• What Are You Working On? September 2015
    1,261 replies, posted
[QUOTE=Flyguy13;48721474]More shader stuff: [vid]http://fat.gfycat.com/VigorousCheapKentrosaurus.webm[/vid] [url]http://glslsandbox.com/e#27691.10[/url] It's a smooth game of life thing sort of like [url=https://www.youtube.com/watch?v=KJe9H6qS82I]SmoothLifeL[/url] but not as advanced/optimised. You can play around with the parameters to get different behaviors but it's pretty hard to find a combo that has interesting structures like gliders/oscillators.[/QUOTE] That's trippy as shit. I love it.
I've been doing machine learning as well: [t]https://i.imgur.com/rEeW2MB.png[/t] [editline]21st September 2015[/editline] I haven't been doing ASCII art
[URL="https://github.com/fauxpark/jstringes"]My Java port of Stringes is now on github![/URL] It's missing a lot, but the base Stringe and Chare classes are there and the simpler bits are all done. Feel free to lob a PR my way if you see any mistakes or more Java-ish ways of doing things.
What am I working on? Not VR support for Among the Sleep anymore. So the internet broke :( [url]http://www.krillbite.com/2015/09/21/we-are-stopping-vr-development-here-is-why-2/[/url] [URL]http://www.pcgamer.com/vr-version-of-among-the-sleep-is-no-longer-in-development/[/URL] I made a more detailed post about it on the steam forum, but in the end you can't make everyone happy and now we have to sort through hate mail.
[QUOTE=AtomiCal;48737382]What am I working on? Not VR support for Among the Sleep anymore. So the internet broke :( [url]http://www.krillbite.com/2015/09/21/we-are-stopping-vr-development-here-is-why-2/[/url] [URL]http://www.pcgamer.com/vr-version-of-among-the-sleep-is-no-longer-in-development/[/URL] I made a more detailed post about it on the steam forum, but in the end you can't make everyone happy and now we have to sort through hate mail.[/QUOTE] Very understandable going off the reasoning you supplied. Glad you didn't go for a sub-par experience!
[QUOTE=AtomiCal;48737382]What am I working on? Not VR support for Among the Sleep anymore. So the internet broke :( [url]http://www.krillbite.com/2015/09/21/we-are-stopping-vr-development-here-is-why-2/[/url] [URL]http://www.pcgamer.com/vr-version-of-among-the-sleep-is-no-longer-in-development/[/URL] I made a more detailed post about it on the steam forum, but in the end you can't make everyone happy and now we have to sort through hate mail.[/QUOTE] That's too bad. A lot of folks, myself included, actually backed it because of the VR support. Seems several devs are finding out that VR support entails more than just two cameras and headtracking. You can't just carelessly tag it onto your Kickstarter. No hard feelings though, you guys learned your lesson and shared it with the rest of the world, hopefully informative to anyone else thinking of porting their game to VR. I'm sceptical of Star Citizen's VR support for the same reason. They're not designing anything with VR in mind.
[QUOTE=Clavus;48737478]That's too bad. A lot of folks, myself included, actually backed it because of the VR support. Seems several devs are finding out that VR support entails more than just two cameras and headtracking. You can't just carelessly tag it onto your Kickstarter. No hard feelings though, you guys learned your lesson and shared it with the rest of the world, hopefully informative to anyone else thinking of porting their game to VR. I'm sceptical of Star Citizen's VR support for the same reason. They're not designing anything with VR in mind.[/QUOTE] Star Citizen VR will probably only work well with that/those treadmills which let you sit.
[QUOTE=Clavus;48737478]That's too bad. A lot of folks, myself included, actually backed it because of the VR support. Seems several devs are finding out that VR support entails more than just two cameras and headtracking. You can't just carelessly tag it onto your Kickstarter. No hard feelings though, you guys learned your lesson and shared it with the rest of the world, hopefully informative to anyone else thinking of porting their game to VR. I'm sceptical of Star Citizen's VR support for the same reason. They're not designing anything with VR in mind.[/QUOTE] Flying in Star Citizen or anything where you are stationary would work well. The FPS part would not
[QUOTE={TFS} Rock Su;48730783]Is this Carentan from Call Of Duty 2? It looks really similar to it...[/QUOTE] Every time! It's the original CoD :v: I swear there's a whole generation who skipped straight to 2 :pudge:
[QUOTE=AtomiCal;48737382]What am I working on? Not VR support for Among the Sleep anymore. So the internet broke :( [url]http://www.krillbite.com/2015/09/21/we-are-stopping-vr-development-here-is-why-2/[/url] [URL]http://www.pcgamer.com/vr-version-of-among-the-sleep-is-no-longer-in-development/[/URL] I made a more detailed post about it on the steam forum, but in the end you can't make everyone happy and now we have to sort through hate mail.[/QUOTE] Don't let it get to you. I'm glad to see you care for your game to be a good experience instead of pleasing the crowd.
I am working on some more audio visualization stuff, this time using an Arduino, instead of my previous RPi. I also had a dream where Berkin made a chat app for FP, it was named [I]Singe[/I]; which means [I]To burn superficially[/I] apparently, so yeah. Edit: I need to get of this forum before going to bed
I posted about this already, but here is a little demonstration of A* pathfinding and navigation mesh. The first part of the video shows how I'm generating the navigation mesh and nodes for pathfinding using my editor, and the second part shows A* algorithm in action. Also you can see how I can play the "game" inside the editor. It's all very basic, there is no smooth turning around the corners or avoiding other moving objects and stuff. More info on my blog. [video=youtube;uBNR3jpH6Z0]http://www.youtube.com/watch?v=uBNR3jpH6Z0[/video]
To whoever was working on that PATH editor, Microsoft finally got their shit together. [t]http://i.imgur.com/KHlH2Tb.jpg[/t]
[QUOTE=AntonioR;48737838]I posted about this already, but here is a little demonstration of A* pathfinding and navigation mesh. The first part of the video shows how I'm generating the navigation mesh and nodes for pathfinding using my editor, and the second part shows A* algorithm in action. Also you can see how I can play the "game" inside the editor. It's all very basic, there is no smooth turning around the corners or avoiding other moving objects and stuff. More info on my blog. [video=youtube;uBNR3jpH6Z0]http://www.youtube.com/watch?v=uBNR3jpH6Z0[/video][/QUOTE] That last part seems defective, assuming only the brown squares are columns in the room to the left. You could try either increasing the amount of node connections or limiting them directionally instead, which should lead to better results at the same cost if you e.g. prune connections further away than two points at up to a 30° angle spanning the same region. (Alternatively it should be possible to use true mesh navigation with a laminar agent, collapsing straight paths through multiple portals dynamically and as such likely leading to a relatively optimal solution. I'm not entirely sure but it's possible L4D does something a little like this, based on how that game has different agents and navigation editing happens purely via mesh.)
[QUOTE=Sidneys1;48737960]To whoever was working on that PATH editor, Microsoft finally got their shit together.[/QUOTE] That's pretty cool they got around to it. [I]Also, [URL="https://github.com/Syntox32/PathEditor"]shameless plug[/URL][/I]
[QUOTE=Sidneys1;48737960]To whoever was working on that PATH editor, Microsoft finally got their shit together. [t]http://i.imgur.com/KHlH2Tb.jpg[/t][/QUOTE] Mine doesn't look like that.
[QUOTE=Darwin226;48738119]Mine doesn't look like that.[/QUOTE] Insider build 10547. It'll come to Stable eventually.
[QUOTE=Tamschi;48738042]That last part seems defective, assuming only the brown squares are columns in the room to the left. You could try either increasing the amount of node connections or limiting them directionally instead, which should lead to better results at the same cost if you e.g. prune connections further away than two points at up to a 30° angle spanning the same region. (Alternatively it should be possible to use true mesh navigation with a laminar agent, collapsing straight paths through multiple portals dynamically and as such likely leading to a relatively optimal solution. I'm not entirely sure but it's possible L4D does something a little like this, based on how that game has different agents and navigation editing happens purely via mesh.)[/QUOTE] The tree structure generated automatically was never meant to be optimal, it should just be easy to make and be good enough. I assume you think it is defective because of the zig-zag pattern, but remember it shows only the first step. If you look back at the tanks, white line is the A* path, and red line shows the second step where you check if you can skip some nodes along the way (using raycasting or visibility between distant nodes). I forgot to show that step in the second part of the video, but it's explained on my blog ("path smoothing" stuff): [url]http://antonior-software.blogspot.hr/2015/04/basic-path-smoothing.html[/url] [url]http://antonior-software.blogspot.hr/2015/09/a-pathfinding-and-navigation-mesh-3.html[/url]
[img]http://puu.sh/kkgNn/c0e7a46ddb.jpg[/img] CoD2 HD remake becoming a reality?? Just turned on some lighting and AO and DoF for pretty pictures lol. Textures are almost working, just need to extract the DXT-compressed data and feed it into Unity. I was almost worried I had to write a IWI converter myself, but I figured out I could just let Unity do the heavy lifting. And luckily IWI is a well documented format thanks to the effort of some modders so overall it shouldn't really pose any challenges. After all of this works I'll definitely contribute back to the scene, documenting all the flags and settings that are in IW material files and keeping this D3DBSP loader open source. [editline]22nd September 2015[/editline] If you'd like to keep up with progress, here's the repo [URL]https://github.com/CptAsgard/CoD2Unity[/URL] [editline]22nd September 2015[/editline] Also it's currently completely dependency-free (if you don't count Unity), and I'm pretty happy with that!
Wow bloom holy shit it's like I've almost caught up with 2005 [img]http://puu.sh/kki5k.jpg[/img] Also almost somewhat properly working shadows: [img]http://puu.sh/kkime.jpg[/img]
Apparently Gran PC is making a fuzz [url]https://twitter.com/imgur/status/646109824342593536[/url] [url]https://www.reddit.com/r/4chan/comments/3lutoo/imgur_is_doing_fishy_things_with_4chan_screencaps/[/url] [url]https://www.reddit.com/r/technology/comments/3lw2g6/imgur_is_being_used_to_create_a_botnet_and_ddos/[/url]
when isnt he
[img]http://i.imgur.com/LNqBtay.gif[/img] i remade the hud to include more information, haven't been able to work on it much recently due to college and stuff game also tracks score and lives now, if you run out of lives the game quits out because i don't have a game over screen yet.
[QUOTE=fewes;48738666]Wow bloom holy shit it's like I've almost caught up with 2005 [img]http://puu.sh/kki5k.jpg[/img] Also almost somewhat properly working shadows: [img]http://puu.sh/kkime.jpg[/img][/QUOTE] I love your work Fewes, it looks really cool. Keep up the good work!
[QUOTE=miceiken;48738916]Apparently Gran PC is making a fuzz [url]https://twitter.com/imgur/status/646109824342593536[/url] [url]https://www.reddit.com/r/4chan/comments/3lutoo/imgur_is_doing_fishy_things_with_4chan_screencaps/[/url] [url]https://www.reddit.com/r/technology/comments/3lw2g6/imgur_is_being_used_to_create_a_botnet_and_ddos/[/url][/QUOTE] who cares m8 [editline]22nd September 2015[/editline] [QUOTE=DarKSunrise;48739391]when isnt he[/QUOTE] you love it and u know it ( ͡° ͜ʖ ͡°)
I made animations and steps and stuff. [vid]http://anotherprophecy.com/webm/test.webm[/vid] Are my slimes cute(agree) or not(disagree)?? [sp]I'll cut anyone who disagrees, they're fucking adorable[/sp]
[QUOTE=false prophet;48739634]I made animations and steps and stuff. [vid]http://anotherprophecy.com/webm/test.webm[/vid] Are my slimes cute(agree) or not(disagree)?? [sp]I'll cut anyone who disagrees, they're fucking adorable[/sp][/QUOTE] They'd be cuter if the animation was snappier so it's more like a jump than weird pulsating. And pupils rather than soulless zombie eyes that are peering into my soul.
Edit* I'm a bit on edge right now. So disregard what I say.
[QUOTE=sarge997;48740079]Edit* I'm a bit on edge right now. So disregard what I say.[/QUOTE] i'm sorry that my choice of emoticons offended you ( ͡° ʖ̯ ͡°)
I'm taking a break from [del]literal hell[/del] OpenGL to do with something more simple, a cease & desist simulator: [vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-22_17-00-56.mp4[/vid] Nothing more than a shitty prototype because I did this very quick. Built using Unity but not their rigidbodies, they suck. Like a lot. So I built my own raycast-hacked-thing so movements don't get stuck in random places, of course they aren't at the corners at the moment so you can get stuck :v: The level format is XML-based, etc etc so it's human-readable (binary files should be outlawed) and can be shared with friends (if you're into that kind of stuff). [CODE] <Level name="test"> <Tiles> <Tile x="0" y="0"></Tile> <Tile x="1" y="0"></Tile> <Tile x="2" y="0"></Tile> <Tile x="3" y="0"></Tile> <Tile x="4" y="0"></Tile> <Tile x="5" y="0"></Tile> <Tile x="6" y="1"></Tile> <Tile x="-1" y="0"></Tile> <Tile x="-2" y="0"></Tile> <Tile x="-2" y="1"></Tile> <Tile x="-2" y="2"></Tile> </Tiles> <Entities> <Entity type="goomba" x="5" y="2"></Entity> </Entities> </Level>[/CODE] Levels don't get saved yet (because that [I]requires actual work[/I]).
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