• What are you working on?
    5,004 replies, posted
Experimenting some with deferred translucency using stipple patterns. Not sure if it's practical since it messes up some aspects of rendering (FXAA in particular shits itself) but I might be able to use it for foliage objects only and store a sort of dither buffer which can later be used to blur the affected pixels before doing FXAA. [img]http://puu.sh/nVCh7.jpg[/img]
[QUOTE=fewes;50014553]Experimenting some with deferred translucency using stipple patterns. Not sure if it's practical since it messes up some aspects of rendering (FXAA in particular shits itself) but I might be able to use it for foliage objects only and store a sort of dither buffer which can later be used to blur the affected pixels before doing FXAA. [img]http://puu.sh/nVCh7.jpg[/img][/QUOTE] Please record moving footage, because that's when dithering looks its worse. [editline]27th March 2016[/editline] Also you've got an amazing atmosphere there, kudos.
[QUOTE=fewes;50014553]Experimenting some with deferred translucency using stipple patterns. Not sure if it's practical since it messes up some aspects of rendering (FXAA in particular shits itself) but I might be able to use it for foliage objects only and store a sort of dither buffer which can later be used to blur the affected pixels before doing FXAA. [img]http://puu.sh/nVCh7.jpg[/img][/QUOTE] That dither pic looks like Final Fantasy 9 scenes on PS1 And that's a compliment
[QUOTE=DrDevil;50013978]Can't you think of a better way to teach the player to play your game? I'm pretty sure nobody enjoys tutorials, I certainly don't.[/QUOTE] I can agree, But what you saw was an example of the dialog ui. Thats all I needed feedback on :P. Also how else could you introduce someone to a puzzle game of this kind without a tutorial?
[QUOTE=0V3RR1D3;50014838]I can agree, But what you saw was an example of the dialog ui. Thats all I needed feedback on :P. Also how else could you introduce someone to a puzzle game of this kind without a tutorial?[/QUOTE] Simple commands and intuitive, simple puzzles on the start.
[QUOTE=JohnnyOnFlame;50014886]Simple commands and intuitive, simple puzzles on the start.[/QUOTE] And visual cues, perhaps ?
[QUOTE=Nabile13;50014888]And visual cues, perhaps ?[/QUOTE] Use highlights only if absolutely necessary, otherwise players might feel like you're handholding, and that really defeats the purpose.
[QUOTE=JohnnyOnFlame;50014454]You should give MX Browns a try then, they have tactile feedback without the annoying click noise, and are also generally quite soft switches. Also they pretty much activate right on the feedback level. They are amazing for long typing sessions, and they are even better with o-rings.[/QUOTE] I should give browns a try, need something portable though
Improved dithering to the point of being it being usable. Maybe not for all objects but it's nice to have some "proper" translucency integrated into the deferred pipeline. [img]http://puu.sh/nVN8s.gif[/img] While it arguably still doesn't look perfect it gives the grass a nice softness: [img]http://puu.sh/nVYl2.jpg[/img]
[QUOTE=fewes;50015240]Improved dithering to the point of being it being usable. Maybe not for all objects but it's nice to have some "proper" translucency integrated into the deferred pipeline.[/QUOTE] I'm loving your work on this game. It's absolutely beautiful. What are you going to do for plot?
I didn't know how to play nethack in @notcake's discord server, so I made my own crappy Tetris clone (in 100% lua, john lua certified)! [t]https://i.imgur.com/TTH8W3U.png[/t] Ever since uni started, I find myself with little spare time to spend on my hobbies, but oh well, life has to go on.
[QUOTE=Ac!dL3ak;50015311]I'm loving your work on this game. It's absolutely beautiful. What are you going to do for plot?[/QUOTE] Thanks! Not sure yet but I've got some ideas. Here's a velocity buffer/motion blur shader I've been working on recently. I'll need to refine the masking a bit but it should be ready to implement into the engine soon. [video=youtube;xasDfcn5nwY]https://www.youtube.com/watch?v=xasDfcn5nwY[/video]
[QUOTE=0V3RR1D3;50013292]Can I get some feedback on the dialog UI. I wanted to keep it simple to match the theme of the game. Also if you are wondering why its a portal cube, Its because you can customize the cube XD. [url]http://www.youtube.com/watch?v=_MzRNARSh8E[/url] Also I know there are spelling errors in the example, But the example is just an example :D[/QUOTE] I'm not trying to sound mean here, but the word after a comma doesn't start with a capitalized letter. You do that ingame aswell and you did say you have spelling errors, but spelling errors isn't quite the same. If I were to play that and I saw the use of grammar being that poor, I would probably just think of how un-professional it is. Again, sorry if this sounded mean but it's something you'll have to get fixed.
[QUOTE=Kevin;50015555]I'm not trying to sound mean here, but the word after a comma doesn't start with a capitalized letter. You do that ingame [B]aswell[/B] and you did say you have spelling errors, but spelling errors isn't quite the same. If I were to play that and I saw the use of grammar being that poor, I would probably just think of how un-professional it is. Again, sorry if this sounded mean but it's something you'll have to get fixed.[/QUOTE] Muphry's law strikes again.
Still working on physics. I'm nearly at my end here, so much of the "documentation" out there equivocally tells you to just "do a thing" when trying to figure how to specifically implement a thing. Anyways some minor fun messing around with different weight objects. [t]http://i.imgur.com/cNsmlVb.gif[/t][t]http://i.imgur.com/iKA0Iy4.gif[/t] I'm almost at the point where I want to use a separate physics library, but I've already built so much
well do you want to create a physics library or do you just want to have physics? if it's more of the latter then scrap it and just use bullet or something
I really just want it to have physics, but I really don't know what stuff I will and won't need. For example, I don't think I will ever use basic geometric shapes in my engine, or represent objects with capsules; I just need collision between convex hulls. But I'm still quite ignorant on the matter, I could end up needing much more, however I really don't have much of a scope at this point, I just want basic physics, and I already built an rk4 integrator based off of this series: [URL="http://gafferongames.com/game-physics/integration-basics/"]link[/URL]
[QUOTE=Karmah;50015874]I really just want it to have physics, but I really don't know what stuff I will and won't need. For example, I don't think I will ever use basic geometric shapes in my engine, or represent objects with capsules; I just need collision between convex hulls. But I'm still quite ignorant on the matter, I could end up needing much more, however I really don't have much of a scope at this point, I just want basic physics, and I already built an rk4 integrator based off of this series: [URL="http://gafferongames.com/game-physics/integration-basics/"]link[/URL][/QUOTE] Then just don't use those shapes? Bullet is easy enough to learn and I have implemented it before. If it bugs you that much, fork bullet and build a version that only uses convex hulls as shapes. Anyway, i've been working on my engine the past few days and implementing shadow mapping: [t]http://i.imgur.com/JaLXcF6.png[/t] [I](don't mind the peter panning, that is correct because the cubes are part of the plane) [/I] Thanks for a very helpful swedish reddit user and some painstaking hours tiring over view matrices I finally gotten shadow mapping implemented in my deferred renderer, and it looks pretty good in my opinion. I apply a PCF filter over a linear filter shadow map and it looks good enough for me. Here it is with PCF filtering off: [t]http://i.imgur.com/la6wxJ5.png[/t] Only one directional shadow map is supported, however thats all i'm going to be using at the moment but I would like to expand this to point lights and eventually spot lights when I get around to implementing them. Edit: Whoops, hit the reply button too early. I made a editor inside of the engine itself, and it's totally not ripped off of Unity™ and it has a inspector built in imgui. [IMG]http://i.imgur.com/mSyqtsj.png[/IMG] The component's inspector is actually drawn by the component's themselves, there a is virtual function that allows them to do the equivalent of drawing custom inspector gui in unity (which i loved): [CODE]void DrawInspector() { ImGui::InputFloat3("Color", &Color[0]); ImGui::InputFloat("Quadratic", &Quadratic); ImGui::InputFloat("Linear", &Linear); ImGui::Checkbox("Shadows Enabled (directional lights only)", &shadowEnabled); ImGui::InputInt("Shadow Resolution", &shadowResolution); ImGui::Checkbox("Shadow PCF Filtering", &shadowPCF); ImGui::InputFloat("Shadow Bias", &shadowBias); }[/CODE] I also reimplemented by crappy map format, but it's pretty useless at the moment and only used to load in meshes for lighting tests like these. Also I implemented a debug function to restart the engine on demand, but I only really use it to reload shaders.
Can I get an opinion on this UI? I know that its not correctly lined up, I have since fixed it. [IMG]https://i.gyazo.com/8a8322b1a667b93bce291b763ab8ff5b.png[/IMG]
Perhaps some minor text shadowing would help. Also the font size between your options appears off, when comparing the first option for music volume and the other 3
[QUOTE=Karmah;50015929]Looks nice, although I'd make the background a tad darker or add some shadowing to the text, its just white text on a bright background. Maybe even make the font sizes more consistent between the options.[/QUOTE] I Do agree, Its like that right now as it just fades through the colors.
[QUOTE=0V3RR1D3;50015916]Can I get an opinion on this UI? I know that its not correctly lined up, I have since fixed it. [IMG]https://i.gyazo.com/8a8322b1a667b93bce291b763ab8ff5b.png[/IMG][/QUOTE] You should make the dark gradient only affect the background and keep the text bright. I think I also see some chromatic aberration on the lower text as well, not great for readability.
[QUOTE=alien_guy;50015644]Muphry's law strikes again.[/QUOTE] English is not my first language and I've used "aswell" like that since forever. Learned something new I guess :v: but I'm only trying to point something out to help him.
Trying out a new technique for animations. It's all animated using tweens via code alone [IMG]http://i.imgur.com/iuiIsLh.gif[/IMG]
Tried my hands at some beat detection. I followed the famous [URL="http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html"]gamedev article[/URL]. This is also my first "big" project in c++, so the [URL="https://github.com/Syntox32/Visualizer"]code[/URL] is an absolute mess. It's still rusty, but it's at least responding to something, and it's looks kinda cool :v: [video=youtube;6osg3BHfjpA]https://www.youtube.com/watch?v=6osg3BHfjpA[/video]
[QUOTE=Karmah;50015874]I really just want it to have physics, but I really don't know what stuff I will and won't need. For example, I don't think I will ever use basic geometric shapes in my engine, or represent objects with capsules; I just need collision between convex hulls. But I'm still quite ignorant on the matter, I could end up needing much more, however I really don't have much of a scope at this point, I just want basic physics, and I already built an rk4 integrator based off of this series: [URL="http://gafferongames.com/game-physics/integration-basics/"]link[/URL][/QUOTE] If you want to make something for real then you shouldn't be making engines. Huge waste of time. Bullet is pretty nice so you should try that out instead of reinventing the wheel.
i made a quick python script to generate multiple versions of my famous catchphrase because i couldn't be bothered to do it myself [code]import random choices = ["'s always ", "'s only ", "'s never ", "'s kinda ", " isn't ", "'s really ", "'s sorta ", "'s only a BIT "] days = ["monday", "tuesday", "wednesday", "thursday", "friday", "saturday", "sunday", "weekday"] daythings = ["on a", "a", "close to", "near a"] slank = input("Enter a number of passages to generate: ") log = file('out.txt', 'w') for i in range(slank): print >> log, "it" + (random.choice(choices)) + "gay if it's", (random.choice(daythings)), (random.choice(days))[/code] which outputs stuff like [code]it isn't gay if it's near a weekday it's kinda gay if it's near a monday it isn't gay if it's a thursday it's only a BIT gay if it's close to monday it's only a BIT gay if it's near a tuesday it isn't gay if it's a monday it's kinda gay if it's near a wednesday it isn't gay if it's near a tuesday it's only a BIT gay if it's close to thursday it isn't gay if it's near a tuesday it's really gay if it's on a tuesday[/code] i accidentally generated 10 million and the output file was 365mb, but it only took like 30 seconds so that's nice. on another note, how would you print to the screen and print to an output file at the same time? all of the tutorials i've found look really hacky.
I took an axe to my Physics Manager and completely gutted it, suctioned out all the pretty [sp]bad[/sp] code I made over the past couple of weeks, and then replaced it all with Bullet Physics™ Took a couple hours, and I feel dirty using an external library when I got as far as I did, but I really need to come to terms that I don't have to reinvent all the wheels in this project. [t]http://i.imgur.com/gTpOO0E.gif[/t]
Well I think as someone else said it depends on what you wanted to do. If you wanted to make a physics engine you should've stuck with it. If you wanted to make something using physics then yeah reinventing the wheel probably isn't worth the time and effort.
[QUOTE=Zelpa;50018360]i accidentally generated [B]10 million[/B] and the output file was 365mb, but it only took like 30 seconds so that's nice. on another note, how would you print to the screen and print to an output file at the same time? all of the tutorials i've found look really hacky.[/QUOTE] There's only like 256 possibilities, gotta be a lot of repeats. Ye should totally add more word variations. As for the printing, you could just add each line to a list as you generate them, join them afterwards into a single string, then print that string and write it to a file. Printing or doing any kind of I/O while you're doing less intensive processing is like sprinting only a step, stopping to call out your time so far, then taking another step and so on, as opposed to just sprinting the distance and calling out your final time.
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