• What are you working on? October 2015
    1,070 replies, posted
[QUOTE=bunguer;48828122]Is this jump arc an improvement over the [url=http://webm.host/4531d/vid.webm]old[/url] one? [vid]http://giant.gfycat.com/ShrillThriftyCrane.webm[/vid][/QUOTE] Yes. Needs some animations on the spring when you step on it though.
[QUOTE=icantread49;48827462]Sweet man. Looks like a great editor. And the visual effects are really awesome too! What's the technology behind the editor?[/QUOTE] [QUOTE=Sensation;48827584]Fewes, mind telling me what you made that happen in?[/QUOTE] C++ with SFML for graphics and Box2D for physics. [QUOTE=Asgard;48827742]It looks beautiful but also very specialized. Do you have a specific game in mind you're making the editor for?[/QUOTE] I do indeed! I don't have the details nailed down or anything but what I'm on track for is a platformer/2D Hack & Slash where you explore a castle/mansion. Been working on editor stuff for a while now so I think I'll work on defining the gameplay and physics some more next.
Does anyone else in school feel like their pre-reqs are really cutting into their CS time? I spend more time doing English, Physics, and History than I do CS. I get that the college needs to make money off of pre-req classes, but it's really getting in the way of education
CS is not the only important thing in the world
[QUOTE=geel9;48828260]CS is not the only important thing in the world[/QUOTE] Right but college is fucking expensive so I'd much rather like to unbundle the classes and just take classes related to my major. Honestly all my pre-reqs are just repeats of highschool anyways; History 101 is world history in highschool, english 111 and 112 are just "how to write an essay for dummies". It's not like we're being taught anything new in these classes so they may as well just let me take classes I want to take.
I mean the entire college system is fucking stupid but you're buying a degree which encapsulates a lot of things.
This weekend I've been working on Cascaded Shadow Maps. This technique partitions the shadow map into sections that are visible by the camera, whereas the ones that are closer to the view port are of a higher quality as they contain less of the world for the same resolution texture. I'm not quite there yet, but I'm on the right track. At the very least the upper half of the shadow is more aliased then the lower half. [t]http://i.imgur.com/8LQDfMT.png[/t]
I made a video showing the improvements on my engine from the last video. There's nothing on it that I haven't showed here already besides the fucked up directional light shadow maps, but eh maybe you guys will like it. I also show a high poly model in the end, it's not 60 fps smooth but I could never render that and still be able to move and look around before. Now I'm using OpenMP to parallelize my rasterizer, it's much faster. I still need to do more optimization though. [video=youtube;tWKfFGAjppI]https://www.youtube.com/watch?v=tWKfFGAjppI[/video]
That's really cool! Nicely edited video as well
[QUOTE=bunguer;48828122]Is this jump arc an improvement over the [url=http://webm.host/4531d/vid.webm]old[/url] one? [vid]http://giant.gfycat.com/ShrillThriftyCrane.webm[/vid][/QUOTE] Looks a lot better. The camera transition when you first launch and when you land again seems a bit jerky, though. If you could smooth that out, I think it would look pretty much spot-on.
[QUOTE=KaPow!;48828581]I made a video showing the improvements on my engine from the last video. There's nothing on it that I haven't showed here already besides the fucked up directional light shadow maps, but eh maybe you guys will like it. I also show a high poly model in the end, it's not 60 fps smooth but I could never render that and still be able to move and look around before. Now I'm using OpenMP to parallelize my rasterizer, it's much faster. I still need to do more optimization though. [video=youtube;tWKfFGAjppI]https://www.youtube.com/watch?v=tWKfFGAjppI[/video][/QUOTE] How are you not getting any flicker? Even when using WriteConsoleOutput (in C#) once per frame, I still got flicker.
[QUOTE=elevate;48828898]How are you not getting any flicker? Even when using WriteConsoleOutput once per frame, I still got flicker.[/QUOTE] You need to use double buffering, basically write all your pixels to a secondary buffer and only display that buffer when the current frame is done rendering. There is some flickering that occurs if you use a True Type Font, but that is a issue with the Windows Console itself and not your code. Try doing that and using Terminal, Raster Fonts
[QUOTE=bunguer;48828122]Is this jump arc an improvement over the [url=http://webm.host/4531d/vid.webm]old[/url] one? [vid]http://giant.gfycat.com/ShrillThriftyCrane.webm[/vid][/QUOTE] That seems like a really large leap. Any reason for it?
[QUOTE=nomad1;48829163]That seems like a really large leap. Any reason for it?[/QUOTE] When we had the previous lower arc, a small leap looked bad because it seemed too fast and you couldn't really understand what was going on. Now that we have an higher arc, we have yet to try it. This spring-thing has been giving more work that we would like to admit haha the technical challenges that came with it (e.g. making sure the player doesn't fall on monsters or in situations that lead to dead-ends) plus the aesthetic work required to make it look nice, in hindsight, we should have scratched it for other gameplay features.
I'm thinking about giving the old novel generator a decent crack again. I recently had the idea of trying to sell one as an e-book, if I can give it some level of coherence.
is it just me, or do shaders make literally everything better? [vid]http://files.catbox.moe/3143ce.webm[/vid] [editline]5th October 2015[/editline] I have to also figure something out to go in the background
[QUOTE=elevate;48828898]How are you not getting any flicker? Even when using WriteConsoleOutput (in C#) once per frame, I still got flicker.[/QUOTE] I already had the double-buffering set up. Turns out I was calling Console.Clear () at the beginning of each frame, which meant I was drawing twice per frame. Now my only problem is mild tearing, which unfortunately cannot be fixed due to how Command Prompt works.
[QUOTE=KaPow!;48828581]I made a video showing the improvements on my engine from the last video. There's nothing on it that I haven't showed here already besides the fucked up directional light shadow maps, but eh maybe you guys will like it. I also show a high poly model in the end, it's not 60 fps smooth but I could never render that and still be able to move and look around before. Now I'm using OpenMP to parallelize my rasterizer, it's much faster. I still need to do more optimization though. [video=youtube;tWKfFGAjppI]https://www.youtube.com/watch?v=tWKfFGAjppI[/video][/QUOTE] Dude, get rid of that giant cortana bar.
[QUOTE=KaPow!;48828581]I made a video showing the improvements on my engine from the last video. There's nothing on it that I haven't showed here already besides the fucked up directional light shadow maps, but eh maybe you guys will like it. I also show a high poly model in the end, it's not 60 fps smooth but I could never render that and still be able to move and look around before. Now I'm using OpenMP to parallelize my rasterizer, it's much faster. I still need to do more optimization though.[/QUOTE] Can't wait for a game to use this renderer.
Hoooly shit. [t]http://i.imgur.com/EIou3hM.jpg[/t] Semi-working OBJ file parsing on the 3ds! [B]FINALLY.[/B] You will not believe the amount of pain this has inflicted me, I never want to do this again. Also it half-works, only does vertices, and doesn't read some entries. But it's something, right? :suicide:
Input is now handled a bit differently. Instead of directly controlling the ship with the keys, you now set the pitch and yaw you want the ship to hold. Considering how slow the ships turn, it doesn't make sense to have the player always holding down the keys, and for some of the more complicated motions the finger acrobatics required are a bit uncomfortable. The larger/slower a ship is, the more this mode of control makes sense. I still want to have an override for direct control, because there are times when you want to do it manually. Roll for example, is always direct input. I'm also considering adding a virtual joystick mode to theoretically make aiming the ship at something, which you would do if you had some kind of huge spinally mounted gun (this ship will) easier. I also made a super rudimentary UI to represent what the ship controls are doing. The lighter green bar shows the commanded turn. The darker green bar shows the actual turn. For the test, the ship can change its direction very easily, which means the dark green bar catches up to the light green one very quickly. However, that's an adjustable parameter per ship. I expect input methods to change pretty dramatically as I go. Once I get a basic flight PID in (AI need this), I want to create a sort of "go to" pointer so you don't have to manually command ship movements if you don't want to. This mode might end up replacing the mode I just wrote completely. Which really wouldn't be a big deal, because of how compartmentalized all this stuff is. If I change the controls, all the stuff that depends on it such as ship movement and HUD info wouldn't be affected. All they care about is results, not how it got them. [vid]https://dl.dropboxusercontent.com/u/15133164/Capital/Unity%202015-10-05%2001-28-53-72.webm[/vid]
[QUOTE=thatbooisaspy;48831252]Hoooly shit. [t]http://i.imgur.com/EIou3hM.jpg[/t] Semi-working OBJ file parsing on the 3ds! [B]FINALLY.[/B] You will not believe the amount of pain this has inflicted me, I never want to do this again. Also it half-works, only does vertices, and doesn't read some entries. But it's something, right? :suicide:[/QUOTE] I know literally nothing about the system. What makes it so difficult?
[QUOTE=geel9;48828297]I mean the entire college system is fucking stupid but you're buying a degree which encapsulates a lot of things.[/QUOTE] Here, you're done with this stuff in highschool. Uni is then just full on specialization. And free unless you fail.
[QUOTE=fewes;48827218]Alrighty then. Bear in mind a lot of features are still missing so functionality is somewhat limited.[/QUOTE] This is really awesome-looking. What is up with the 'clock' or 'wheel' at the bottom of the character?
[QUOTE=war_man333;48831969]This is really awesome-looking. What is up with the 'clock' or 'wheel' at the bottom of the character?[/QUOTE] I'm guessing the line represents rotation, just a simple way to represent a walk cycle or whatever.
[QUOTE=thatbooisaspy;48831252]Hoooly shit. [t]http://i.imgur.com/EIou3hM.jpg[/t] Semi-working OBJ file parsing on the 3ds! [B]FINALLY.[/B] You will not believe the amount of pain this has inflicted me, I never want to do this again. Also it half-works, only does vertices, and doesn't read some entries. But it's something, right? :suicide:[/QUOTE] What are you using to write homebrew?
[QUOTE=Asgard;48831710]I know literally nothing about the system. What makes it so difficult?[/QUOTE] It's not difficult, in my opinion I find it easier to code to than a normal desktop system. This project was hard because newlib/libnds (what replaces standard libraries on 3ds homebrew) atof and strdof functions DON'T work (in fact most of stdlib don't work), so it was extremly painful to get this working, and I didn't want to write my own float/char conversions :v: fscanf is still buggy for me too. [editline]5th October 2015[/editline] [QUOTE=Mega1mpact;48832043]What are you using to write homebrew?[/QUOTE] [URL="https://github.com/smealum/ctrulib"]ctrulib[/URL]? Or do you mean the ide because that's just netbeans.
[QUOTE=Lumaio;48830087]I have to also figure something out to go in the background[/QUOTE] Nah... Keep it clean. Looks awesome already.
[QUOTE=MatheusMCardoso;48832247]Nah... Keep it clean. Looks awesome already.[/QUOTE] really? because I kinda like the way this looks.. also, players can die now. [QUOTE][vid]http://files.catbox.moe/664d45.webm[/vid][/QUOTE]
[QUOTE=Darwin226;48831939]Here, you're done with this stuff in highschool. Uni is then just full on specialization. And free unless you fail.[/QUOTE] Just want to chime in about Holland. We used to have free education, and you had to get your diploma in 10 years or you'd have to pay it back. Now it's a system where you can only loan. This is very disappointing because once I'm done here I'll have a 7800 euro debt. I also have to pay rent so my total debt when I graduate will be 40,000 euro. Quite the difference from the old system, and definitely a step backwards. I'm seriously considering stopping and working instead of finishing and being in debt.
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