• What are you working on? November 2015
    964 replies, posted
[QUOTE=Map in a box;49191389]except filezilla is actually promoting sourceforge to do that to their software, but the filezilla dev is quite scummy anyway so[/QUOTE] If you pay very close attention, the install from sourceforge has an "accept/decline" phase. Which asks you to install their malware. If you click decline you just get FileZilla. It's such a joke that this is becoming commonplace.
[QUOTE=Topgamer7;49192043]If you pay very close attention, the install from sourceforge has an "accept/decline" phase. Which asks you to install their malware. If you click decline you just get FileZilla. It's such a joke that this is becoming commonplace.[/QUOTE] Knowing SF, I bet clicking "Decline" just installs twice the malware.
[QUOTE=Number-41;49191918][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. The data is noisy and not perfect, 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. You apply that rotation and you get 8 roughly 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...[/QUOTE] Cool, I love seeing stuff like this!
Meet Louis, the third voice of my TTS. [vid]https://my.mixtape.moe/gibjrx.wav[/vid] [vid]https://my.mixtape.moe/lohuos.wav[/vid]
they all laughed when I said gritty Frogger remakes were the next big thing, but who's laughing now [media]http://www.youtube.com/watch?v=ljSg5C8ByJw[/media] it's been six years of programming and i still can't figure out cameras
So, I think I asked this a long while ago, but I'll just ask again to see if my efforts would still be worth it. [B]I'm thinking of setting up my own 2 week long game jam for the Holidays.[/B] Any engine & library would be allowed, and the jam's theme would be something related to Santa. I haven't setup a game jam before, so I'm uncertain of what the rules and guidelines will be, so I'll be sure to look over some popular game jam rules before setting it up. It'll be neat to see what some of you folks can come up with, and since I'm basically loaded on Steam, I could afford to offer the winner a Steam game of their choosing.. [I]Maybe even a copy of Fallout 4?[/I] I'm open to suggestions on rules and how I could go about setting this up. I'm also interested to hear if anyone would actually participate in this :v:
[QUOTE=sarge997;49194859]So, I think I asked this a long while ago, but I'll just ask again to see if my efforts would still be worth it. [B]I'm thinking of setting up my own 2 week long game jam for the Holidays.[/B] Any engine & library would be allowed, and the jam's theme would be something related to Santa. I haven't setup a game jam before, so I'm uncertain of what the rules and guidelines will be, so I'll be sure to look over some popular game jam rules before setting it up. It'll be neat to see what some of you folks can come up with, and since I'm basically loaded on Steam, I could afford to offer the winner a Steam game of their choosing.. [I]Maybe even a copy of Fallout 4?[/I] I'm open to suggestions on rules and how I could go about setting this up. I'm also interested to hear if anyone would actually participate in this :v:[/QUOTE] I'd participate, probably. I've been looking for a gamejam to participate in.
[QUOTE=sarge997;49194859]So, I think I asked this a long while ago, but I'll just ask again to see if my efforts would still be worth it. [B]I'm thinking of setting up my own 2 week long game jam for the Holidays.[/B] Any engine & library would be allowed, and the jam's theme would be something related to Santa. I haven't setup a game jam before, so I'm uncertain of what the rules and guidelines will be, so I'll be sure to look over some popular game jam rules before setting it up. It'll be neat to see what some of you folks can come up with, and since I'm basically loaded on Steam, I could afford to offer the winner a Steam game of their choosing.. [I]Maybe even a copy of Fallout 4?[/I] I'm open to suggestions on rules and how I could go about setting this up. I'm also interested to hear if anyone would actually participate in this :v:[/QUOTE] One of these years hopefully my engine will be in a state where I can use it in one of these v:v:v
Reworking my terrain system because the way I did it before was such a nightmare; the texture on the terrain was different dependent on the height rather than a blend map. Just wasn't fun to work with. [img]https://dl.dropboxusercontent.com/u/9580892/uhh.png[/img] But now my new one is a jumbled up. I can't win either way :v:
downloaded data on all games on steam (tags, owners, price, etc) and doing some basic analysis: for both indie and aaa games higher game prices generally trend towards more revenue [IMG]http://vgy.me/t0rTd4.png[/IMG] anime vs roguelike vs pixel graphics tags, y axis is number of games x is approx gross revenue (higher than it actually is) [IMG]http://vgy.me/b1fAOV.png[/IMG] number of indie games released in 2015 by their approx gross revenue [IMG]http://vgy.me/SSk7tm.png[/IMG] main tags [IMG]http://vgy.me/lxPa78.png[/IMG]
[QUOTE=adnzzzzZ;49195878]downloaded data on all games on steam (tags, owners, price, etc) and doing some basic analysis: [...][/QUOTE] It's probably a bit skewed for a lot of indie games that are primarily sold for a fraction of their "default" price through bundles (which are usually pretty bad games). Nonetheless, this seems like useful information.
[QUOTE=Map in a box;49191389]except filezilla is actually promoting sourceforge to do that to their software, but the filezilla dev is quite scummy anyway so[/QUOTE] Why use filezilla? There is an ftp client built into explorer.
[QUOTE=Mega1mpact;49196430]Why use filezilla? There is an ftp client built into explorer.[/QUOTE] what? i know this is the case with nautilus on linux and finder on os x but on windows?
[QUOTE=DarKSunrise;49196473]what? i know this is the case with nautilus on linux and finder on os x but on windows?[/QUOTE] [t]http://i.imgur.com/xM10sT6.png[/t] Sure does but deleting doesn't work for me. [editline]27th November 2015[/editline] And you can't just open the files in an editor and update them on the fly so it's pretty useless.
Last time I checked it cost money, but now [URL="https://hgvs.multicorewareinc.com/"]HgVS is freely downloadable under GPL[/URL]. Unfortunately it doesn't seem to work with nested repositories yet.
[QUOTE=Tamschi;49196839]Last time I checked it cost money, but now [URL="https://hgvs.multicorewareinc.com/"]HgVS is freely downloadable under GPL[/URL]. Unfortunately it doesn't seem to work with nested repositories yet.[/QUOTE] I thought VS had hg support in it already [QUOTE=Mega1mpact;49196430]Why use filezilla? There is an ftp client built into explorer.[/QUOTE] Definitely not featured enough. I just use SCP and WinSCP anyway though so
[vid]http://files.facepunch.com/ziks/2015/November/27/2015-11-27-1545-52.mp4[/vid] World / plugin management menu
I'm over a month behind schedule thanks to school, but my game is [I]finally[/I] ready for alpha testing! :toot: [video=youtube;OKtKXXm8jws]https://www.youtube.com/watch?v=OKtKXXm8jws[/video] It has 15 levels not including the two tutorial levels. I haven't done an audio or art pass yet so there aren't many sound effects and 90% of planets look exactly the same. I'm also gonna have a few more testing releases with more different types of gameplay mechanics so there's more stuff planned, I just haven't had time to get to it yet. Try it out, let me know what you think: [url=https://drive.google.com/file/d/0B7gxzNT5h_s3UGl5V2VPajBfcDQ/view]Download[/url]
[QUOTE=Map in a box;49197155]I thought VS had hg support in it already [...][/QUOTE] It by default only supports Git and something proprietary by Microsoft I think.
More work on the atmosphere sim stuff. Added particle spawning in high velocity areas, and affecting existing particle systems with atmosphere velocity: [vid]https://www.simonmoles.com/uploads/2015-11-27_17-25-35.mp4[/vid]
I'm a bit late to the party, but someone mentioned "everything (maybe not nodejs) is better than PHP". Why so? I find NodeJS fantastic to work with. I quit PHP after I discovered Node...
Been working on a small prototype for a game I want to make. Unity was more complicated than I remembered :v: [vid]https://my.mixtape.moe/nbfeed.mp4[/vid]
[QUOTE=Cyberuben;49197984]I'm a bit late to the party, but someone mentioned "everything (maybe not nodejs) is better than PHP". Why so? I find NodeJS fantastic to work with. I quit PHP after I discovered Node...[/QUOTE] because it's JS
JS has its problems, but in my opinion it's still far better than the mess that is PHP.
[QUOTE=simie;49197772]More work on the atmosphere sim stuff. Added particle spawning in high velocity areas, and affecting existing particle systems with atmosphere velocity:[/QUOTE] I need this game, I need it now.
[QUOTE=Cyberuben;49197984]I'm a bit late to the party, but someone mentioned "everything (maybe not nodejs) is better than PHP". Why so? I find NodeJS fantastic to work with. I quit PHP after I discovered Node...[/QUOTE] I enjoy Django so far, JS isn't my kind of soup
From now on I do all my backend work with F#. It's hard but it's getting easier. I believe someday it will pay off.
[QUOTE][video=youtube;I4y_7weYo3M]https://www.youtube.com/watch?v=I4y_7weYo3M[/video][/QUOTE] Been messing around in Unity. (Don't mind Embassy in the background).
[img]http://i.imgur.com/77eKv3s.jpg[/img] [img]http://i.imgur.com/H4i7Zak.png[/img] Depth extraction out of a picture taken where the light is coming from behind the camera. It needs perspective correction. [editline]27th November 2015[/editline] [thumb]http://i.imgur.com/XfmdTaY.jpg[/thumb] The camera is home made :v:
Wait so it maps image intensity to height? Or does it use some image processing to extract actual 3D data?
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