• What Are You Working On? September 2015
    1,261 replies, posted
[QUOTE=proboardslol;48646935]Got variable names working. [img]http://i.imgur.com/Yl01iQQ.png[/img] variables names must start with alpha or underscore, and can contain alpha, number, or underscore[/QUOTE] Hey, how about allowing ' in identifier names? It's pretty neat when you want to say "this variable is related to that one with a little difference".
also shoutout to 4chan /g/ for the help with buckets [editline]9th September 2015[/editline] rip my automerge [editline]9th September 2015[/editline] [QUOTE=Darwin226;48646954]Hey, how about allowing ' in identifier names? It's pretty neat when you want to say "this variable is related to that one with a little difference".[/QUOTE] you mean like primes of functions? I can't see why not.
[QUOTE=proboardslol;48646969]also shoutout to 4chan /g/ for the help with buckets [editline]9th September 2015[/editline] rip my automerge [editline]9th September 2015[/editline] you mean like primes of functions? I can't see why not.[/QUOTE] Exactly like that.
I guess this will be pretty useful once I implement subroutines/functions [img]http://i.imgur.com/DF7xitH.png[/img]
Alright, bumpmaps now work Before VS After [t]http://i.imgur.com/cMOuZxA.png[/t][t]http://i.imgur.com/ufGItXd.png[/t] However, they don't kick in until you get kinda near them. A consequence of mipmapping I think [vid]https://my.mixtape.moe/udccax.mp4[/vid] Doesn't quite look as good as how it used to on my forward-ish renderer [t]http://i.imgur.com/uU14J95.png[/t] Durp just realized that I forgot to rework specular reflections to work in a deferred shading environment.
[QUOTE=Karmah;48647141]Alright, bumpmaps now work Before VS After However, they don't kick in until you get kinda near them. A consequence of mipmapping I think [/QUOTE] Depends on the bumpmap. Try this. [url]https://drive.google.com/file/d/0B620md5JVRGwSVpWUWhNX295ZFE/view?usp=sharing[/url]
[QUOTE=FalconKrunch;48647239]Depends on the bumpmap. Try this. [URL]https://drive.google.com/file/d/0B620md5JVRGwSVpWUWhNX295ZFE/view?usp=sharing[/URL][/QUOTE] My reaction was due to having tested that scene before and gotten different results. I'm pretty sure its because of the filtering I'm doing and forgetting to reimplement specular related lighting. However its always nice to have new things to test on, but its hard to tell that the bumpmapping is working because of how shitty it is right now No map VS normal map 1 VS normal map 2 [t]http://i.imgur.com/KSCrDyr.png[/t][t]http://i.imgur.com/QkUk4yG.png[/t][t]http://i.imgur.com/qf0sXii.png[/t] The pictures pretty much look the same, however flicking between them in engine I can tell the minor difference the maps have. The last one I'd say looks the best.
[QUOTE=Karmah;48647325]My reaction was due to having tested that scene before and gotten different results. I'm pretty sure its because of the filtering I'm doing and forgetting to reimplement specular related lighting. However its always nice to have new things to test on, but its hard to tell that the bumpmapping is working because of how shitty it is right now No map VS normal map 1 VS normal map 2 The pictures pretty much look the same, however flicking between them in engine I can tell the minor difference the maps have. The last one I'd say looks the best.[/QUOTE] Are you using the color map texture as the base color? It shouldn't have any lighting applied.
[QUOTE=FalconKrunch;48647397]Are you using the color map texture as the base color? It shouldn't have any lighting applied.[/QUOTE] Yeah, I just mistyped there. My textures are going by the book. I meant I'm trying to reintegrate all my old functions, such as specular lighting to materials, except now just like with a normal map I'm implementing it as a specular map. I'm looking through my old shaders and comparing them too my new ones, looking at all the stuff that I cut while transitioning over to a deferred renderer, and noticed that Specular lighting or whatever is the last thing I need to implement. So, even if I fixed the filtering on my normal map (still presumably that being the issue), I wouldn't be able to get an identical shot yet until all the old features are reimplemented. That was my point is all. Layered on top of that, I still need to figure out where in my new rendering loop I can tack in skybox rendering. [editline]9th September 2015[/editline] If anyone knows anything about specular maps, would you be able to confirm whether or not I'm on the right track here? I think I can just wing it and update my specular reflection function. Before I only specified a specular power and intensity per object material, however if I understand this right, I should read from a specular map the alpha channel into the intensity, with a positive correlation between opacity and intensity, and the RGB channels into a vec3 of reflected color representing a new specular power. Before I used to just use an intensity of 2 and a power of 32, anything beyond that looked way too bright, so I may just normalize the maximum values based on those numbers. Either way, I'm so excited about this system working and all the things I can do to it now.
[QUOTE=Karmah;48647605]If anyone knows anything about specular maps, would you be able to confirm whether or not I'm on the right track here? I think I can just wing it and update my specular reflection function. Before I only specified a specular power and intensity per object material, however if I understand this right, I should read from a specular map the alpha channel into the intensity, with a positive correlation between opacity and intensity, and the RGB channels into a vec3 of reflected color representing a new specular power. Before I used to just use an intensity of 2 and a power of 32, anything beyond that looked way too bright, so I may just normalize the maximum values based on those numbers. Either way, I'm so excited about this system working and all the things I can do to it now.[/QUOTE] This entirely depends on the standards you set, most game engines either use the diffuse maps alpha channel for the specular intensity and have a configurable power for the artist to set themselves. Or have the specular map as a seperate grayscale image but that wastes a lot of space so it isn't very common. But you can encode it in basically any way you want, just make sure you are consistent.
[QUOTE=Karmah;48647605][...] If anyone knows anything about specular maps, would you be able to confirm whether or not I'm on the right track here? I think I can just wing it and update my specular reflection function. Before I only specified a specular power and intensity per object material, however if I understand this right, I should read from a specular map the alpha channel into the intensity, with a positive correlation between opacity and intensity, and the RGB channels into a vec3 of reflected color representing a new specular power. Before I used to just use an intensity of 2 and a power of 32, anything beyond that looked way too bright, so I may just normalize the maximum values based on those numbers. Either way, I'm so excited about this system working and all the things I can do to it now.[/QUOTE] Once you create mipmaps of normal maps you need to take into account that the roughness of a material is normally lost in that process. There's a presentation by I think Valve about downscaling very-high-res VR textures while preserving the necessary information to light them correctly, but I'm not sure where to find it.
[QUOTE=Tamschi;48648460]Once you create mipmaps of normal maps you need to take into account that the roughness of a material is normally lost in that process. There's a presentation by I think Valve about downscaling very-high-res VR textures while preserving the necessary information to light them correctly, but I'm not sure where to find it.[/QUOTE] It might not be a problem if I can figure out how to disable mipmapping just for that pass. I think I jury rigged an okay specular reflection shader. The values might need a little tweaking. [U][B]1) No Bump map & no Specular map[/B][/U] VS [U][B]2) Just Bumpmap[/B][/U] VS [U][B]3) Bump map & Specular Map[/B][/U] [t]https://my.mixtape.moe/mdbqxp.png[/t][t]https://my.mixtape.moe/arpsjq.png[/t][t]https://my.mixtape.moe/myhqrb.png[/t] If the third image is maximized, it is quite easy to see how the normal map degrades. [editline]9th September 2015[/editline] I think the problem might actually be caused by the anisotropic filtering. I can override it for the normal texture, but then it fades out quite poorly and looks way too speckily Aniso. on VS Aniso. off [t]http://i.imgur.com/hr3SIXy.png[/t] [t]http://i.imgur.com/CEKXQC8.png[/t]
I added slight intensity modulation to the fricative. Does this sound better? [vid]https://my.mixtape.moe/pfnsyx.wav[/vid]
[QUOTE=Berkin;48649174]I added slight intensity modulation to the fricative. Does this sound better? [vid]https://my.mixtape.moe/pfnsyx.wav[/vid][/QUOTE] It's a bit too strong in my opinion, but damn, that sounds good!
Some progress: -Reworked the movement physics . -AI plays more natural and less like an annoying aimbot. -Added new UI. -Lots of subtle changes to make the game feel more weighty. [video=youtube;ZeEI0lMDFEg]https://www.youtube.com/watch?v=ZeEI0lMDFEg&feature=youtu.be[/video]
I have been sitting in my room, making strange sounds into a microphone in the name of science. Here's a pretty spectrogram of my voice. [img]http://i.imgur.com/rV1Bg7W.png[/img] [B]Pictured from left to right:[/B] • [URL="https://en.wikipedia.org/wiki/Open_front_unrounded_vowel"]Open front unrounded vowel[/URL] • [URL="https://en.wikipedia.org/wiki/Open-mid_front_unrounded_vowel"]Open-mid unrounded vowel[/URL] • [URL="https://en.wikipedia.org/wiki/Mid_front_unrounded_vowel"]Mid unrounded vowel[/URL] • [URL="https://en.wikipedia.org/wiki/Close_front_unrounded_vowel"]Close unrounded vowel[/URL] Notice how the transition from open to close vowels diminishes the harmonics in the 500Hz-2500Hz range. This is due to open vowels gaining most of their quality from middle-range frequencies, with a very clear formant around ~1000Hz. Closer vowels generally rely on higher-range frequencies for their sound, so transforming an "ahhh" into an "eeee" sound artificially is essentially just a matter of applying the correct filters. I don't think it will be too difficult to create an algorithm to produce these. But first, I have to investigate how rounded and central/back vowels affect the spectrum as well.
[QUOTE=proboardslol;48645975]I'm glad to be back to doing C. I've found that when I do OOP or Javascript, my lines of code span past the width of my screen quite often. Maybe I'm doing it wrong but will all these classes and namespaces and objects a single method can be quite lengthy. Writing in C, it feels so succint. Especially when I'm compiling c89 [img_thumb]http://i.imgur.com/y3elo9Z.png[/img_thumb] I just love how it looks. It only uses about 50% of the width of the window[/QUOTE] What color theme is that?
Tried to scale my vocal harmonics a bit. Math definitely checks out. [img]http://i.imgur.com/y1TOfbg.png[/img]
[QUOTE=Berkin;48650576]Tried to scale my vocal harmonics a bit. Math definitely checks out. [img]http://i.imgur.com/y1TOfbg.png[/img][/QUOTE] Red Like the blood that would spurt from your ear if you tried to ear what THAT sounds like
[QUOTE=deyoppe;48650775]Red Like the blood that would spurt from your ear if you tried to ear what THAT sounds like[/QUOTE] I had my speakers on really really low, but it nevertheless blasted through my room like a small bomb.
Kind of offtopic, but what do you guys use for sound generation? I'm trying to find a nice wall-slide sound, but I can't find it anywhere. I tried generating some brown noise, but it's really hard to tweak without it sounding bad. I thought about getting a good microphone and recording some on my own, but they're expensive. So is there any good tool out there for general sound creation?
[QUOTE=war_man333;48650889]Kind of offtopic, but what do you guys use for sound generation? I'm trying to find a nice wall-slide sound, but I can't find it anywhere. I tried generating some brown noise, but it's really hard to tweak without it sounding bad. I thought about getting a good microphone and recording some on my own, but they're expensive. So is there any good tool out there for general sound creation?[/QUOTE] [url=http://www.drpetter.se/project_sfxr.html]sfxr?[/url]
[QUOTE=Contron;48651512][url=http://www.drpetter.se/project_sfxr.html]sfxr?[/url][/QUOTE] [URL="http://www.bfxr.net/"]bfxr??[/URL]
Error handling. Referencing non-existent variables now returns a syntax error instead of seg fault
Writing an interpreted BASIC. Problem with BASIC is there is no standard, so you get a bit of creative liberty with some of the grammar. For variable declarations, generally you can just do like [code] var = 0 [/code] and that's enough to declare a variable, but what I'm wondering is, when encountering something like: [code] //where var hasn't been declared or initialized 2 + var; [/code] should I have that throw an error, or should I have var automatically evaluate to 0, and throw a warning?
[QUOTE=proboardslol;48652961]Writing an interpreted BASIC. Problem with BASIC is there is no standard, so you get a bit of creative liberty with some of the grammar. For variable declarations, generally you can just do like [code] var = 0 [/code] and that's enough to declare a variable, but what I'm wondering is, when encountering something like: [code] //where var hasn't been declared or initialized 2 + var; [/code] should I have that throw an error, or should I have var automatically evaluate to 0, and throw a warning?[/QUOTE] The approach I tend to take when making these decisions is simply asking myself "What would I most want to encounter as a programmer, when using this language?". I think you'll find your answer :v: (i'd personally make it an error)
[QUOTE=Profanwolf;48653060]The approach I tend to take when making these decisions is simply asking myself "What would I most want to encounter as a programmer, when using this language?". I think you'll find your answer :v: (i'd personally make it an error)[/QUOTE] It would be a debugging nightmare if undeclared variables didn't throw an error. Imagine if you had a misspelled variable in a huge block of code and couldn't figure out why your results were wrong.
I decided to go through the July WAYWO, because I hadn't been following that closely during the last half of the summer, and holy shit there was some cool shit in there. Berkin, what happened to your Rant powered mayor simulator in Unity? And what happened to that guy's first/third person space game?
[QUOTE=foszor;48653510]It would be a debugging nightmare if undeclared variables didn't throw an error. Imagine if you had a misspelled variable in a huge block of code and couldn't figure out why your results were wrong.[/QUOTE] Reminds me of this obscure web language...
[QUOTE=Karmah;48653511]I decided to go through the July WAYWO, because I hadn't been following that closely during the last half of the summer, and holy shit there was some cool shit in there. Berkin, what happened to your Rant powered mayor simulator in Unity? And what happened to that guy's first/third person space game?[/QUOTE] The project is still going, but you must understand that there are many, many aspects to it that are whole projects in themselves. The TTS engine I am working on is for that game. I am doing virtually all the work on all these things right now, so progress can only go so quickly. [editline]10th September 2015[/editline] And I'm stuck on making a realistic-sounding glottal pulse train. That's going to take a while.
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