• What are you working on?
    5,004 replies, posted
Sorry I have now clarified, didn't meant to imply you insulted him. The second part was a more general comment on things, not directed at you.
[QUOTE=AntonioR;50292480]Ha, how could you forget to disable that flickering image in bottom-left :v: ? Have you ever tried fixing the 15 FPS physics ? In theory, all it would take is to divide few stuff with 4 to slow things down to make it run normally at 60FPS, but the code is such a confusing mess.[/QUOTE] I keep changes minimal as to not let feature creep chip away at my time, and to make merging code from other sources easier, so purely cosmetic changes like this are outside of the scope. And hell no, I didn't touch the physics, the code is a fucking nightmare, getting the game to behave nicely was already a pain in the ass.
I would've written my own, however: 1) The main performance bottleneck in the existing async HTTP servers is the HTTP parser, which is purepython in aiohttp. I want my framework to be fast (which it is), and the C parser I use is fine, especially as I don't know C. 2) I want to focus more on getting the framework done, not getting the underlying transports done. [url]https://pypi.python.org/pypi/http-parser[/url] works perfectly fine.
[QUOTE=Tamschi;50291706]Afaik this has been the case for a while with Nvidia cards. Apparently the general concept is called SIMT (which I just looked up based on now knowing [B]they call the cores warps[/B]). [editline]10th May 2016[/editline] It's plaintext, so there's probably a ton of weird edge cases.[/QUOTE] wat, a warp is a group of threads which gets executed on an SM concurrently.
[t]http://i.imgur.com/0vSjqzO.png[/t] topology view. more opacity = higher topology
[QUOTE=Trebgarta;50294298]Reddit seems to be drooling over [URL="https://github.com/BearishSun/BansheeEngine/blob/preview/README.md"]this[/URL] right now. Seems cool as fuck to me too, but then again Im easy to impress so I am curious about what you guys think of it. Short sum: Modern multithreaded C++14 game engine with C#6 scripting and .Net support, DX11/GL4.3 rendering and Unity-lookalike editor. Current version 0.3 Animation and sound are missing, which is a bummer, planned for Q3 2016.[/QUOTE] oh this looks pretty interesting i've been making something similar but i'm too lazy to finish it
[t]http://i.imgur.com/ABTfFW8.png[/t] Flat, no topological view [t]http://i.imgur.com/tAL0sUY.png[/t] Topological view, showing uphill slope
Working on some little helper methods for the random stuffs. Quite proud of this one :) Weighted random with attributes and extension methods: [img]http://i.imgur.com/NQWhSgN.png[/img] The first extension method takes in a dictionary<T, double> of input objects -> weight: [code] public static T GetWeightedRandom<T>(this Random rand, Dictionary<T, double> weights) { var sum = 0.0; var master = weights.Select(w => new {Element = w.Key, Weight = w.Value, Sum = sum += w.Value}).ToArray(); var randomPoint = rand.NextDouble() * sum; int lowGuess = 0, highGuess = weights.Count - 1; while (highGuess >= lowGuess) { var guess = (lowGuess + highGuess) / 2; if (master[guess].Sum < randomPoint) lowGuess = guess + 1; else if (master[guess].Sum - master[guess].Weight > randomPoint) highGuess = guess - 1; else return master[guess].Element; } return default(T); } [/code] And the second takes enum types and converts them to the dictionary required above via the WeightAttribute (wit): [code] public static readonly Dictionary<Type, Dictionary<Enum, double>> WeightCache = new Dictionary<Type, Dictionary<Enum, double>>(); public static Enum GetRandomEnumValue<T>(this Random rand) where T : struct, IConvertible { var type = typeof(T); if (!type.IsEnum) throw new ArgumentException("T must be an enumerated type", nameof(T)); Dictionary<Enum, double> cache; if (WeightCache.ContainsKey(type)) cache = WeightCache[type]; else { cache = Enum.GetValues(typeof(T)).OfType<Enum>().ToDictionary(t => t, GetWeight); // GetWeight is just an extension method for Enum that retrieves the WeightAttribute WeightCache.Add(type, cache); } return rand.GetWeightedRandom(cache); } [/code] [editline]xx[/editline] Updated with improved versions of the methods
Less than 350 lines of code and my maze solver functions how I want it to. Fucking sweet considering it's due tomorrow [t]http://i.imgur.com/ishW8Fq.png[/t]
Realized today that "else if" is not a real construct in C/C++, probably Java, C#, all the C styled languages. Like it works how you would expect it, but the compiler just sees if expr1 else expr2 and it just so happens expr2 is another if statement. Kinda funky but makes sense. It's not the case in all languages, like Tcl where you have elseif.
Spent 4-ish hours fucking around with lighting, not knowing what I'm doing and then deleted all the code I had written because I don't know what I'm doing
Forward or deferred lighting?
[QUOTE=WTF Nuke;50297236]Forward or deferred lighting?[/QUOTE] Did I mention I have no idea what I'm doing? [url=IhaveNoIdeaWhatTheseWordsMean:(][/url]
[QUOTE=alien_guy;50293637]wat, a warp is a group of threads which gets executed on an SM concurrently.[/QUOTE] I misread it then, but that makes even more sense as to why vectorisation doesn't help.
[QUOTE=proboardslol;50297248]Did I mention I have no idea what I'm doing? [url=IhaveNoIdeaWhatTheseWordsMean:(][/url][/QUOTE] I've written lighting stuff before, what do you need?
[QUOTE=DOG-GY;50297355]I've written lighting stuff before, what do you need?[/QUOTE] I have no clue where to start. I'm not even worried about shadows right now. I just want everything dark, except at the spots where I tell it to have a big circle of not-dark around it. and I want to be able to determine how dark the world is by default (like a background light, like the sun) [editline]11th May 2016[/editline] And I'm not afraid of math, if that makes things simpler
[vid]https://fat.gfycat.com/SaneFatherlyDartfrog.webm[/vid] Sorry for compression and slow fps im recording at school (and on a mac). Running at > 60fps unless i start zooming too much. [URL="https://github.com/ExtReMLapin/BOLT/tree/fractol"]Project on github[/URL]
[QUOTE=Lapin_b0t;50298527][vid]https://fat.gfycat.com/SaneFatherlyDartfrog.webm[/vid] Sorry for compression and slow fps im recording at school (and on a mac). Running at > 60fps unless i start zooming too much.[/QUOTE] Why does performance degrade, when you start to zoom too much? Does your recursion go deeper? [editline]11th May 2016[/editline] [QUOTE=proboardslol;50297361]I have no clue where to start. I'm not even worried about shadows right now. I just want everything dark, except at the spots where I tell it to have a big circle of not-dark around it. and I want to be able to determine how dark the world is by default (like a background light, like the sun) [editline]11th May 2016[/editline] And I'm not afraid of math, if that makes things simpler[/QUOTE] If you are doing stuff on PC, then learn "deferred". In short, you have depth buffer. Depth buffer is grayscale 2D image, which shows depth from camera. Then you have light positions in world space, which you need to transform into camera space, then just do inverse square of distance between depth and that transformed light position. Something like that. Though, if you have lots of lights, light per pixel count can rise much and performance will suffer badly. There do exist lots of optimizations but don't focus on them just yet.
[QUOTE=Tamschi;50290861]And as such blocked in Germany. I have the option of using a proxy, but that would take a bit of manual effort.[/QUOTE] I recently realized (after using some Copyrighted music in my YT video) that it's blocked nowhere but Germany. Why is that? [QUOTE=proboardslol;50294313]topology view. more opacity = higher topology[/QUOTE] Is it a green to purple gradient, or does it just apply purple to the existing tile color?
[QUOTE=Fourier;50298601]Why does performance degrade, when you start to zoom too much? Does your recursion go deeper? [/QUOTE] It's like i was increasing the screen resolution that's how the algorytm work, even is not "sending" the pixels it has to calculate the whole pic, and bigger resolution means bigger precision. Bonus, if zooming too much , we can see the [I]double[/I] (var type) limit [IMG]http://puu.sh/oNVOM/1b170c894e.png[/IMG] [URL="https://github.com/ExtReMLapin/BOLT/tree/fractol"]Project on github[/URL]
Well that's how fractal works, i mean ... its recursive ...
[QUOTE=Lapin_b0t;50298703]Well that's how fractal works, i mean ... its recursive ...[/QUOTE] It shouldn't be necessary, since you start at each point independently (at least with Julia and Mandelbrot fractals). You may have to drill down farther though, but that's a different matter.
Doesn't resolution stays the same, I mean pixel count should stay same, just coordinates are.. zoomed in?
[QUOTE=Yahnich;50298750]yeah but i mean do you really have to rerender the entire thing every time you zoom? i havent looked at your code or anything i'm just curious if you can't iterate the unseen parts once or twice so the seen part knows 'where' it is on the fractal?[/QUOTE] I know it would be possible but the algo is really basic right now and i don't want to optimize it [sp]i'm too lazy[/sp] :v:
iirc for the mandelbrot set, to get the value of a specific (x, y) coordinate you just do a thing with a complex number (x + yi). You don't need the result of any other coordinate for that.
Yeah but writing it would be a pain in the ass
[QUOTE=roastchicken;50298650]I recently realized (after using some Copyrighted music in my YT video) that it's blocked nowhere but Germany. Why is that?[/QUOTE] Ramble alert: German collection agencies (agencies that find out where musicians are owed money and send allocated money to their members, generally nice) lobby German courts to stop Google from distributing their members' music everywhere, because this makes it much more complicated for them to make sure musicians are paid for use of their work (Youtube has functions to deal with this but they have problems and the agencies oppose Google's monopolies anyway). Collection agencies make convincing argument, German courts rule that Google can't use copyrighted music without permission from the artist, videos blocked in Germany. Wikipedia has a (very one-sided) article on the topic: [url]https://en.wikipedia.org/wiki/Blocking_of_YouTube_videos_in_Germany[/url]
[QUOTE=roastchicken;50298650]I recently realized (after using some Copyrighted music in my YT video) that it's blocked nowhere but Germany. Why is that? Is it a green to purple gradient, or does it just apply purple to the existing tile color?[/QUOTE] Originally it applied purple to the existing tile (the tiles shown were grass), but I changed it to a dark blue to purple gradient
[QUOTE=Nigey Nige;50299515]Ramble alert: [B]The [/B]German collection agenc[del]ies[/del][B]y[/B] (agencies that find out where musicians are owed money and send allocated money to their members, generally nice) lobb[del]y[/del]ies German courts to stop Google from distributing [del]their[/del][B]its[/B] members' music everywhere, because this makes it much more complicated for [del]them[/del][B]it[/B] to make sure musicians are paid for use of their work (Youtube has functions to deal with this but they have problems and the agenc[del]ies[/del]y oppose[B]s[/B] Google's monopolies anyway). Collection agenc[del]ies[/del][B]y[/B] make[B]s[/B] convincing argument, German courts rule that Google can't use copyrighted music without permission from the artist, videos blocked in Germany. Wikipedia has a (very one-sided) article on the topic: [url]https://en.wikipedia.org/wiki/Blocking_of_YouTube_videos_in_Germany[/url][/QUOTE][fixed for incredibly difficult to break legally anchored GEMA monopoly :sick:] And one of the less awful parts. If you throw a commercial party/whatever, [I]you have to prove you did [B]not[/B] play any music of any artist it represents[/I]. If I remember correctly, it even bars the artists themselves from gifting someone all rights to any of their music or putting it online for free somewhere. (They can get around that by signing up with a foreign collection agency, which often allow a per-work license model.)
[t]http://img15.hostingpics.net/pics/625696testwindowsemitter.gif[/t] Started learning multi-threading stuff. I saw that kind of thing here before so i tried to remake it :D
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