• What Are You Working On? September 2015
    1,261 replies, posted
[QUOTE=Flyguy13;48677079]Here's some stuff I made messing around GLSL shaders over the past few months. (Click the link below them to see the animated/interactive versions) [/QUOTE] This stuff is sick. How did you do that non-Euclidean geometry stuff?
Wow, getting Cubemaps to work was a hell of a lot more tough then I thought it would be, but alas it is done. As I said months ago, I take inspiration for how mechanics should work based off of a few engines such as the source engine (primarily), so I wanted cube map regions which I could easily put any object into and have it reflect based on that cube map, but also be able to pass between these zones smoothly. However the source engine seems to use that system only for props, and lets the component specify what [I]surfaces[/I] of the world should reflect it, instead of just a zone in general. This part I'm really not able to implement now (if ever), so instead I reused the mechanic that my point lights use and made my cube maps [I]volumetric[/I] and bound by a sphere, stenciled onto the world. So the user can specify how it should attenuate, so it can blend out onto a surface. With this, any surface can have as many cubemaps on it as the user wants, they will just blend into the scene. [vid]https://my.mixtape.moe/ohkeab.mp4[/vid] With a click of a button in the editor, the cubemap can be re-built, so it could even in theory be tacked on to an update loop and update itself every so often. However cubemaps aren't to be used as a main source of detail (and certainly not used as mirrors, such as in the video). They look best on surfaces with a proper specular map. I'm going to create a proper video showing this and upload it somewhere that will allow such a filesize.
[img]http://i.imgur.com/FIoT4FU.png[/img] [editline]14th September 2015[/editline] I need an elite team of Germans for this.
[QUOTE=Berkin;48677925][img]http://i.imgur.com/FIoT4FU.png[/img] [editline]14th September 2015[/editline] I need an elite team of Germans for this.[/QUOTE] Just be happy there's no pressing demand to implement Swahili since it (like tumblr) has 18 genders.
[QUOTE=Dr Magnusson;48678063]Just be happy there's no pressing demand to implement Swahili since it (like tumblr) has 18 genders.[/QUOTE] I will stick with Indo-European languages, thank you very much. [editline]14th September 2015[/editline] Though in all fairness, if Tumblr had its own official language, it would probably be genderless. Or maybe they'd decline pronouns based on how much privilege the associated noun had?
[QUOTE=Fourier;48677504]This stuff is sick. How did you do that non-Euclidean geometry stuff?[/QUOTE] Basically it scales the scene along a certain axis when a ray enters the box and starts marching the scaled scene while rays that don't enter continue marching the unscaled scene. You can sort of see this when you uncomment "#define HIDE_BOX" in the shader and recompile it.
Here we go, a "practical" usage of my cube maps. [video=youtube;gV-sCM8nG7U]https://www.youtube.com/watch?v=gV-sCM8nG7U[/video] The only issue is it blending with the default cubemap in the "window" there (technically everywhere but it can't really be seen anywhere else). Perhaps I'll somehow figure out a way to omit surfaces that are within the range of an existing manual cubemap from getting blended in with the default cubemap, however that is an issue I'll put on the backburner. Hopefully I don't have to say the word "cubemap" any more, I've used that word so many times this weekend.
[QUOTE=Flyguy13;48678204]Basically it scales the scene along a certain axis when a ray enters the box and starts marching the scaled scene while rays that don't enter continue marching the unscaled scene. You can sort of see this when you uncomment "#define HIDE_BOX" in the shader and recompile it.[/QUOTE] The geometry behind it seems squished too. Does the scene stay scaled after the rays exit?
[QUOTE=Tamschi;48678313]The geometry behind it seems squished too. Does the scene stay scaled after the rays exit?[/QUOTE] Yeah it stays scaled when they exit, I didn't get around to making it unscale the scene when the rays exit the box yet but it is possible. Here's a basic diagram of how it currently works: [img]http://i.imgur.com/APnFz8m.png[/img]
my weird growy things are moving themselves now [IMG]http://i.imgur.com/QsnshDj.gif[/IMG] how to make this into fun game? for anyone who wants to, heres a download [URL="https://www.dropbox.com/s/8ayvv12r8k2nywo/pickle_linux.zip?dl=0"]linux[/URL] [URL="https://www.dropbox.com/s/93qkqolk297r4oy/pickle_windows.zip?dl=0"]windows[/URL] [URL="https://www.dropbox.com/s/3qlgg3rd2r7ipgm/pickle_osx.zip?dl=0"]osx[/URL] [URL="https://www.dropbox.com/s/9nowrvqpkwsod7o/pickle_source.zip?dl=0"]source[/URL]
[QUOTE=BackwardSpy;48676903]DCPU-16 is a virtual processor used in the game 0x10c, created by Notch. The game was unfortunately abandoned, but the architecture remains an interesting emulation project.[/QUOTE] Oh I thought this was a real instruction set [editline]14th September 2015[/editline] I'm working on implementing built in functions to my interpreter. Idea is to either have an array of functions, (sin, cos, abs, etc.) with associated strings, then go through the array when the program is run and hash them to ANOTHER array/list. This way I can simply call [code] functionHashTable[hash(STRING)][/code] and get a function pointer from that, then continue from there
[QUOTE=war_man333;48674682]TDD is only good if you know that your project is going to be big. For small projects it's really overkill. also no idea how to apply TDD, or just testing in general, when working with Unity projects.[/QUOTE] Unity has a good toolkit for that. [url]https://www.assetstore.unity3d.com/en/#!/content/13802[/url] I use it and it works just fine
[QUOTE=ruarai;48679703]:snip: Tried it with a hacked-in hexagon shape. Wonder if any other shapes work nicely like this?[/QUOTE] Maybe puffy cloud shapes?
thinking about rewriting my [url=http://shodan.me/stuff/liqsim/]fluid sim[/url] in asm.js. I got the gist of how to write asm.js by hand but I still need to figure out how to draw to a canvas or something using it.
What does the front-end to your piano-thing look like? It sounds great.
Learning [URL="https://en.wikipedia.org/wiki/Regular_expression"]regex[/URL] has given me the whimsical urge to work on a console in Love2D: [IMG]http://f.bay.rocks/GLtjj[/IMG] [URL="http://f.bay.rocks/Sw2kf"]Video[/URL]
Crosspost from WDYNHW, but, does anyone know of any good resources on [I]Phong[/I] lighting? I'm going to attempt switching over, however the only one which describes a basic implementation of it in OGl is in a different language :v:
A nice looking background for the squirmles [t]http://s21.postimg.org/fzns48kk5/origins.png[/t]
Hell yeah! I did it! Phong shading/lighting/reflection Before VS After (I forgot to save the exact lighting colors that were in the first picture) [t]http://i.imgur.com/GnTdWhZ.png[/t] [t]http://i.imgur.com/nkJI1PQ.png[/t] After looking at several different tutorials, I realized that my shaders were already set up for phong lighting... ...however the only thing that was missing was the normal interpolation, or rather I had only calculated my normal's [I]per triangle[/I] when instead they should have been [I]per vertex.[/I]
[del]whats the difference[/del] oh you fixed the pic
[QUOTE=PelPix123;48679964][vid]http://www.pelpix.info/Grieg-Lyric%20Pieces%201.mp3[/vid] Quiet playing with repetition test. Looking for that "human" touch on the repetitions that digital pianos usually lack.[/QUOTE] I'd love to hear some Scott Joplin through this, any chance of Solace, perhaps?
Turns out I had messed up a part of my new normal calculation. This time it works fine, and now I can show off cubemaps on a surface of a sphere (couldn't before really with those separate triangle normals) [vid]https://my.mixtape.moe/ekennn.mp4[/vid] It also looks pretty cool if I start scaling the object with negative or zero values [vid]https://my.mixtape.moe/bgncro.mp4[/vid]
made drop pods kill the player... it's pretty amusing: [img]http://i.imgur.com/gMdE6Mb.gif[/img]
[QUOTE=Foda;48683077]made drop pods kill the player... it's pretty amusing: [img]http://i.imgur.com/gMdE6Mb.gif[/img][/QUOTE] Is that your health in bottom left? Goes down to slow.
The console I made [URL="https://facepunch.com/showthread.php?t=1483860&p=48681262&viewfull=1#post48681262"]earlier[/URL] seems to adapt well to my other Love2D projects: [IMG]http://f.bay.rocks/a3Kbu[/IMG] [IMG]http://f.bay.rocks/DEFwm[/IMG]
[QUOTE=PigeonPatrol;48683109]Is that your health in bottom left? Goes down to slow.[/QUOTE] It could use a combo-damage meter like in fighting games (or whatever it precisely is. A part of the bar is instantly coloured in and then disappears a bit later).
It's been nice knowing you all. [t]http://novaember.com/s/8f9453/9W1K1v.png[/t] [t]http://novaember.com/s/8f9453/XQrCPd.png[/t]
[QUOTE=Darkwater124;48683452]It's been nice knowing you all. [t]http://novaember.com/s/8f9453/9W1K1v.png[/t] [t]http://novaember.com/s/8f9453/XQrCPd.png[/t][/QUOTE] what do you mean?
[QUOTE=NixNax123;48683569]what do you mean?[/QUOTE] everyone who has made an FP app ends up getting permabanned for something unrelated shortly after, it's cursed. [editline]15th September 2015[/editline] some say having to deal with scraping fp makes people go insane
[QUOTE=Darkwater124;48683452]It's been nice knowing you all. [t]http://novaember.com/s/8f9453/9W1K1v.png[/t] [t]http://novaember.com/s/8f9453/XQrCPd.png[/t][/QUOTE] And another one bites the dust. [editline]14th September 2015[/editline] [QUOTE=leontodd;48683588]everyone who has made an FP app ends up getting permabanned for something unrelated shortly after, it's cursed. [editline]15th September 2015[/editline] some say having to deal with scraping fp makes people go insane[/QUOTE] My theory is that when your computer scrapes enough SH and FT retarded bitchfights it starts emmiting beta waves that turns you into a shitposter.
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