• What are you working on?
    5,004 replies, posted
[QUOTE=LennyPenny;50092064]Should at least remove the white border around it[/QUOTE] So it's just overlaying, and then i add a bit of padding to the bottom of the page? EDIT: Example [vid]https://my.mixtape.moe/wpqugr.webm[/vid] Edit: Greeeeeaaat, Google suspended the paid version, because of impersonation? After some more thinking, ads was a stupid idea. Currently removing the ads, and pushing a new update.
[QUOTE=Number-41;50088121]I am glad you asked! Elevator talk incoming (well going to the 40th floor then)... A hologram is classically a light-sensitive transparent plate that you shine an interference pattern onto. The interference pattern is the result of the superposition of a laser beam that bounced off an object and one that did not (the reference beam). Because it is light-sensitive, it will have its transparency dependent on the intensity of the pattern (so it's a sort of transparent photograph). Afterwards, you shine the reference beam onto it and look through the other side and you see the object again in all its 3D glory. In digital holography, you replace that plate with a CCD. You then use some maths to simulate "the shining of the reference beam onto the holographic plate". These maths comes down to some pointwise multiplications and ... a Fourier transform. So what I did is implementing the reconstruction part (as well as the camera feed stuff, which was pure hell) in CUDA, because the mathematical problem lends itself perfectly to it. Pointwise multiplication in parallel is basically O(1) and a FFT O(log(n)) (I think). Because it's so blazingly fast in CUDA, you can make it real-time (i.e. reconstruct a video feed of interference patterns). Applications can be any dynamic event that is not too small or large spatially and not too fast or slow temporally. Think deformation of materials by heating, or tracking bubbles, and so on... What I show here is just the video feed (first mode) being Fourier-transformed (i.e. the second mode). It hasn't got anything to do with digital holography except that it uses the same transforms. The third mode that you can see (with the bright square) is the reconstruction algorithm, but since it is not hooked up to a holographic experiment, it doesn't show anything interesting. But that's the cornerstone of the entire project though. Next week I'll have some holography stuff I think. Oh and the drawings: a Fourier transform will show the periodicity of a pattern, be it 1D (like the spectrum of a sound file) or 2D (an image). Related: in X-ray diffraction experiments, you get the same thing. Shine X-rays onto a material, the pattern will be the Fourier-transform of the lattice (roughly). So I drew a honeycomb lattice to look at its FT and expected something similar to this: [img]http://i.imgur.com/AnLkgI4.png[/img] The difference here is though that my drawing is not as perfect as a material lattice. Also today I had the weirdest bug ever: I launched my program and I heard a beeping noise from the speakers. I have no audio libraries included at all :v:[/QUOTE] This looks fucking awesome! Thanks for using me :v: [editline]8th April 2016[/editline] [QUOTE=jonnopon3000;50083054]Something tells me that the fact that you were able to implement this on your own and have it succeed first trial run without any of the extra considerations you mention is like, [i]seriously[/i] worrying for the concept of mobile security. Amazing work; I'm probably being a bit conspiracy-theorist but if you don't mind, I'm never giving you my phone :v:[/QUOTE] Yeah, I saw passwords my friends use on their phone, its fucking shit and crackable in 5-10 minutes.
[video]https://youtu.be/GsSSmouf_v8[/video] I think I have some work to do on this controller... Getting my feet wet in UE4, trying to mimic WoW's MMO Player Controller
jellyfish shatter [IMG]http://i.imgur.com/vYvCKoV.gif[/IMG]
[QUOTE=adnzzzzZ;50092575]jellyfish shatter [IMG]http://i.imgur.com/vYvCKoV.gif[/IMG[/QUOTE] I really like the squishy animation when it moves
[media]https://www.youtube.com/watch?v=G3A2Qpp-c1g[/media] [url]http://store.steampowered.com/app/402800[/url]
[QUOTE=Ziks;50092718]-snip- [url]http://store.steampowered.com/app/402800[/url][/QUOTE] Really good trailer! What are you charging for it?
[QUOTE=powback;50092725]Really good trailer! What are you charging for it?[/QUOTE] Thanks! We're going for £14.99 with a launch discount.
[QUOTE=Ziks;50092718][media]https://www.youtube.com/watch?v=G3A2Qpp-c1g[/media] [url]http://store.steampowered.com/app/402800[/url][/QUOTE] Excellent choice of music, and you nailed the end-gag. Congrats!
[QUOTE=Ziks;50092718][media]https://www.youtube.com/watch?v=G3A2Qpp-c1g[/media] [url]http://store.steampowered.com/app/402800[/url][/QUOTE] Welp, I don't have my Vive yet but I'll buy it as soon as it comes out :joy:
[QUOTE=DrDevil;50093017]Excellent choice of music, and you nailed the end-gag. Congrats![/QUOTE] Gotta thank [url=https://facepunch.com/member.php?u=618047]Squared[/url] for putting the trailer together, really happy with how it came out!
It's going to be interesting to see how well a VR game made by a well-known company sells. I hope you're going to publish those statistics at some point.
:snip:
Step one of my LED-strip project is done: [t]https://my.mixtape.moe/mbqotb.jpg[/t] Now I'm waiting for a molex connector and some arduino pros to tidy everything up a bit and make the wiring more permanent and less of a firehazard. [media]https://www.youtube.com/watch?v=kMga4qsiLyo[/media]
Instead of [I]actually[/I] studying for my math mock exam, I started on a naive implementation of an expression solver. Something I've wanted to do for quite some time now. [IMG]http://i.imgur.com/emG4jiZ.png[/IMG]
Sneak peek of a little thing i've been working on. [t]http://i.imgur.com/m4tL7kj.png[/t] So far most of the time has gone into making the models.
Currently coding some sort of video encoding format for funzies. [video=youtube;ei2E5JfnUzM]https://www.youtube.com/watch?v=ei2E5JfnUzM[/video] It still looks like arse and the compression isn't significant enough, but I think it's a step in the right direction kinda. Basically it detects changes of every pixel color based on a threshold, if the color changed too much, update the pixel, this leads to a lot of discarded data but can leave "trails" as shown in the video if the threshold is great enough.
Been experimenting some with texture reflections. The SFML team recently added support for mipmap generation to the repo and I'm considering finally upgrading my version of SFML and change the spec/gloss pipeline to a metalness/roughness one instead (mipmapped reflection textures can then be used to "blur" reflections for matte surfaces). [img]http://puu.sh/oaQid.jpg[/img] Reflection sampling is based on the surface normals. The reflections don't "turn" when you move the camera so they can look a bit static sometimes but rotating objects look really nice. Really why I want reflections is to make armor sets look shiny :v: Here's what a reflection texture looks like: [img]http://puu.sh/oaQMh.jpg[/img] And here's what the reflection buffer looks like: [img]http://puu.sh/oaR5n.jpg[/img] What's cool about storing reflections in a buffer is you could very easily add a "Reflection" entity which would write a different reflection texture to the buffer at some location in the world, sort of like how reflection captures work in UE4 (where they fade in based on world space distance to the entity)
I don't like paying for open source projects because it usually means only one person gets paid for the hard work of many: see AESprite-- frustrates me to hell that the guy made it for-pay when a lot of people worked on it. I wonder how many of them are getting a cut or were coerced into allowing it. [QUOTE=Ziks;50092718][media]https://www.youtube.com/watch?v=G3A2Qpp-c1g[/media] [url]http://store.steampowered.com/app/402800[/url][/QUOTE] Astounding job!
Working on the UI for my Planetary Annihilation mod, a multiplayer version of their Galactic War campaign [video=youtube;HuDMG3IM-7E]http://www.youtube.com/watch?v=HuDMG3IM-7E[/video]
Bam got mipmap sampling working: [img]http://puu.sh/oaZRF.jpg[/img]
Before hacking apart my engine to introduce a component based entity system and shapes and UI and all kinds of...necessities...I decided to see how quickly I could make an absolute [i]basic[/i] game that could still be counted as a game. 2 hours of work later (including sound + programmer art) and here we have it. This will serve as a nice baseline for engine modifications going forward. The speed at which I was able to do this even with a lot of the boilerplate still being a pile of utter crap is very promising for the coming Ludum Dare. [URL="http://sevenspace.co.uk/protogl/app"]http://sevenspace.co.uk/protogl/app[/URL]
[QUOTE=DrDevil;50093348]Step one of my LED-strip project is done: [t]https://my.mixtape.moe/mbqotb.jpg[/t] Now I'm waiting for a molex connector and some arduino pros to tidy everything up a bit and make the wiring more permanent and less of a firehazard. [media]https://www.youtube.com/watch?v=kMga4qsiLyo[/media][/QUOTE] wow wow someone listens to dub techno
[img]http://i.imgur.com/WyuNTnq.png[/img] Making new levels for the alpha version that I hope to finish by the end of this month. Current plan for the alpha to be a single longish stage. Afterward it'll be on hiatus for about a year so I can straighten out some irl things. Then I'll either continue or I'll upload the source code somewhere.
It really might not seem like much in comparison to the amazing stuff you guys have been making but i've been working on a text bot for discord in java (how original). New commands are listed with their actual behaviour defined in a lambda function which accepts the chatSource object of the incoming message and a vargs of the parsed arguments if any. [thumb]http://i.imgur.com/ORS17iR.png[/thumb] [thumb]http://i.imgur.com/XYlDuFI.png[/thumb] So far i've only got a handful of commands like searching through logged history, saving all sent pictures automatically but the train times one is my favourite because i actually use it lol
[QUOTE=Ziks;50093050]Gotta thank [url=https://facepunch.com/member.php?u=618047]Squared[/url] for putting the trailer together, really happy with how it came out![/QUOTE] Seriously one of the best trailers I've seen for a game. The choice of music and the editing worked wonderfully together. Awesome job, guys!
Behold! Thine nodes are single threaded no longer. [IMG]https://dl.dropboxusercontent.com/u/27714141/Screenshot%20from%202016-04-08%2023-44-04.png[/IMG] I'm building a node.js alternative with a cooperative coroutine task scheduler. All scheduled tasks are run in parallel and when they yield(), they are put back on the queue, whereupon a free thread will pick them up and continue where they left off. This basically means a win for all of humanity. Bow to your king.
[QUOTE=Fourier;50095534]wow wow someone listens to dub techno[/QUOTE] [url=https://soundcloud.com/andrey-pushkarev]Andrey fucking Pushkarev[/url]
[QUOTE=voodooattack;50096278]Behold! Thine nodes are single threaded no longer. I'm building a node.js alternative with a cooperative coroutine task scheduler. All scheduled tasks are run in parallel and when they yield(), they are put back on the queue, whereupon a free thread will pick them up and continue where they left off. This basically means a win for all of humanity. Bow to your king.[/QUOTE] For your final improvement, make it non-JS based.
Hey guys, here's what I've been working on the for the past few months: [IMG]http://i.imgur.com/HAAZfET.png[/IMG] [URL="http://www.trasharcade.com/coin-master"](available for PC & Mac)[/URL] I'm trying to create and complete my first full game, and it's been a lot of fun and a great learning experience. However, before I start showing it off officially, I'd like some help from WAYWO to playtest it. Grab a copy of the demo (there's a link in the game's page, see above) and let me know what you think. I am curious how it runs on other machines, as I don't have access to a wide range of PCs or Macs to test. If anyone is willing to PM me or just post their playtesting experiences or issues encountered, it'd be really helpful. Thanks!
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