[QUOTE=Exl;49185796]The past few weeks I wrote some playback code for an old module-like file format, mostly used in Amiga games for music and sound effect playback. Here is some riveting console output of it playing the title song from James Pond 2: Robocod, which is totally not a childishly upbeat ripoff of the Robocop theme:
[vid]http://www.dvdflick.net/storage/rjplayer.mp4[/vid]
Source is in D and can be viewed here: [url]https://github.com/GitExl/RJPlayer/[/url][/QUOTE]
[vid]http://spess.cf/music/robocop.ogg[/vid]
[QUOTE=Rocket;49184050]Are there any programmers who don't?[/QUOTE]
I don't hate programming, I just hate side-effects of it.
[QUOTE=RusselG;49184205]Isn't asp.net the only officially supported thing on linux right now? (due to coreclr or w/e)[/QUOTE]
coreclr? Please tell me more.
[QUOTE=Fourier;49186100]coreclr? Please tell me more.[/QUOTE]
[URL]https://github.com/dotnet/coreclr[/URL]
Microsoft's official open source crossplatform .NET
[editline]25th November 2015[/editline]
[URL]http://dotnet.github.io/[/URL]
[QUOTE=Exl;49185796]The past few weeks I wrote some playback code for an old module-like file format, mostly used in Amiga games for music and sound effect playback. Here is some riveting console output of it playing the title song from James Pond 2: Robocod, which is totally not a childishly upbeat ripoff of the Robocop theme:
[vid]http://www.dvdflick.net/storage/rjplayer.mp4[/vid]
Source is in D and can be viewed here: [url]https://github.com/GitExl/RJPlayer/[/url][/QUOTE]
Another awesome D project, fuck yes.
Pls add dub support? :3
[QUOTE=WeltEnSTurm;49186558]Another awesome D project, fuck yes.
Pls add dub support? :3[/QUOTE]
Working in Visual Studio is too comfortable. It would be nice for package management, but since there's only 2 dependencies and this is a not terribly useful project I'm not too bothered.
i'm making extreme frogger
[media]http://www.youtube.com/watch?v=I8RZmIjZfKc[/media]
[editline]25th November 2015[/editline]
unity is fun!
Made more progress on my [URL="https://github.com/Donkie/WorkClocker"]WorkClocker[/URL]!
Something simple as adding the program's icon made it a whole lot more appealing. I also added the filter function you see, which was relatively simple to implement due to the WPF and MVVM.
Next up; try to figure out webpage URL on active Chrome tab!
[vid]http://f.donkie.co/RkfLl[/vid]
Made this little WebGL demo for a friend by ripping ideas off the internet:
[IMG]https://dl.dropboxusercontent.com/u/27714141/Screenshot%20from%202015-11-26%2002-17-55.png[/IMG]
Here are the shaders I used:
[code] // post-processing
let renderPass = new THREE.RenderPass(demo.scene, demo.camera);
let effectHBlur = new THREE.ShaderPass(ShaderExtras['horizontalBlur']);
let effectVBlur = new THREE.ShaderPass(ShaderExtras['verticalBlur']);
let effectBloom = new THREE.BloomPass(1, 25, 5);
let effectBypass = new THREE.ShaderPass(ShaderExtras['bleachbypass']);
let effectScreen = new THREE.ShaderPass(ShaderExtras['screen']);
effectHBlur.uniforms[ 'h' ].value = 1.0 / demo.width;
effectVBlur.uniforms[ 'v' ].value = 1.0 / demo.height;
effectScreen.renderToScreen = true;
demo.composer.addPass(renderPass);
demo.composer.addPass(effectHBlur);
demo.composer.addPass(effectVBlur);
demo.composer.addPass(effectBloom);
demo.composer.addPass(effectBypass);
demo.composer.addPass(effectScreen);
[/code]
[QUOTE=cartman300;49186427][URL]https://github.com/dotnet/coreclr[/URL]
Microsoft's official open source crossplatform .NET
[editline]25th November 2015[/editline]
[URL]http://dotnet.github.io/[/URL][/QUOTE]
It's not complete, but it's RC1 with a go live license, that said, since it's open source I don't think that really changes anything but MS support?
[QUOTE=Baboo00;49183609]I wanted cute happy little friends to appear and cheer me up every few minutes while I'm working. Nobody else is going to make that happen, so it's my job.
[/QUOTE]
But somebody DID [url=http://www.group-finity.com/Shimeji/]make it happen...[/url]
[QUOTE=Zero-Point;49188133]But somebody DID [url=http://www.group-finity.com/Shimeji/]make it happen...[/url][/QUOTE]
That runs Java and uses a somewhat obscene amount of resources. (Maybe not without duplication mode.)
Happy? Yes. Friendly? No.
At least it's completely defined in XML and image files though, so in theory it's possible to make a better runtime for all those hacks that exist of this.
Unity's physics engine is missing a rather important feature, so I'm implementing it myself.
[IMG]http://i.imgur.com/ES5cv5q.png[/IMG]
[QUOTE=Berkin;49188640]Unity's physics engine is missing a rather important feature, so I'm implementing it myself.
[IMG]http://i.imgur.com/ES5cv5q.png[/IMG][/QUOTE]
Why seal the class? What if someone wanted to extend it with high-tech plumbing?
[QUOTE=voodooattack;49188728]Why seal the class? What if someone wanted to extend it with high-tech plumbing?[/QUOTE]
Fair point. This is for Sanity Plea, though, so unless people want to mod the game, there isn't much of a point.
[vid]http://s1.webmshare.com/QzBjL.webm[/vid]
(NSFW) Bot that harasses you off a Discord voice channel.
[QUOTE=Berkin;49188640]Unity's physics engine is missing a rather important feature, so I'm implementing it myself.
[IMG]http://i.imgur.com/ES5cv5q.png[/IMG][/QUOTE]
Does it have multi region support? My toilet doesn't leave the bowl full of water like American toilets and I don't want to feel under represented. Does it support smart toilets?
[QUOTE=helifreak;49189029]Does it have multi region support? My toilet doesn't leave the bowl full of water like American toilets and I don't want to feel under represented. Does it support smart toilets?[/QUOTE]
I'm pretty sure I can just set the siphon threshold to zero to simulate that.
[editline]26th November 2015[/editline]
[img]http://i.imgur.com/aidjZN4.png[/img]
I'm sure you can see where this is going.
Got my water shader (99%) done!
[vid]http://fat.gfycat.com/MealyFantasticAnnelida.webm[/vid]
There's a weird reflective issue when you move the mouse too fast, but it seems to only happen when the framerate isn't 60 FPS, so must be me not using my timestamp somewhere correctly, who knows.
[QUOTE=The Inzuki;49189462]Got my water shader (99%) done!
[vid]http://fat.gfycat.com/MealyFantasticAnnelida.webm[/vid]
There's a weird reflective issue when you move the mouse too fast, but it seems to only happen when the framerate isn't 60 FPS, so must be me not using my timestamp somewhere correctly, who knows.[/QUOTE]
What exactly are you doing in order to get that type of water? Is it just an animated texture with an animated normal map? What about the reflections?
Did you follow a tutorial? Because getting proper looking water is one of my next goals.
[QUOTE=voodooattack;49188728]Why seal the class? What if someone wanted to extend it with high-tech plumbing?[/QUOTE]
You should always seal the plumbing class, you don't want any leaks :v:
[QUOTE=Karmah;49189531]What exactly are you doing in order to get that type of water? Is it just an animated texture with an animated normal map? What about the reflections?
Did you follow a tutorial? Because getting proper looking water is one of my next goals.[/QUOTE]
It's a du/dv map repeated and moved to represent a moving water effect, and a normal map to produce the shine on the surface. And using framebuffers to get the reflection and refraction. Not sure what all you need :v:
I followed ThinMatrix's tutorial, just had to convert his Java code to C++. Learned quite a bit from hit tutorials though.
[QUOTE=cartman300;49186427][URL]https://github.com/dotnet/coreclr[/URL]
Microsoft's official open source crossplatform .NET
[editline]25th November 2015[/editline]
[URL]http://dotnet.github.io/[/URL][/QUOTE]
Nice! To bad I can't run F# on it (yet). Mono is lacking on some libraries :/.
[QUOTE=Hypershadsy;49188927][vid]http://s1.webmshare.com/QzBjL.webm[/vid]
(NSFW) Bot that harasses you off a Discord voice channel.[/QUOTE]
Tell me more. I just did a very similar thing recently, but made one that plays music.
How do you run it? How do you play sounds?
(late) Heads up... sourceforge literally installed a malware here when i tried downloading FileZilla.
not cool.
[QUOTE=MatheusMCardoso;49190986](late) Heads up... sourceforge literally installed a malware here when i tried downloading FileZilla.
not cool.[/QUOTE]
[url]https://notepad-plus-plus.org/news/notepad-plus-plus-leaves-sf.html[/url]
[QUOTE=Darwin226;49190422]Tell me more. I just did a very similar thing recently, but made one that plays music.
How do you run it? How do you play sounds?[/QUOTE]
The [URL="https://www.nuget.org/packages/Discord.Net/0.8.1-beta2"]beta Discord.Net[/URL] conveniently exposes an event called UserIsSpeakingUpdated, plus a method client.GetVoiceClient.SendVoicePCM(). Use NAudio to resample to 48000Hz,16b,1ch and send it through in reasonably-sized 200ms chunks and it'll work.
[QUOTE=The Inzuki;49189462]Got my water shader (99%) done!
[vid]http://fat.gfycat.com/MealyFantasticAnnelida.webm[/vid]
There's a weird reflective issue when you move the mouse too fast, but it seems to only happen when the framerate isn't 60 FPS, so must be me not using my timestamp somewhere correctly, who knows.[/QUOTE]
Could be. I once calculated a new frame time (and a view matrix from that) for every single object, behold
[media]https://www.youtube.com/watch?v=FuYVP0UXFo8[/media]
My space game is on hold though, now I'm trying to write a compositor for my window manager. So much stuff to take care of :(
I added a death star to the WebGL demo. Because why not, at least my friend likes it now.
[QUOTE=MatheusMCardoso;49190986](late) Heads up... sourceforge literally installed a malware here when i tried downloading FileZilla.
not cool.[/QUOTE]
except filezilla is actually promoting sourceforge to do that to their software, but the filezilla dev is quite scummy anyway so
[url=https://facepunch.com/showthread.php?t=1492071&p=49139367&viewfull=1#post49139367]Part 1[/url]
[U]Part 2[/U]
Fucking whoop, I managed to make my registration script/algorithm fully autonomous. I basically exploited the fact that the rotation is around the z-axis and with an angle of 45 degrees. I also know that I can succesfully register the first two point clouds in the old way: center the data, rotate a bit around some roughly estimated center and apply ICP. This gives me two registered point clouds from which I can extract point pairs: each pair are two matching points (i.e. they represent the same part of the entire object) from each point cloud.
I then set up a vector expression that related these point pairs to the true rotation center (after all, the true transformation should just be a 45 degree rotation, no translation, because the person stands on a rotating platform) and solved it for the center. I also have to leave out the z-component because it results in a badly conditioned linear system, but that's okay because the rotation should leave the z-axis invariant which means the z-component of the rotation center can have any value (so set it to zero).
The data is noisy and not perfect, also there will be false correspondences because there might be weird peaks or outliers that happen to coincide with a different point (resulting in a false pair), so you'll get a [I]distribution[/I] of the true center vectors out of this calculation. Simply averaging this distribution will give you a pretty good estimate of the true rotation center.
After that it's easy: each view is just a perfect rotation about the z-axis in the true center you just calculated. You apply that rotation and you get 8 roughly (but accurately) aligned point clouds (ignore the color-coding, top down view):
[IMG]http://i.imgur.com/XoLMDlf.png[/IMG]
This method is great because it now doesn't matter how bad the rest of the data is: if the first two pointclouds can be registered, you know the location of the other pointclouds almost perfectly (well, good enough to apply ICP without any preprocessing, actually). The rest of the algorithm stays the same. So basically it does autonomously in 5 minutes what would normally take 15 minutes manually.
Now to apply non-rigid ICP because those fuckers can't stand still during the scan...
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