• What are you working on?
    5,004 replies, posted
[QUOTE=No_0ne;50262836]go with the first one but make the camera lead/zoom out when you're going fast[/QUOTE] A very slight perspective projection may look good too.
The only problem with the first perspective is that most buildings are going to block something from the player's view. I would use an "outer blur" shader on objects when they went behind buildings. How would you solve that?
[QUOTE=chimitos;50264094]The only problem with the first perspective is that most buildings are going to block something from the player's view. I would use an "outer blur" shader on objects when they went behind buildings. How would you solve that?[/QUOTE] I just tried by raycasting from the camera, checking to see if obstacles between camera and player were in the 'buildings' layer and setting them to a faded translucent shader if so. Fucked it up, though, had no effect. I've never worked with shaders before :|
Cross post, TL;DR I'm having a profit vs community ethical dilemma. [QUOTE=hippowombat;50263590]Would it be shitty of me to try and sell my (very tested and feature complete) volumetric lighting system when I finish it, for like $10, but then offer a tutorial for people who want to understand how it works and make it themselves? That way if they don't wanna bother with the tutorial or want to support me they can just grab it and go for fairly cheap, but for people who can't afford it or want to learn, they can do it for free by putting in some effort. I feel really bad even considering trying to sell it, hence the tutorial question, but at the same time I feel like it's an opportunity to earn profit on something that I've put a lot of time and effort into, especially given how few and far between solutions like this are, while still making it palatable and affordable so that most people can afford it, because I really love the feeling of sharing my work for free. [editline]5th May 2016[/editline] The version I'd be potentially attempting to sell would have the basic concept behind my system, with the included ability to control distance rendered, layer quality and overall volume quality, color, and density, from very easily set variables (value bars and color pickers) I could also do a test map to show off the features, and either global (camera location attached) rendering or specifically placed volumes.[/QUOTE]
Why would you feel bad about selling something that you made? The tutorial is a polite bonus. You don't owe the community anything and you have every right to be compensated for your work.
[QUOTE=chimitos;50264217]Why would you feel bad about selling something that you made? The tutorial is a polite bonus. You don't owe the community anything and you have every right to be compensated for your work.[/QUOTE] I dunno, maybe it's an irrational guilt thing, but given how much I've learned from free tutorials, I feel like I owe it to the community to give back in that sense. I've shared other things that I've completed, but I feel like this particular system is more complex and I've spent much more time on it than any of my other systems. I feel kinda dumb putting this much thought into it.
[QUOTE=MuffinZerg;50256668]You could predict them, but I wasn't talking about that. I still don't get it. Given some points on the map that represent locations of natural disasters, do you really need a neural net to draw a big circle containing the points plus some "safety" margin?[/QUOTE] I think CopperWolf already answered your question. Using circles wasn't enough given the historical dataset (which is like around 700 points). The dataset in the video (~19 points + randomly placed points) was a lot smaller and less noisy so it probably would have sufficed with just using circles. Really, the main reason we chose neural networks was because it sounded cool to learn.
[QUOTE=Nigey Nige;50261263]hello friends, which perspective do you think works better [media]http://www.youtube.com/watch?v=wMX143I2SU4[/media] [media]http://www.youtube.com/watch?v=YtyquNEIfJo[/media][/QUOTE] You can interpolate between projection matrices, it looks funky, I tried it.
[IMG]http://i.imgur.com/TtPvThN.gif[/IMG] Managed to get a simple Rust hello world running on my Raspberry Pi 3, bare metal. That's currently just spitting out over UART. Had issues with my linker script causing it to behave badly before but that seems to be solved. This is also running in AArch64 mode which is nice. Now I need to read the ARMv8 TRM and the Broadcomm peripherals manual, probably at the same time as the Rust programming guide. Also, anyone got a better Linux gif recording program? I had to guess the delay and duration, which as you can see I got wrong.
Hello people, need your opinion - Imagine you're walking in a computer world. - Encounter a video file - Wanted to destroy that file How would you want to destroy that file? - Touch it - Programming king - Punch it - Agree - Shoot it with a pistol - Disagree - Shoot it with a cyber cannon/bazooka - Funny - Kick it to oblivion - Winner - Other suggestion? [IMG]http://i.imgur.com/kL6d7P0.png[/IMG]
[QUOTE=hakimhakim;50266201]Hello people, need your opinion - Imagine you're walking in a computer world. - Encounter a video file - Wanted to destroy that file How would you want to destroy that file? - Touch it - Programming king - Punch it - Agree - Shoot it with a pistol - Disagree - Shoot it with a cyber cannon/bazooka - Funny - Kick it to oblivion - Winner - Other suggestion? [/QUOTE] throw it into a recycling-hoop even better if the character yells "KOBE!" :v:
[QUOTE=ben1066;50265710][IMG]http://i.imgur.com/TtPvThN.gif[/IMG] Managed to get a simple Rust hello world running on my Raspberry Pi 3, bare metal. That's currently just spitting out over UART. Had issues with my linker script causing it to behave badly before but that seems to be solved. This is also running in AArch64 mode which is nice. Now I need to read the ARMv8 TRM and the Broadcomm peripherals manual, probably at the same time as the Rust programming guide. Also, anyone got a better Linux gif recording program? I had to guess the delay and duration, which as you can see I got wrong.[/QUOTE] recordmydesktop works great (you just have to convert to gif after), pure ffmpeg+slop works too if you're feeling adventurous.
[QUOTE=Naelstrom;50266452]recordmydesktop works great (you just have to convert to gif after), pure ffmpeg+slop works too if you're feeling adventurous.[/QUOTE] I use recordmydesktop + slop, I wrote a script a few pages back.. actually probably many pages back I don't use ffmpeg because I'm a noob and can't get it to work properly I recorded [vid]http://wyattmarks.com/screenshots/2016_05-06_12:49.webm[/vid] with it, and it auto uploads and everything
[QUOTE=LordOfGears2;50266789]I use recordmydesktop + slop, I wrote a script a few pages back.. actually probably many pages back I don't use ffmpeg because I'm a noob and can't get it to work properly I recorded [vid]http://wyattmarks.com/screenshots/2016_05-06_12:49.webm[/vid] with it, and it auto uploads and everything[/QUOTE] Kinda wish someone would write a cross platform ShareX, I love it on Windows, but obviously it's Windows only. A command line version would suffice, just to upload files, screen captures, videos etc to a configurable server somewhere...
[url=https://github.com/naelstrof/slop]If only something[/url] [url=https://github.com/naelstrof/maim]were to exist...[/url]
Working on [URL="https://github.com/SuperV1234/ecst"]ecst[/URL], a C++14 multithreaded entity-component-system. Will [URL="http://cppnow2016.sched.org/event/6SgH/implementation-of-a-multithreaded-compile-time-ecs-in-c14"]talk about its implementation[/URL] at C++Now 2016 :) Small example (some details omitted): [CODE] // Define some components. namespace c { // Components are simple classes, usually POD structs. There is no need // for components to derive from a "base component" class or to satisfy // a particular interface. struct position { vec2f _v; }; struct velocity { vec2f _v; }; struct acceleration { vec2f _v; }; } // Define some systems. namespace s { // Systems are simple classes as well, that do not need to satisfy any // particular interface. They can store data and have any method the // user desires. // This system accelerates the subscribed particles. struct acceleration { // The `process` method is not hardcoded or specially recognized by // ECST in any way. Using a lambda in the execution code, we can // tell an ECST context to execute a particular method (also // forwarding extra arguments to it). // The `data` parameter is a proxy object generated by the system // execution strategy that abstracts away the eventual underlying // parallelism. template <typename TData> void process(ft dt, TData& data) { // Notice that the code below does not know anything about the // multithreading strategy employed by the system: the same // syntax works with any kind (or lack) of parallel execution. data.for_entities([&](auto eid) { auto& v = data.get(ct::velocity, eid)._v; const auto& a = data.get(ct::acceleration, eid)._v; v += a * dt; }); } }; // This system moves the subscribed particles. struct velocity { template <typename TData> void process(ft dt, TData& data) { data.for_entities([&](auto eid) { auto& p = data.get(ct::position, eid)._v; const auto& v = data.get(ct::velocity, eid)._v; p += v * dt; }); } }; } // Setup compile-time settings. namespace ecst_setup { // Builds and returns a "component signature list". constexpr auto make_csl() { return slc::v< // . c::position, c::velocity, c::acceleration, // . c::color, c::circle // . >; } // Builds and returns a "system signature list". constexpr auto make_ssl() { // "Split processing evenly between cores." constexpr auto par = ips::split_evenly_fn::v_cores(); constexpr auto ssig_acceleration = // . ss::make<s::acceleration>( // . par, // . ss::no_dependencies, // . ss::component_use( // . ss::mutate<c::velocity>, // . ss::read<c::acceleration> // . ), // . ss::output::none // . ); constexpr auto ssig_velocity = // . ss::make<s::velocity>( // . par, // . ss::depends_on<s::acceleration>, // . ss::component_use( // . ss::mutate<c::position>, // . ss::read<c::velocity> // . ), // . ss::output::none // . ); // Build and return the "system signature list". return sls::make( // . ssig_acceleration, // . ssig_velocity ); } } // Create a particle, return its ID. template <typename TProxy> auto mk_particle(TProxy& proxy, const vec2f& position) { auto eid = proxy.create_entity(); auto& ca = proxy.add_component(ct::acceleration, eid); ca._v.y = 1; auto& cv = proxy.add_component(ct::velocity, eid); cv._v = rndvec2f(-3, 3); return eid; } int main() { // Namespace aliases. using namespace ecst_setup; namespace cs = ecst::settings; namespace ss = ecst::scheduler; // Define ECST context settings. constexpr auto s = ecst::settings::make( // . cs::multithreaded(cs::allow_inner_parallelism), // . cs::dynamic, // . make_csl(), // . make_ssl(), // . cs::scheduler<ss::s_atomic_counter> // . ); // Create an ECST context. auto ctx_uptr = ecst::context::make_uptr(s); auto& ctx = *ctx_uptr; // Initialize context with some entities. ctx.step([&](auto& proxy) { for(sz_t i = 0; i < 1000; ++i) { mk_particle(proxy, random_position()); } }); // "Game loop." while(true) { auto dt = delta_time(); ctx.step([dt](auto& proxy) { proxy.execute_systems_overload( // . [dt](s::acceleration& s, auto& data) { s.process(dt, data); }, [dt](s::velocity& s, auto& data) { s.process(dt, data); }); }); } } [/CODE]
[QUOTE=boomer678;50259889]**video** Just some small stuff I've been working on. Animated items/ two hats at the same time :incredible: Haven't had time to do much else lately [/QUOTE] When you shine your flashlight on the ambient light (like the green radiation symbol) it increases the intensity of that ambient light which looks odd to my un-caffeinated brain this morning.
[QUOTE=hakimhakim;50266201]Hello people, need your opinion - Imagine you're walking in a computer world. - Encounter a video file - Wanted to destroy that file How would you want to destroy that file? - Touch it - Programming king - Punch it - Agree - Shoot it with a pistol - Disagree - Shoot it with a cyber cannon/bazooka - Funny - Kick it to oblivion - Winner - Other suggestion? [IMG]http://i.imgur.com/kL6d7P0.png[/IMG][/QUOTE] Idea: Because when you delete something, it is generally just sent to the recycling bin, and just as easily restored, when you want to delete something, you could do an inception style explosion that slows to a halt, leaving shards of the file floating stationary above where the file use to reside. something like this (picture from primeval) [QUOTE][IMG]http://vignette4.wikia.nocookie.net/winx-club-and-freinds-adventures/images/3/32/Primeval_anomaly_by_benjee10-d4psvfb.jpg/revision/latest?cb=20140302235251[/IMG][/QUOTE] If you wanted to restore that file, instead of travelling to the recycling bin (or in addition to), you could have the representation of that file be remade from a "reverse explosion" if you will, from the effect produced as described above.
[QUOTE=Map in a box;50267386][url=https://github.com/naelstrof/slop]If only something[/url] [url=https://github.com/naelstrof/maim]were to exist...[/url][/QUOTE] I evidently missed this :( I know it was mentioned above but I seemingly substituted slop for scrot when reading.
Making a gamemaster helping tool for roleplaying games (really just for my own personal and possibly over specific needs) Making it in node.js so was able to get this much up and running pretty quickly! [url]https://gfycat.com/HandsomeHappygoluckyHammerkop[/url] Hopefully I won't run into any major roadblocks with the features I want to add. There are other hexmap programs around, but I've got some specific ideas in mind that I couldn't find anywhere else really. That weird title text is because the working title is "GMfriend" so i decided to be super lame about it.
[QUOTE=No_0ne;50262836]go with the first one but make the camera lead/zoom out when you're going fast[/QUOTE] And make it so that the building heights are limited to not obstruct the view of the road.
[QUOTE=James xX;50268714]Idea: Because when you delete something, it is generally just sent to the recycling bin, and just as easily restored, when you want to delete something, you could do an inception style explosion that slows to a halt, leaving shards of the file floating stationary above where the file use to reside. something like this (picture from primeval) [/QUOTE] Now we can destroy files, with shards-explosion effect! Still didn't put a proper gun for the player though , but theres a cube representing the bullet. Probably we can alter the explosion to be halt mid-air later. [video=youtube_share;FeBXhotU29Y]http://youtu.be/FeBXhotU29Y[/video]
Working on something truly stupid but relaxing :) Eventually its novelty will be in random weapon/opponent generation [t]http://i.imgur.com/Sl4252y.png[/t]
So I made the camera actually follow the player and with that came creating a virtual camera so that I can support length/width dimensions of arbitrary sizes for the maps. Which in turn means bigger ships. The red is where the map ends. Not sure if I should instead have it just stop moving the camera when it reaches such a boundary, since I feel like if the player used to the camera following them, it should always follow them, and since in not debug there probably won't be a sharp transition to 'non map' since its all in space anyway and space is big ya. [img]http://i.imgur.com/uxigDrd.png[/img]
[QUOTE=hakimhakim;50271269]Now we can destroy files, with shards-explosion effect![/QUOTE] I don't mean to be rude, but I don't think that explosion effect looks very good at all (especially with the shards being 2D polygons).
[QUOTE=roastchicken;50273059]I don't mean to be rude, but I don't think that explosion effect looks very good at all (especially with the shards being 2D polygons).[/QUOTE] Welp, I just regroup preexisting vertexes together and explode them, so it does looks like we're just cracking the 'shell' though, instead of a 'solid' object breaking. Probably should rearrange the polygons using constructive solid geometry union instead. Or pizza-cut the files like what they did with Metal Gear Rising Revengeance Any good way to 'break' solid object? Voronoi fracture? Any easy tutorial?
I listened to a podcast about game development and they were talking about the value of finishing things with menus and credit screens and stuff so here: [media]http://www.youtube.com/watch?v=7ufGGUkdVr8[/media]
[QUOTE=hippowombat;50264253]I dunno, maybe it's an irrational guilt thing, but given how much I've learned from free tutorials, I feel like I owe it to the community to give back in that sense. I've shared other things that I've completed, but I feel like this particular system is more complex and I've spent much more time on it than any of my other systems. I feel kinda dumb putting this much thought into it.[/QUOTE] Good news, volumetric lighting is being added in July so I don't have to make a choice anymore!
[QUOTE=Nigey Nige;50274890]I listened to a podcast about game development and they were talking about the value of finishing things with menus and credit screens and stuff so here: [media]http://www.youtube.com/watch?v=7ufGGUkdVr8[/media][/QUOTE] The spinning credits at the end made me want to throw up (I'm really hung over right now though - might just be me) Game's looking great though :v:
I'm working on ([url=http://www.samby.co.uk]and posting about[/url]) a tool to publish Hugo sites to S3 without depending on disk io or languages other than Go. I'm about to have to partially or completely rewrite [url=https://github.com/spf13/hugo]Hugo[/url] to make it fit. I'd appreciate feedback from you guys whether you know Go or not. First time writing both the code and the posts so I might be shit at them.
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