I ported most of the text-to-color engine to JavaScript and made a little web interface for it.
[img]http://i.imgur.com/BRn7BKs.png[/img]
[URL="http://berkin.me/colors"]Try it here![/URL]
If you have any suggestions for modifiers, I'll add them :)
Didn't you just say a week ago that you were taking a break from projects? Not that I'm complaining, I'm glad whatever was going on got resolved if that is why you're already back.
[QUOTE=Socram;48770738]Didn't you just say a week ago that you were taking a break from projects? Not that I'm complaining, I'm glad whatever was going on got resolved if that is why you're already back.[/QUOTE]
I'm seeking professional help and feeling well enough to do a bit of coding while I figure things out. Nothing big. I made this because I thought it was hilarious.
[QUOTE=Kamshak;48768330][url]http://fixer.io/[/url] has an easy and free API for latest rates[/QUOTE]
Thanks! Didn't take long to implement that.
[code]$.getJSON("https://api.fixer.io/latest", function(data) {
if (typeof fx !== "undefined" && fx.rates) {
fx.rates = data.rates;
fx.base = data.base;
} else {
var fxSetup = {
rates: data.rates,
base: base.rates
}
}
console.log("Currency test: €1 = $" + fx(1).from("EUR").to("USD"));
});[/code]
[QUOTE=Berkin;48770759]I'm seeking professional help and feeling well enough to do a bit of coding while I figure things out. Nothing big. I made this because I thought it was hilarious.[/QUOTE]
Hot blue and cold blue both give the same color. >.>
[QUOTE=Clivens;48770939]Hot blue and cold blue both give the same color. >.>[/QUOTE]
Not anymore.
[IMG]http://i.imgur.com/twLO3fe.gif[/IMG]
Finally got this shit to run smoothly.
Hacker News is enjoying my little weekend project. Someone even complimented the algorithm's support for a "baby shit" color.
Not to drag out conversation from 4 pages ago, but I wrote this for why fixed time steps are bad:
[quote]Means physics aren't time dependent but frame dependent, i.e the reason space invaders speeds up at the end.[/quote]
And was told it was wrong/backwards. How is that so? If it's fixed, there is a fixed delta time between each frame, hence the name. Obviously if the real delta time doesn't equal that fixed number your physics won't be time accurate. I don't want to get such a simple concept mixed up.
[QUOTE=sabadyCZ;48762760]Some next progress. Main concept won't be about massive "big boom" fights like in the video. It is just for effect or maybe...
[video=youtube;vRxi_Q4GWRQ]http://www.youtube.com/watch?v=vRxi_Q4GWRQ[/video][/QUOTE]
Please oh please pick a different font for your menu. It's otherwise beautiful.
[QUOTE=DoctorSalt;48772752]Not to drag out conversation from 4 pages ago, but I wrote this for why fixed time steps are bad:
And was told it was wrong/backwards. How is that so? If it's fixed, there is a fixed delta time between each frame, hence the name. Obviously if the real delta time doesn't equal that fixed number your physics won't be time accurate. I don't want to get such a simple concept mixed up.[/QUOTE]
The reason space invaders speeds up as more aliens are killed is due to the fact that it moves things by a fixed amount every frame regardless of how fast or slow the game is running. As more aliens are removed, the game updates faster and so the aliens move faster.
The idea of using either a fixed or dynamic time-step is to avoid this issue.
A dynamic time-step is a lot simpler, and essentially just factors the length of the last frame into everything. If the game runs fast, then the time-step is smaller and everything moves by a smaller amount each frame. If the game runs more slowly, then the time-step is larger and so things move by a larger amount each frame. This is very simple to implement, but without taking precautions against it you will run into several issues. The most well-known of these issues is object tunneling. If an object gets moved a large distance due to the game running slowly, then it can completely skip over an object it was supposed to collide with. This can be avoided by implementing a swept shape collision detection algorithm instead of the naive method.
On the other hand, a fixed time-step system works by splitting the actual frame length into discrete chunks. A target time-step is chosen (for the sake of example let's say it's 0.1 seconds), and the system fits as many of these time-steps into the actual length of the frame as possible. For example, if a frame took 0.33 seconds to process, then three 0.1 second updates can be packed into the next one, with the 0.03 second remainder carrying over into the next frame. The results are similar to using a dynamic time-step, but you gain the advantage of being able to guarantee that you will not have a large time-step that causes your objects to tunnel through other objects. The disadvantage of this system is that without prevention you can run into a 'spiral of death' in which a slow machine causes many updates to happen in a single frame, which takes a long time and causes even more updates to be packed into the next frame. This effect accumulates until the game stalls for so long that it crashes. This can be prevented by setting a maximum delta time limit.
[QUOTE=BackwardSpy;48773290]The reason space invaders speeds up as more aliens are killed is due to the fact that it moves things by a fixed amount every frame regardless of how fast or slow the game is running. As more aliens are removed, the game updates faster and so the aliens move faster.
The idea of using either a fixed or dynamic time-step is to avoid this issue.
A dynamic time-step is a lot simpler, and essentially just factors the length of the last frame into everything. If the game runs fast, then the time-step is smaller and everything moves by a smaller amount each frame. If the game runs more slowly, then the time-step is larger and so things move by a larger amount each frame. This is very simple to implement, but without taking precautions against it you will run into several issues. The most well-known of these issues is object tunneling. If an object gets moved a large distance due to the game running slowly, then it can completely skip over an object it was supposed to collide with. This can be avoided by implementing a swept shape collision detection algorithm instead of the naive method.
On the other hand, a fixed time-step system works by splitting the actual frame length into discrete chunks. A target time-step is chosen (for the sake of example let's say it's 0.1 seconds), and the system fits as many of these time-steps into the actual length of the frame as possible. For example, if a frame took 0.33 seconds to process, then three 0.1 second updates can be packed into the next one, with the 0.03 second remainder carrying over into the next frame. The results are similar to using a dynamic time-step, but you gain the advantage of being able to guarantee that you will not have a large time-step that causes your objects to tunnel through other objects. The disadvantage of this system is that without prevention you can run into a 'spiral of death' in which a slow machine causes many updates to happen in a single frame, which takes a long time and causes even more updates to be packed into the next frame. This effect accumulates until the game stalls for so long that it crashes. This can be prevented by setting a maximum delta time limit.[/QUOTE]
Man, I remember dealing with silly things like that in Löve 6 or so years ago
So starting November I'll be taking my first 3D Programming course. Where we will learn everything from DirectX and OpenGL to various rendering techniques and all kinds of other things. The course apparently requires us to buy 6-7 books. (It's a massive course) I figured it would be interesting to sort of log my progress and maybe show off what I might end up doing, since we have a big project that we have to do. (Two smaller assignments, an exam and the big project)
Still over a month away until we start but I'm already reading a bit about Opengl and whatnot. So here's my first log entry:
[CODE]September 27th, 2015: Jesus fucking christ I'm going to die.[/CODE]
[B]Edit:
[/B]Is it normal to get mini-chills down your spine when reading about OpenGL?
[QUOTE=Berkin;48770467]I ported most of the text-to-color engine to JavaScript and made a little web interface for it.
[URL="http://berkin.me/colors"]Try it here![/URL]
If you have any suggestions for modifiers, I'll add them :)[/QUOTE]
This is super fun! It would be cool if I could also pick the color and the algorithm spits out the name
[QUOTE=polkm;48773745]This is super fun! It would be cool if I could also pick the color and the algorithm spits out the name[/QUOTE]
That would be near impossible, as there are theoretically infinite ways to reach any one color.
I considered giving a list of keywords, but that would end up being rather NSFW. :v:
[QUOTE=Berkin;48770467]I ported most of the text-to-color engine to JavaScript and made a little web interface for it.
[img]http://i.imgur.com/BRn7BKs.png[/img]
[URL="http://berkin.me/colors"]Try it here![/URL]
If you have any suggestions for modifiers, I'll add them :)[/QUOTE]
I am disappointed that "vomit" comes up black
[QUOTE=KmartSqrl;48773829]I am disappointed that "vomit" comes up black[/QUOTE]
You should see a doctor for that.
[QUOTE=Berkin;48773838]You should see a doctor for that.[/QUOTE]
The alternative to spring green!
[img]http://i.imgur.com/iBOpfhh.png[/img]
Jesus Christ no one told me UI work was so scary
[vid]http://webm.host/134da/vid.webm[/vid]
[QUOTE=sarge997;48774175]Jesus Christ no one told me UI work was so scary
[/QUOTE]
Well when I was working on my project, since I'm on a laptop now, my GUI crashed the intel graphics driver that had 0 symbols to try to debug. So I had to add prints() EVERYWHERE (that or breakpoints both equally mind numbing in this case).
Turns out it was crashing due to trying to render something in a negative coordinate IIRC.
intel pls
Holy shit I finally did it
I got working shadow maps for point lights.
[t]http://i.imgur.com/cEqVj69.png[/t]
I know the shadow acne looks bad, but holy shit I'm finally able to get them working [B]to the point[/B] where the acne actually appears. This is a major success in my books.
Now I can start to advance my shadow techniques to get rid of the acne.
I can't decide on what feat system i would use for my RPG thingy. There are 2 i like: D&D or Shadowrun. Help me out here :p
D&D/Pathfinder -> Get 1 feat every x levels. Always positive.
Shadowrun -> Get x budget to buy positive qualities. Buying negative qualities adds back to the budget (but obviously gives you a downside like addiction or something)
D&D/Pathfinder: Agree
Shadowrun: Disagree
[QUOTE=Berkin;48770467]I ported most of the text-to-color engine to JavaScript and made a little web interface for it.
[URL="http://berkin.me/colors"]Try it here![/URL]
If you have any suggestions for modifiers, I'll add them :)[/QUOTE]
I like that "grey grey grey" is just white.
[QUOTE=Arxae;48775480]I can't decide on what feat system i would use for my RPG thingy. There are 2 i like: D&D or Shadowrun. Help me out here :p
D&D/Pathfinder -> Get 1 feat every x levels. Always positive.
Shadowrun -> Get x budget to buy positive qualities. Buying negative qualities adds back to the budget (but obviously gives you a downside like addiction or something)
D&D/Pathfinder: Agree
Shadowrun: Disagree[/QUOTE]
Both. Unlock trait points every level and unlock higher level traits every level as well, both negative and positive. (negative ones possibly having a dedicated bonus other than giving to the point count)
So a bit like fallout where every level, more perks become available. But then you buy them with the points. If i'm understanding you correctly?
And how would negative qualities give bonuses? An example from the Shadowrun source book is having an allergy to something or being Scorched (having neurological problems). It's a balancing mechanism there since Karma (the points) in Shadowrun are a bit hard to come by. So while the negative qualities give you a lot more Karma then missions (10 for scorches vs 4 or so for a entire run), they do impose a big negative modifier.
I do intent to "sprinkle" perks in the game instead of having one available every level. A points system means they can impose debuffs to their game at character creation, but spend their points whenever they want. With a D&D feats system they spend them at set intervals. A subtle difference perhaps, but i can't really settle on either for the moment and i'm a bit stuck now since it's a major difference to character (creation) implementation :p
Just fixed my spot lights. I know I posted one a few days ago, but it wasn't working 100% right, but now I'm fairly sure it is.
[t]http://i.imgur.com/W9xO6pW.png[/t]
Next up, smoothing out the shadow map and other things to get rid of the shadow acne.
[QUOTE=laserpanda;48775489]I like that "grey grey grey" is just white.[/QUOTE]
What a cool feature.
[QUOTE=Berkin;48770467]I ported most of the text-to-color engine to JavaScript and made a little web interface for it.
[URL="http://berkin.me/colors"]Try it here![/URL]
If you have any suggestions for modifiers, I'll add them :)[/QUOTE]
[t]https://i.gyazo.com/cb773b9b89de69d25e13df8e3e6d5697.png[/t]
Well, gg on that!
It's cool tho.
I am happy to report that I have fixed the bug where "dog anus" did not return a proper dog anus color.
[editline]28th September 2015[/editline]
I also added more modifiers.
[img]http://i.imgur.com/u89HDz9.png[/img]
[QUOTE=Torrunt;48759532]Added a zombie surfing mini-game to my zombie game.
[video=youtube;Fnj8A9fqVWA]http://www.youtube.com/watch?v=Fnj8A9fqVWA[/video][/QUOTE]
i can tell this game is going to be very popular
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