• What are you working on? v66 - February 2017
    558 replies, posted
My robot needed pathfinding to find the player if the player jukes it behind a wall so I made a little script that generates a node map in the playable space for pathfinding [IMG]http://i.imgur.com/PrLVIMm.png[/IMG]
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[QUOTE=Fourier;51766043]You actually did it you creep! Anyway gonna check this post until your count is 5000+ [editline]2nd February 2017[/editline] Just messing around, I could make Sims-like game. [IMG]http://i.imgur.com/fBibHfS.png[/IMG][/QUOTE] You really ough to fix that aliasing, other than that, it looks pretty good
[QUOTE=JohnnyOnFlame;51767394]You really ough to fix that aliasing, other than that, it looks pretty good[/QUOTE] Thanks! Though, this orthographic perspective will not be in game, it's just an experiment :).
I'm working on optimizing my rendering pipeline, using the sponza scene as the benchmark with 2 point lights (dual paraboloid mapping), 2 spot lights, and a 4-cascaded directional light I built a small graph to show me how long each major step takes in real time, and found my shadow mapping pass to be the largest bottleneck, taking up around 20ms. :suicide: In my past implementation, I would generate an AABB for each model and view-frustum cull at the start of every frame. Since the sponza scene is 390 meshes in 1 model, I merged common meshes together that shared the same texture so that I could reduce the number of draw calls, improving performance down to 12 ms per frame. Aiming to do better still, I wrote a new object type that effectively creates a new unique model for each mesh with its own AABB, so that I can actually view-frustum cull this scene... ...and my performance absolutely tanked, taking up to 100ms per frame for just the shadow pass, just for 10 measly shadow casters :surrender:
Not sure if this counts as what [I][B]I[/B][/I] am working on.. But I managed to make $50 from teaching someone the ropes of Unity. I was their private tutor basically. It was actually pretty nice, the guy really liked my teaching as well. He said he has tried other tutorials and documentation, and none of it really "clicked" like mine.
So my boss asked me what my plans were for spring and summer, in reference to if I'd be available to stay at my current job. However, she said that apparently they have to look at how much I get paid since I got overpaid last summer... by $5/hr, meaning I made $20/hr last summer and would possibly be docked down to $15/hr this summer. I don't mean to be indignant, because the following things about my job are great: - I enjoy the general workplace culture and find most of my coworkers pleasant - I do work in the space industry, which is pretty damn cool - We're expanding and hiring new people like crazy, and it seems like a stable/healthy trend - I literally got hired without anyone looking at my resume: I was one of two applicants to email my boss and check in on things, and she decided that if us two were interested enough to check in she'd hire us. And so, that's how I got hired. Downsides: - I work in the space industry, pay is gonna be lower no matter what - Not sure how much software work there is in my division of the company, once the current contracts we have end All that being said, $15/hr feels really not great for software work in [I]bloody Seattle[/I], even as an intern. Even without academics or a degree to brag about, my portfolio of software work is going to include my neat little tech demos (meh) and the slicing application I've built nearly alone (I hope this will really help me out). I don't want to leave my job, but with the prospects of having to extend out my graduation date even further and the ever rising rent costs around here, I damn near can't [I]afford[/I] to work for $15/hr. My roommate working at Uniqlo makes more than that. I feel shitty even considering leaving because my boss has been awesome and did me a huge favor by hiring me, but I don't think I can stay and I don't feel I'll be paid fairly [editline]2nd February 2017[/editline] also, goddamn do I love Boost. only been using it for a few days, but it's saved me from (re)inventing several kinds of wheels already
Currently working on: Blindly reinventing the wheel of some popular javascript framework. Because my ego is like that and for some reason I think it's easier than learning frameworks and pushes me further in the direction I need to go.
I'm looking to do some 3d data visualization in Processing - sort of like setting up a very rudimentary flight simulator. Anyone have any recommendations on books or guides on handling the leap from world-space to view-space?
[QUOTE=paindoc;51768737]words[/QUOTE] stand your ground for your pay, if they can't provide you with a wage that you find acceptable, well it's time to think about getting out. you'll have a foot in the door in the space industry elsewhere now with that work experience, plus if you are a good sport about it, your current boss will understand and probably supply you with good references :)
[QUOTE=Karmah;51768523]I'm working on optimizing my rendering pipeline, using the sponza scene as the benchmark with 2 point lights (dual paraboloid mapping), 2 spot lights, and a 4-cascaded directional light I built a small graph to show me how long each major step takes in real time, and found my shadow mapping pass to be the largest bottleneck, taking up around 20ms. :suicide: In my past implementation, I would generate an AABB for each model and view-frustum cull at the start of every frame. Since the sponza scene is 390 meshes in 1 model, I merged common meshes together that shared the same texture so that I could reduce the number of draw calls, improving performance down to 12 ms per frame. Aiming to do better still, I wrote a new object type that effectively creates a new unique model for each mesh with its own AABB, so that I can actually view-frustum cull this scene... ...and my performance absolutely tanked, taking up to 100ms per frame for just the shadow pass, just for 10 measly shadow casters :surrender:[/QUOTE] What GPU do you have out of interest?
[QUOTE=Icedshot;51769249]What GPU do you have out of interest?[/QUOTE] A gtx1070, and a i7 4770k cpu So I'm doin something wrong I guess. I'm going to try to make the visibility calculations run on a separate thread though I'm pretty sure its just going to raise more problems then it will solve
[QUOTE=paindoc;51768737] words [/QUOTE] do not extend your graduation date for $15/hr.. you'll be making way more than that past graduation. I'm currently still in college and I'm getting $40/hr w/unlimited OT, ask for more.
I keep on seeing people talk about Boost a lot ...What exactly is it?
[QUOTE=Proclivitas;51769338]do not extend your graduation date for $15/hr.. you'll be making way more than that past graduation. I'm currently still in college and I'm getting $40/hr w/unlimited OT, ask for more.[/QUOTE] I'm not even allowed to work overtime - my company isn't set up to pay overtime very well (its a huge pain with government contracts apparently) so once I hit 40hrs a week during the summer I couldn't work anymore. $40/hr though, damn. My roommate and good friend from freshman year go $50+/hr from his second internship, with microsoft
[QUOTE=paindoc;51769497]I'm not even allowed to work overtime - my company isn't set up to pay overtime very well (its a huge pain with government contracts apparently) so once I hit 40hrs a week during the summer I couldn't work anymore. $40/hr though, damn. My roommate and good friend from freshman year go $50+/hr from his second internship, with microsoft[/QUOTE] Those internships are usually only summer internships. $50/hr for a high COL area is basic/entry pay. I don't live in such a crazy place.
I kinda just finished it but this was my first real lab assignment for my Unix class. Had to do some completely arbitrary thing in a bash script [CODE] #!/bin/bash echo " First Name: Megaman Last Name: 1811" echo " User ID: `whoami`" echo " " echo " Date/Time: `date`" echo " PWD: `pwd`" rm -R tech154 ls -l mkdir tech154 ls -l dir_name=lab0 for((n=1;n<4; n++)); do mkdir $dir_name$n chmod u+rwx $dir_name$n done cp ./lab03.sh ./lab03 chmod 700 lab03.sh cat lab03.sh wc -l lab03.sh wc -w lab03.sh wc -c labo3.sh ps [/CODE] [editline]3rd February 2017[/editline] So far I'm enjoying this class only because I know my way around Linux so it's piss easy, but the programming part was fun
[QUOTE=Yahoo!;51768984]Currently working on: Blindly reinventing the wheel of some popular javascript framework. Because my ego is like that and for some reason I think it's easier than learning frameworks and pushes me further in the direction I need to go.[/QUOTE] Hey you sound like me. We should learn to brew our own beer and have a drink in 8-9 months.
Last month we made a fully functional MMO in a game jam using SpatialOS. Thank you to the people here who helped out testing the game during development. [URL]http://www.krillbite.com/2017/02/02/making-an-mmo-in-seven-days/[/URL] [IMG]http://www.krillbite.com/wp-content/uploads/2017/02/Screen-Shot-2017-02-02-at-17.07.32-768x411.png[/IMG] [vid]http://www.krillbite.com/wp-content/uploads/2017/02/Rainbow-NMiGameplay-minifilm.mp4[/vid]
[QUOTE=Asgard;51761718]Studio I work at has just announced the open beta of Landfall: [url]http://uploadvr.com/landfall-halo-wars-shooter-vr/[/url] And some multiplayer gameplay: [media]https://www.youtube.com/watch?v=979cR_dlPtU[/media][/QUOTE] Rift exclusive, meh Meaningless exclusives are such a turn off
[QUOTE=Karmah;51769296]A gtx1070, and a i7 4770k cpu So I'm doin something wrong I guess. I'm going to try to make the visibility calculations run on a separate thread though I'm pretty sure its just going to raise more problems then it will solve[/QUOTE] What method are you using for frustum culling?
[QUOTE=TeamEnternode;51769415]I keep on seeing people talk about Boost a lot ...What exactly is it?[/QUOTE] Boost is a collection of generally high quality libraries for C++ that does absolutely everything under the sun. We'll get a boost::reverse_entropy before long Additions to the official c++ spec libraries (I forget the proper name here) tend to just get nicked wholly from boost (which is generally a good thing). Eg thread/filesystems are essentially just the boost version if I remember right. AFAIK there are some minor changes when they nick them, but i'd have to google what they were
[QUOTE=antianan;51764645][...] As for systems being interconnected, I still think sometimes it's still possible to group systems into logical sets that don't really intersect with one another. For example, there might be creeps running around that players can't interact with. That's the systems i was talking about. And if it's possible to actually separate your systems and the corresponding data into truly independent groups which number is reasonably small, threads may actually come in handy. There might be other bottlenecks though.[/QUOTE] I did do something like this, but without the separation into specific entities. (Think vertically to that!) It's really quite fast if done well and I suspect cache optimisation can still work, so if you do it very well in a language that has less overhead than the default [I]Task[/I]s of C#, you should get pretty good performance overall. I used a lot of atomics for certain parts of the system, but those shouldn't hurt (much) as long as you don't hit them from everywhere at once. Try to avoid too granular task dependencies. [editline]3rd February 2017[/editline] [QUOTE=CarLuver69;51764905]After spending the past couple days nearly ripping my hair out over performance issues, I decided to try out Visual Studio's performance profiler. Within 5 minutes, I discovered a call to File.ReadAllBytes was being called every time a new test iteration was ran. So 5,000 tests means the file gets accessed the same number of times. Before that, I was micro-optimizing the shit out of my code hoping for a miracle. At least I can safely say my tokenizer isn't the problem. :v: Oh yeah, and comments are supported now. I wrote those last for some reason... [t]https://cdn.pbrd.co/images/tphBg5Te3.png[/t][/QUOTE] At least in NUnit and whatever is available in VS by default, you can fairly easily make test initialisers that only run once for all tests and/or once for each test (and matching destructors if necessary). [editline]3rd February 2017[/editline] [QUOTE=Fourier;51766043][...] Just messing around, I could make Sims-like game. [IMG]http://i.imgur.com/fBibHfS.png[/IMG][/QUOTE] I don't know what this is in, but it looks like it would benefit a lot of that one really old anti-aliasing mode that blends tiles seamlessly. [editline]3rd February 2017[/editline] [QUOTE=paindoc;51766468]C++ is easy to make look ugly, especially with templates in templates and so on. It's why alias declarations are so useful![/QUOTE] Alias declarations are a mess too, but that's coming from a C# developer :v: I'm slowly warming up to them now that I've started to use TypeScript where they're decidedly less awful. [editline]3rd February 2017[/editline] [QUOTE=Karmah;51768523]I'm working on optimizing my rendering pipeline, using the sponza scene as the benchmark with 2 point lights (dual paraboloid mapping), 2 spot lights, and a 4-cascaded directional light I built a small graph to show me how long each major step takes in real time, and found my shadow mapping pass to be the largest bottleneck, taking up around 20ms. :suicide: In my past implementation, I would generate an AABB for each model and view-frustum cull at the start of every frame. Since the sponza scene is 390 meshes in 1 model, I merged common meshes together that shared the same texture so that I could reduce the number of draw calls, improving performance down to 12 ms per frame. Aiming to do better still, I wrote a new object type that effectively creates a new unique model for each mesh with its own AABB, so that I can actually view-frustum cull this scene... ...and my performance absolutely tanked, taking up to 100ms per frame for just the shadow pass, just for 10 measly shadow casters :surrender:[/QUOTE] How did you implement the culling queries?
Working on a settlement management type game, here's basebuilding: [video=youtube;f8eFbpdCQNo]https://www.youtube.com/watch?v=f8eFbpdCQNo[/video]
[QUOTE=hippowombat;51771840]Working on a settlement management type game, here's basebuilding: (video of building shit)[/QUOTE] That looks pretty awesome! But you should probably make it remember your last tool, IE when you were building the walls you had to keep doing the gesture. So that way you only change tools when you need to.
[QUOTE=Skipcast;51770137]Rift exclusive, meh Meaningless exclusives are such a turn off[/QUOTE] Wait, it's exclusive? Guess I won't be playing it then
[QUOTE=Topgamer7;51771900]That looks pretty awesome! But you should probably make it remember your last tool, IE when you were building the walls you had to keep doing the gesture. So that way you only change tools when you need to.[/QUOTE] That's a great idea! I hadn't thought of that!
[t]http://files.facepunch.com/ziks/2017/February/03/chrome_2017-02-03_18-19-24.png[/t] Seeing how far I can get with porting my Unity CSGO map viewer to WebGL. I've got a C# web server that reads requested resources from the map file / game archives, with the web app written in TypeScript using three.js. Before this I got a MDL / VTF / VMT reader + renderer working: [t]http://files.facepunch.com/ziks/2017/February/03/chrome_2017-02-03_18-24-40.png[/t]
[QUOTE=Ziks;51771949] [t]http://files.facepunch.com/ziks/2017/February/03/chrome_2017-02-03_18-24-40.png[/t][/QUOTE] I can't be the only one that zoomed in on that picture than tried to use the scroll bar, right? Please tell me I'm not stupid
[QUOTE=TeamEnternode;51772587]I can't be the only one that zoomed in on that picture than tried to use the scroll bar, right? Please tell me I'm not stupid[/QUOTE] When it's done I can host it so you can actually use the scrollbars!
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