[QUOTE=Ziks;48717750]Looking good, although IIRC you need to divide the distance you get from raycasting by the distance from the camera position to the near clip plane for each column to get rid of the fisheye distortion.
For example, if the view plane is v units from the camera, and the horizontal distance of each column from the centre of the view plane is u, you will divide each column by sqrt(u^2 + v^2)[/QUOTE]
Sorta... Let me quote from the man himself:
[quote=Ken Silverman]I get asked the question: "what's wrong with my raycaster?" a lot. The answer is almost always the same: you are using the wrong projection. For your enjoyment, I have written this hilariously entertaining 1-question exam: [url=http://www.advsys.net/ken/klab/raycast_101.zip]Raycasting 101 final exam.[/url] (1,308 bytes) Note: this script must be run inside [url=http://www.advsys.net/ken/download.htm#evaldraw]EVALDRAW[/url]. Who knows; you might actually learn something : )[/quote]
[t]http://i.imgur.com/vfNHqW0.png[/t]
[QUOTE=thatbooisaspy;48720109]Your wish my command.
[vid]
Browse function actually works but does nothing yet, run in terminal is still broken, I just made it select all text on startup (however I just added this after recording) and the history file is in a simple text file so if you need to clear your history all you have to do is delete the file and you're good to go, it generates one if it can't find one. I don't check for duplicates so it's fun until the file grows to 1 gb+. This is actually more useful than I thought :v:
[editline]19th September 2015[/editline]
[vid]
Directory and URL support![/QUOTE]
Lel I guess we had a similar idea
https://github.com/weltensturm/dinu
My fix for 'run in terminal' was to simulate the output part of a terminal
Does anyone know of any libraries (language doesnt matter though JS/Java/C#/GoLang would be easier) that would allow you to use tor as a proxy to make full programmatic browser requests (like phantomJS does) in multiple threads?
I.E. Each thread making a browser request via a different Tor node
I experimented some with ambient lighting and came up with a decent way of getting some definition basically for free with no extra setup. All it takes is two ambient colors and a vector for the light direction:
[img]http://dslengine.se/images/24_directvsambience.jpg[/img]
Works extra well to give world geometry some much needed definition:
[img]http://puu.sh/khQTB.jpg[/img]
Going to see if I can't get some proper shadow projections working soon.
Someone mentioned Berkin's Stringes a page or two ago, so I went and had a look at it, and thought I might attempt translating it into Java just because. Hope no one else has done it already :v:
[img]http://i.imgur.com/kCGxm1b.png[/img]
I have no real need for it but it is a pretty neat idea, maybe someone might find it useful. I have no idea how to convert the LINQ bits though, and of course there's no operator overloading either.
[QUOTE=fauxpark;48724466]Someone mentioned Berkin's Stringes a page or two ago, so I went and had a look at it, and thought I might attempt translating it into Java just because. Hope no one else has done it already :v:
*pictor*
I have no real need for it but it is a pretty neat idea, maybe someone might find it useful. I have no idea how to convert the LINQ bits though, and of course there's no operator overloading either.[/QUOTE]
Could be worth looking at Java 8's functional streams for the LINQy bits, you can probably get reasonably close then :v:
[QUOTE=fewes;48724213]I experimented some with ambient lighting and came up with a decent way of getting some definition basically for free with no extra setup. All it takes is two ambient colors and a vector for the light direction:
Works extra well to give world geometry some much needed definition:
Going to see if I can't get some proper shadow projections working soon.[/QUOTE]
This thing is so awesome.
[QUOTE=JohnnyOnFlame;48723115]Sorta... Let me quote from the man himself:
[t]http://i.imgur.com/vfNHqW0.png[/t][/QUOTE]
I don't think I implied that you should use the other two projections. I'm pretty sure you need to make the correction I described when using the first projection, which is the one I used when writing a raycaster years ago. If you imagine a wall running parallel to the view plane, you want each column of that wall to be the same height. To achieve that, you need to divide the distances you get by the distance from the camera position to where each ray hits the view plane.
[QUOTE=Ziks;48724847]I don't think I implied that you should use the other two projections. I'm pretty sure you need to make the correction I described when using the first projection, which is the one I used when writing a raycaster years ago. If you imagine a wall running parallel to the view plane, you want each column of that wall to be the same height. To achieve that, you need to divide the distances you get by the distance from the camera position to where each ray hits the view plane.[/QUOTE]
I'm aware you didn't, I was just quoting a good source on the matter. You could also fix that issue by [del]dividing[/del] multiplying by cos(angle_total - angle) or by doing the distance of the point to the line that is paralel to the projection line and goes through the player's view center.
I managed to make some progress this weekend!
For the first time, I've managed to produce actual working shadows.
The technique I attempted is a bit costly because it doesn't fully mesh together well with a deferred shading system, but I may still be able to fix that in the future.
Firstly, the silhouette is determined using some wizardry involving triangles and their adjacent triangles:
[t]http://i.imgur.com/JrTKTw6.png[/t]
Then, the silhouette is used to make a solid object shaped out of itself within the geometry shader. It extends all the way out along the light direction vector towards the far plane, then gets stenciled out / "punched out" of the scene, disabling the fragment shader from filling it in with light.
This results in a [I]volumetric shadow[/I]:
[t]http://i.imgur.com/bBEJiAg.png[/t]
The lighting looks off in those pictures because I was using a spot light, however the shader was expecting a point light, thus the shader was calculating the light direction just as the vector between the silhouette and the light origin, rather than the actual lighting angle of the spot light.
So you are walking home one day and you thought to yourself, "I wish I could edit msstyles files and not spending hundreds of dollars or use a program that's half-usable!". Well you're in luck!
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-20_16-46-06.mp4[/vid]
Well I actually didn't make it, it's based on the [URL="http://www.betaarchive.com/forum/viewtopic.php?t=28246"]MsStyler [/URL]editor but the creator never responded or posted the source code or any other version in the last 1-2 years. I was messing around trying to get white titlebar text in Windows 10 and there seemed to be no msstyles editors worth using (or free) except [URL="http://www.betaarchive.com/forum/viewtopic.php?t=28246"]MsStyles[/URL] but it was half-usable, there was no search function and no sorting. Thankfully he wrote it in C# and I was able to decompile it and was able to make it more usable than it was originally (sorting is more useful than you think).
And yes, it actually works. I actually turned every application's background black on more than one occasion :v:
[QUOTE=JohnnyOnFlame;48725749]I'm aware you didn't, I was just quoting a good source on the matter. You could also fix that issue by dividing by cos(angle_total - angle) or by doing the distance of the point to the line that is paralel to the projection line and goes through the player's view center.[/QUOTE]
I'm not sure that dividing by cos(angle_total - angle) would give the same effect, do you mean multiplying?
Since I'm on a programming hiatus, [URL="https://github.com/TheBerkin/HAARP"]I decided to make public my TTS project[/URL]. I was pretty stuck on it in the end, so I decided the best thing to do was to allow other people to look at it and suggest different techniques I could try. Enjoy the [I]shhhhh [/I]and [I]ahhhhhhhhh[/I]. It's all I got.
I want to make the first-ever open-source, completely free, .NET-based formant speech synthesizer. When I come back to my projects, I hope I can make that happen.
[QUOTE=Berkin;48727685]Since I'm on a programming hiatus, [URL="https://github.com/TheBerkin/HAARP"]I decided to make public my TTS project[/URL]. I was pretty stuck on it in the end, so I decided the best thing to do was to allow other people to look at it and suggest different techniques I could try. Enjoy the [I]shhhhh [/I]and [I]ahhhhhhhhh[/I]. It's all I got.
I want to make the first-ever open-source, completely free, .NET-based formant speech synthesizer. When I come back to my projects, I hope I can make that happen.[/QUOTE]
BufferPool.. god damn ingenious! I use Pools all the time in Games but never thought of a Buffer (float[]) Pool before... thanks, gotta check more of this!
I've been working on this little thing lately:
WARNING MUSIC (my bad oh well)
[vid]http://a.pomf.cat/wghamw.webm[/vid]
It's a online multiplayer platformer I'm making in Love, using luasocket. The red boxes are networked objects and the blue squares are players. The players don't have physics yet, so they both are just spawned in the same spot (hence only 1 blue square).
Next thing will be physics :)
edit:redid vid with chat in it this time
[QUOTE=Ziks;48727263]I'm not sure that dividing by cos(angle_total - angle) would give the same effect, do you mean multiplying?[/QUOTE]
Yes, was posting from the top of my head and fucked it up.
My current programming assignment involves printing a dungeon map to the console, so I'm porting my unfinished raycaster to the console too.
Unfortunately, the C# console class is horribly slow, at least for colored output, so I'm rolling my own abstraction from platform-specific calls. Hopefully I can work with both Windows and Unix soon.
Well I mostly finished shadows.
I somehow managed to both [I]create[/I] and[I] fix [/I]the worst Z-Fighting I've ever seen anywhere, but now I have functioning spot and point light shadows.
[vid]https://my.mixtape.moe/qnzyds.mp4[/vid]
I'm still somehow messing up getting the appropriate directional vector for each silhouette when emanated from a spot light, however it is kinda close.
I'm still convinced there has to be a better way of doing this with deferred shading, instead of just re-rendering everything using a stencil buffer for every light source supporting shadows.
[QUOTE=Rocket;48728485]Berkin wrote one a very long time ago: [url]https://github.com/TheBerkin/StdPaint[/url][/QUOTE]
I skimmed over the code just now. Looks really cool, but I don't believe it handles Unix, nor does it handle resizing the console.
I'll continue implementing my own but still use his program as a reference. Already found out some unnecessary things I was doing that he wasn't.
[QUOTE=Karmah;48728662]Well I mostly finished shadows.
I somehow managed to both [I]create[/I] and[I] fix [/I]the worst Z-Fighting I've ever seen anywhere, but now I have functioning spot and point light shadows.
I'm still somehow messing up getting the appropriate directional vector for each silhouette when emanated from a spot light, however it is kinda close.
I'm still convinced there has to be a better way of doing this with deferred shading, instead of just re-rendering everything using a stencil buffer for every light source supporting shadows.[/QUOTE]
I don't know if it'll help, but here's an article someone wrote about reverse-engineering Deus Ex: Human Revolution's rendering.
[URL="http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/"]http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/[/URL]
[QUOTE=adnzzzzZ;48710478]check out my [URL="https://github.com/adonaac/boipushy"]input library[/URL][/QUOTE]
That looks pretty useful, managing user input can really suck with Love2D. One question though, how am I meant to pronounce this? I was trying to tell a friend of mine about this but I didn't want to emberass myself.
[QUOTE=SFArial;48729564]That looks pretty useful, managing user input can really suck with Love2D. One question though, how am I meant to pronounce this? I was trying to tell a friend of mine about this but I didn't want to emberass myself.[/QUOTE]
It's short for "Blatantly Homoerotic Title with One Letter Changed".
I'm proud to say I came up with that name
guys I want to create an UI designer tool. Simply speaking, I want people with no programming knowledge to be able to design i.e. a Menu with animations, transitions, etc. However, this would require a custom editor. I have heard of Qt and I'm currently reading into it, but I must say there is quite a steep learning curve.
Are there any other libraries that any of you could recommend?
The idea I had was as following:
[img]http://scrnsht.me/u/r9/raw[/img]
I really want to code this in either C++ or C# for speed reasons
[QUOTE=Cyberuben;48730377]guys I want to create an UI designer tool. Simply speaking, I want people with no programming knowledge to be able to design i.e. a Menu with animations, transitions, etc. However, this would require a custom editor. I have heard of Qt and I'm currently reading into it, but I must say there is quite a steep learning curve.
Are there any other libraries that any of you could recommend?
The idea I had was as following:
[img]http://scrnsht.me/u/r9/raw[/img]
I really want to code this in either C++ or C# for speed reasons[/QUOTE]
Why not in python? What about it do you need to be fast?
[QUOTE=DrDevil;48730388]Why not in python? What about it do you need to be fast?[/QUOTE]
I'm familiar with C++ and C# as well. My education is focused mainly on these two languages so I'd like to stick to these.
Basically this is an application that has a possibility of being released commercially at some point. I'd do it in Node Webkit but I really just want to have the experience of creating a native Windows application in either C++ or C# as well.
[QUOTE=Cyberuben;48730398]I'm familiar with C++ and C# as well. My education is focused mainly on these two languages so I'd like to stick to these.
Basically this is an application that has a possibility of being released commercially at some point. I'd do it in Node Webkit but I really just want to have the experience of creating a native Windows application in either C++ or C# as well.[/QUOTE]
Why restrict yourself to windows? You could try something like GTK and make it cross platform.
[QUOTE=DrDevil;48730435]Why restrict yourself to windows? You could try something like GTK and make it cross platform.[/QUOTE]
Because right now that's what I'm aiming for specifically. I don't need cross platform support right now nor in the near future, the UI tool is meant to be for games, games are usually developed for Windows as main target, and in such a case, probably also created on Windows.
The main question I have is basically: What are my choices when it comes to creating a desktop application in terms of libraries that allow me to do it? I know there's Winforms, Qt, but what else is there?
[QUOTE=SFArial;48729564]That looks pretty useful, managing user input can really suck with Love2D. One question though, how am I meant to pronounce this? I was trying to tell a friend of mine about this but I didn't want to emberass myself.[/QUOTE]
boy pushy
[QUOTE=Cyberuben;48730443]the UI tool is meant to be for games, games are usually developed for Windows as main target, and in such a case, probably also created on Windows.[/QUOTE]
This doesn't help bringing games over to other platforms.
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