[QUOTE=Perl;47630702]Strange, even though I see it now I didn't before. I quite like it.[/QUOTE]
Looks like a decent way to differentiate background from foreground.
I am thinking about speeding up raytracing with help of FFT, I mean is it possible to raytrace in frequency domain? I know it sounds crazy and it probably is undoable, just wondering if anyone way doing anything similiar in his life?
[QUOTE=Perl;47630702]Strange, even though I see it now I didn't before. I quite like it.[/QUOTE]
Personally I'd advise against it, the overall look may start to fall apart when you start adding other elements. e.g. How would the UI or Menus look? Clean with high density pixel or more 'retro'?
I think it could work, mixing both of those styles, but it seems harder to pull off.
[QUOTE=Richy19;47630757]Can I get a copy of this?[/QUOTE]
I'm definitively interested as well.
[QUOTE=Richy19;47630757]Can I get a copy of this?[/QUOTE]
[QUOTE=ryankingstone;47631574]I'm definitively interested as well.[/QUOTE]
Wow, guys, that was unexpected :D
I'm going to clean it up, and put it on GitHub.
I was planning to make it modular and extendable, since it's using Polymer, each 'card' could be it's own web component. This way users would be able to make and share their own 'cards'.
Unfortunately, there's less than week to my high school final exams, so I will be busy studying. But somewhere around 19th May I will be back working on it.
Thanks for such amazing feedback! :D
This morning I've added some animations:
(I swear, it smooth 60fps when I'm not recording :P)
[video=youtube;P5rutRwXgEw]http://www.youtube.com/watch?v=P5rutRwXgEw[/video]
[QUOTE=Fourier;47631087]I am thinking about speeding up raytracing with help of FFT, I mean is it possible to raytrace in frequency domain? I know it sounds crazy and it probably is undoable, just wondering if anyone way doing anything similiar in his life?[/QUOTE]
Are you talking about the normal photo-realistic light ray tracing, or something else? Acoustical ray tracing can be performed in the frequency or time domain, for example, with the frequency domain being way easier to work with, but in the context of graphical ray-tracing I'm not sure what you mean by the frequency domain.
[QUOTE=chaz13;47631805]Are you talking about the normal photo-realistic light ray tracing, or something else? Acoustical ray tracing can be performed in the frequency or time domain, for example, with the frequency domain being way easier to work with, but in the context of graphical ray-tracing I'm not sure what you mean by the frequency domain.[/QUOTE]
That is the problem, me neiher. I don't know what polygon is in frequency domain or ray/line.. :v:.
I just thought there might exist way faster method for ray tracing.
Uff a bit more Googleing, apparently FFT is used for 3D Volume rendering and also slicing :v:. Looks like I wasn't far from the truth, but 3D volumes are quite useless for raytracing polygons I think.
I implemented preset perspectives for my viewports, which will allow for (hopefully) easier level design later on.
Now I just have to alter the direction in which objects should move based on what viewing angle the viewport is set at.
[t]http://i.imgur.com/rm7KEjm.png[/t]
[QUOTE=Karmah;47632725]I implemented preset perspectives for my viewports, which will allow for (hopefully) easier level design later on.
Now I just have to alter the direction in which objects should move based on what viewing angle the viewport is set at.
[t]http://i.imgur.com/rm7KEjm.png[/t][/QUOTE]
What's that tool?
[QUOTE=Dostoyevsky;47633144]What's that tool?[/QUOTE]
Its just a level editor I've been making, for an engine that I've also been making.
do you guys follow any naming convention for variables when writing glsl? i feel like i get confused with where the variables are coming from so i started prefixing them based on that and i think its a lot better
[code]// vertex shader
#version 330 core
in vec3 attribute_position;
in vec3 attribute_normal;
in vec2 attribute_texture_coordinate;
out vec3 vertex_normal;
out vec2 vertex_texture_coordinate;
uniform mat4 uniform_model;
uniform mat4 uniform_view;
uniform mat4 uniform_projection;
void main()
{
gl_Position = uniform_projection * uniform_view * uniform_model * vec4(attribute_position, 1.0);
vertex_normal = attribute_normal;
vertex_texture_coordinate = attribute_texture_coordinate;
}
[/code]
[code]// fragment shader
#version 330 core
in vec3 vertex_normal;
in vec2 vertex_texture_coordinate;
out vec4 fragment_color;
uniform vec4 uniform_color;
uniform sampler2D uniform_texture_object;
void main()
{
vec4 texel = texture(uniform_texture_object, vertex_texture_coordinate);
fragment_color = vec4(mix(uniform_color.rgb, texel.rgb, uniform_color.a), texel.a);
}
[/code]
[editline]30th April 2015[/editline]
obviously this is a very simple shader but i feel like it could really help with larger shaders
[QUOTE=Fourier;47632117]That is the problem, me neiher. I don't know what polygon is in frequency domain or ray/line.. :v:.
I just thought there might exist way faster method for ray tracing.
Uff a bit more Googleing, apparently FFT is used for 3D Volume rendering and also slicing :v:. Looks like I wasn't far from the truth, but 3D volumes are quite useless for raytracing polygons I think.[/QUOTE]
If you want an unconventional pathtracing challenge, instead of painting samples directly onto the screen, paint them onto the textures of a simplified polygon scene that corresponds to the scene you're pathtracing
Even with very low poly models, it'll let you preserve updates despite transforms with much less re-sampling required than standard pathtracing (basically it will cut waaay down on that move-and-everything-gets-noisy effect)
Perspective and lighting updates are significantly lighter than complete re-rendering in this case, although until someone does this idk if it will end up overall more efficient due to having to do texture updates but if you wrap your head around the idea it should be obvious that it's worth a try
[img]http://puu.sh/hwHe4/0f0e2e77e4.png[/img]
(:
I made a thread on LÖVE's forums for Vertex Adventure and Grid. [url]http://love2d.org/forums/viewtopic.php?f=5&t=80115[/url] I'll be updating it later tonight with some more comprehensive information. I'm trying to force myself to get the projects out there.
[editline]30th April 2015[/editline]
I was recently invited to be a player on dribbble! Yay!
-snipsnipsnip-
Update on my tetris game:
I added screen flashes when you clear a line and score a tetris.
and it's now on gitHub @ [URL]https://github.com/FANTYM/my_projects/[/URL]
There's also a scorched earth clone i'm working on, also in Love2D
and here's a video:
[video=youtube;nsWt7c2Gkx4]http://www.youtube.com/watch?v=nsWt7c2Gkx4[/video]
[QUOTE=PelPix123;47634533]Today, my virtual piano became the first non-algorthmic virtual piano to pass the DPBSD.
[editline]30th April 2015[/editline]
Now that the R&D on the new tech is done, I need to record my own samples instead of borrowing someone else's. Then hopefully I can bring it to market and destroy everyone else.
[editline]30th April 2015[/editline]
Hopefully I can force PianoTEQ to bring their A-game. Their current product is terrible, and it's the only product that comes close to competing with mine.[/QUOTE]
Your stuff was seriously market quality the last time I heard it. It, too, is physically modeled, correct?
[B]Noodle Simulator.[/B]
[IMG_thumb]http://i.imgur.com/YcosR8t.png[/IMG_thumb]
[B][I][URL="http://a.pomf.se/yapiau.mp4"]Video[/URL][/I][/B]
[sp]I don't know what I'm doing with my life anymore.[/sp]
[QUOTE=sarge997;47634771][B]Noodle Simulator.[/B]
[IMG_thumb]http://i.imgur.com/YcosR8t.png[/IMG_thumb]
[B][I][URL="http://a.pomf.se/yapiau.mp4"]Video[/URL][/I][/B]
[sp]I don't know what I'm doing with my life anymore.[/sp][/QUOTE]
I had noodles for breakfast so this resonates on a personal level.
[QUOTE=sarge997;47634771][B]Noodle Simulator.[/B][/QUOTE]
this speaks to my asian heritage
is there green onion dlc i can download??
[editline]30th April 2015[/editline]
no seriously pursue this, i love these types of games
[editline]30th April 2015[/editline]
i don't mean the dlc, but yeah maybe the green onion part
What exactly would be the objective?
eat them without getting it on the table or splashing everywhere, duh
[QUOTE=sarge997;47634771][IMG_thumb]http://i.imgur.com/YcosR8t.png[/IMG_thumb]
[/QUOTE]
i mean look at all those lost points
decided to abandon Java in favor of C#. learned a little about object oriented programming and decided to give it a go with the basic console calculator
[URL="http://pastebin.com/D8J5UJif"]Main class[/URL]
[URL="http://pastebin.com/k6UmPKDp"]Calculation class[/URL]
think I got the hang of it, and starting to become lots more fun to learn this as well as I'm starting to tread into territory I haven't learned much about yet. it's surprisingly easy, but that might be because I already know a little Java.
so much easier to write code when you've already written a class to do the tasks
-snip-
I got fed up of my ISP not supporting IPv6, so I decided to make my stuff IPv6-only.
[url]http://kateadams.eu/[/url]
[img]http://i.imgur.com/h0uTKW3.png[/img]
If you're connecting from IPv4, but are IPv6 capable, you will be redirected to the IPv6-only domain "ipv6.kateadams.eu" via:
[code]<script src="//ipv6.kateadams.eu/ipv6.js"></script>[/code]
and
[code]window.location.hostname = "ipv6.kateadams.eu"; // keeps path, query, and fragment[/code]
Hopefully if more people do this, we can increase IPv6 adoption rates.
It's kinda surprising how slow real-world IPv6 transition rates have been. I hope that more aggressive moves are made in the near future to move people onto the newer version.
[QUOTE=andrewmcwatters;47635000]It's kinda surprising how slow real-world IPv6 transition rates have been. I hope that more aggressive moves are made in the near future to move people onto the newer version.[/QUOTE]
I work for a really small ISP, there's no real incentive to do it now. None of our customers have requested it, we're not familiar with it (The 3 year IT college program I JUST finished started implementing it the year after I started, though we were already learning the old curriculum) and I doubt all of our equipment supports it. Not to mention we're already busy as it is.
[QUOTE=Fantym420;47634603]Update on my tetris game:
I added screen flashes when you clear a line and score a tetris.
and it's now on gitHub @ [URL]https://github.com/FANTYM/my_projects/[/URL]
There's also a scorched earth clone i'm working on, also in Love2D
and here's a video:
[video=youtube;nsWt7c2Gkx4]http://www.youtube.com/watch?v=nsWt7c2Gkx4[/video][/QUOTE]
Don't call it tetris. The tetris company will sue you.
Call it brick gravity simulator 2015
[QUOTE=sarge997;47634813]What exactly would be the objective?[/QUOTE]
To make the perfect bowl of noodles, preferably with different qwop controls on all the ingredients
So I'm trying out C#. I've got this method here:
[code]
private static void swapObjects(ref Object objA, ref Object objB){
Object tmp = objA;
objA = objB;
objB = tmp;
}[/code]
And I call it as such in a bubblesort algorithm:
[code]
public static void bubbleSortObjects(Object[] arrayToSort){
Boolean doneSorting = false;
while (!doneSorting) {
doneSorting = true;
for (int i = 0; i < arrayToSort.Length-1; i++) {
if (String.Compare (arrayToSort [i].ToString (), arrayToSort [i + 1].ToString ()) > 0) {
Console.WriteLine (arrayToSort [i].ToString () + " " + arrayToSort [i + 1].ToString ());
swapObjects (ref arrayToSort [i], ref arrayToSort [i + 1]); //got error here: System.ArrayTypeMismatch;
//Source array type cannot be assigned to destination array type
doneSorting = false;
}
}
}
}
[/code]
And the array passed to it was an array of 3 of these guys:
[code]
using System;
namespace Swapping
{
public class GenericObjectWithName
{
private String name;
public GenericObjectWithName (String myName)
{
this.name = myName;
}
public override String ToString(){
return this.name;
}
}
}
[/code]
So what did I do wrong?
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