generation already made, still buggy as hell.. [IMG]http://i.imgur.com/U1clQ6A.png[/IMG]
[QUOTE=n42k;48815725][IMG]http://i.imgur.com/BWsXWZG.png[/IMG] Testing my tilemap renderer using fractals is fun[/QUOTE] I spent a minute scrolling up and down past this, it looks like parts of the image scroll slower than other parts. it's trippy as hell yo
I accidentally made optical illusion picture [IMG]http://i.imgur.com/bNMDE7K.png[/IMG] I call it 'Vertical Deceiver'.
What's the illusion?
[QUOTE=Author.;48816591]What's the illusion?[/QUOTE] The vertical lines appear bent. EDIT: So I decided to try out VS2015, and i'm getting a really weird error. My shit will compile, but no .exe will actually be produced. Nothing. No errors, nothing in the logs, but there is no exe to be found.
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