[QUOTE=nutcake;50402782][vid]https://my.mixtape.moe/acivwe.mp4[/vid]
Added help text, progress bar, folder loading, play/pause, VU meter and pwetty colors.
I'm pretty sure there is still something wrong with how the frequency spectrum gets displayed but I can't figure out what or why, it just looks kinda wrong sometimes.
Next up is smoothing out the animations a bit to make them less jerky, tho I have no idea how to do that yet.[/QUOTE]
to make the animations less jerky, you could maybe only check for frequencies every 3 - 5 ms
its how foobar does its equalizer i think
Or just do simple easing on all the frequencies you're using.
Took a small break from working on OoeyGUI...
[video]https://youtu.be/cNk7VlHB-Sk[/video]
[QUOTE=Darwin226;50401740]I've never written a compiler personally but having to manually handle the function stack sounds pretty intimidating. Do you have to do that in LLVM (this might not even be necessary in assembly; I've only ever wrote some archaic flavor of it)?[/QUOTE]
LLVM uses SSA.
[editline]doot[/editline]
[url=https://gist.github.com/medcat/503d542c8728d87ec3331f033d472b1b]Does this help?[/url]
Hello guys,
I need your help regarding adaptive bloom shader (HLSL).
In my scene, I wanted the scene to appears 'bright'.
But the adaptive bloom shader will tone down the overall screen brightness if the overall brightness exceed certain level.
I took a look at the shaders, but can't figure out which parameters to change.
Would you help take a look, and see which parameters to adjust so that the screen brightness won't be toned down so drastically?
This is what happened.
This is the normal brightness. Notice the sky is white, and the gray building is reasonably gray
[t]http://i.imgur.com/mlbpyT6.png[/t]
This is what happened if there are too much 'whiteness' on the screen. The overall brightness got turned down, and even the sky appears grey.
[t]http://i.imgur.com/vsc8AFB.png[/t]
These are the shaders.
Sorry for the text wall.I don't know which do the adjustment. Probably the Bright Pass
Thanks in advance.
Horizontal bloom
[url]http://pastebin.com/6uyfxi55[/url]
Vertical bloom
[url]http://pastebin.com/fNr4g2rv[/url]
Bright pass
[url]http://pastebin.com/zsqrxWv9[/url]
Luminance filter 1
[url]http://pastebin.com/YpC1E1cw[/url]
Luminance filter 2
[url]http://pastebin.com/fhvR3k2c[/url]
Luminance filter 3
[url]http://pastebin.com/xgzYPYkU[/url]
Final Comp
[url]http://pastebin.com/UKxmTn56[/url]
There were a lot of issues with my AI with the new multithreading system, and I had a nasty bug where an AI could request 2 different paths. This would cause the thread doing pathfinding to silently fail and lockout that AI from requesting paths.
A second issue which you might have seen in the last video were bits of 'food' getting let behind. Again, it was an issue with an AI requesting a path to the food, somehow forgetting about the food, then requesting path to more food. The first bit of food would be reserved and never eaten.
Anyway, that's all fixed and pathfinding is much faster now. I experimented with memory a little; right now they'll remember where the last place they got food was and how to get there.
(video is mostly stress testing food gathering/storing, AI visiting each other is disabled for now)
[video=youtube;BUMGPiwFQOE]https://www.youtube.com/watch?v=BUMGPiwFQOE[/video]
There's 100 individual dudes running around in the video. After a few more tweaks, I got 300 working pretty smoothly:
[t]http://puu.sh/p7Llj/6a282acc4d.png[/t]
[QUOTE=ZestyLemons;50406644][...]
There's 100 individual dudes running around in the video. After a few more tweaks, I got 300 working pretty smoothly:
[t]http://puu.sh/p7Llj/6a282acc4d.png[/t][/QUOTE]
They seem to have a strong upwards bias when gathering subsequent food.
Maybe try to prioritise that by distance to their home, so they take the return path into account to some extent.
[QUOTE=DrDevil;50403475][media]https://www.youtube.com/watch?v=ekb6zXGijNQ[/media][/QUOTE]
Oh, [I]that's[/I] what this was for. Nice.
[QUOTE=Tamschi;50407283]They seem to have a strong upwards bias when gathering subsequent food.
Maybe try to prioritise that by distance to their home, so they take the return path into account to some extent.[/QUOTE]
The bias is caused by my goal searching algorithm, which checks the tile North of the current one first. Combined with the "go back to the last place you got food" part, they'll tend to keep going North forever (since the next tile North will probably also be food).
A few solutions I have off the top of my head, lemme know what you think:
- Randomize the starting direction they start looking for food. Basically free, will probably stop them tending to North. Alternatively, make it deterministic by making them rotate starting directions (first look North, next time searching for food look East, then South, then West).
- Make pathing farther north/south more costly (justification: shit's cold up there). Might cause weird behaviors where they dip down south to travel before going north though.
- Along their return path, check if they passed by food (on the tile, adjacent to the tile), then go to that food tile. Might cost a lot of CPU time to do this though.
- Make the return path shorter by taking of the last 'X' tiles. Will increase goal searching time by a little, but will probably completely resolve the issue of them walking past/over food. Could be basically free.
It's exciting to have passion for a project for once, there's so much I wanna try.
[QUOTE=Teddybeer;50408157]Completly idea guy mode:
You could add terrain height and having different food amounts. Picking directions at random is pretty ugly.[/QUOTE]
I think randomising is completely fine in this case, just run it off a deterministic source if you need that.
If it works to stop the trend, the amount of samples will give you a good distribution overall.
It's been literally forever, anyway I made probably the corniest thing of my entire life for my girlfriend. Pixi.js and Matter.js, next time I want to use coffeescript or something I can't stand plain javascript.
It's a photo album, each heart has a photo, you can jump around a there's a bunch of easter eggs and shit. Works on mobile. Added the avocado one since the others are all really fucking private.
Bit of a joke, but she loved it.
[t]http://i.imgur.com/rEXyrvM.png[/t]
[t]http://i.imgur.com/4nFjaEK.png[/t]
[editline]29th May 2016[/editline]
Two day project.
[editline]29th May 2016[/editline]
But seriously Pixi.js and Matter.js are fantastic for building games in web. Mobile is easy too.
[QUOTE=Teddybeer;50408157]Completly idea guy mode:
You could add terrain height and having different food amounts. Picking directions at random is pretty ugly.[/QUOTE]
Randomization is perfectly valid to tip the odds in favor of certain results. IE to get a better chance that quick sort runs in O(nlogn) rather than O(n^2) you can select a pivot at random rather than the "middle" element; alternatively shuffling the data set before sorting it works as well.
In this case he wants a more uniform distribution over which neighbor to choose; its valid and clean way of doing it imo.
[URL]https://en.wikipedia.org/wiki/Randomized_algorithm[/URL]
[QUOTE=reevezy67;50408327]It's been literally forever, anyway I made probably the corniest thing of my entire life for my girlfriend. Pixi.js and Matter.js, next time I want to use coffeescript or something I can't stand plain javascript.
It's a photo album, each heart has a photo, you can jump around a there's a bunch of easter eggs and shit. Works on mobile. Added the avocado one since the others are all really fucking private.
Bit of a joke, but she loved it.
double snip
[editline]29th May 2016[/editline]
Two day project.
[editline]29th May 2016[/editline]
But seriously Pixi.js and Matter.js are fantastic for building games in web. Mobile is easy too.[/QUOTE]
why the moonrunes
[editline]28th May 2016[/editline]
its an honest question
idk what language it is or i'd ask "why the chinese"
im just curious why
First steps in projection mapping, however I don't have any time over to make it cooler
[t]https://my.mixtape.moe/qzeppn.jpg[/t]
[t]https://my.mixtape.moe/uqmuzu.jpg[/t]
(sorry for washed out colors, looks a bit more vivid IRL)
[media]https://www.youtube.com/watch?v=wFFyxsbGYEc[/media]
[QUOTE=reevezy67;50408327]It's been literally forever, anyway I made probably the corniest thing of my entire life for my girlfriend. Pixi.js and Matter.js, next time I want to use coffeescript or something I can't stand plain javascript.
It's a photo album, each heart has a photo, you can jump around a there's a bunch of easter eggs and shit. Works on mobile. Added the avocado one since the others are all really fucking private.
Bit of a joke, but she loved it.
—
[editline]29th May 2016[/editline]
Two day project.
[editline]29th May 2016[/editline]
But seriously Pixi.js and Matter.js are fantastic for building games in web. Mobile is easy too.[/QUOTE]
That's really cool! This got me thinking about Three.js again, and I found [URL="http://learningthreejs.com/blog/2013/04/30/closing-the-gap-between-html-and-webgl/"]an article about rendering HTML/CSS "inside" a Three.js scene[/URL]. I think I'll do that for my website, where it seems like a regular page but if you look closely it's actually inside a 3D scene.
[QUOTE=DrDevil;50409926]First steps in projection mapping, however I don't have any time over to make it cooler
—
(sorry for washed out colors, looks a bit more vivid IRL)
[/QUOTE]
I've always wondered about this — what kinds of projectors are used for projection mapping? It seems like with most projectors they always project a rectangular "block". Do you need a certain kind of projector, or do you just make the empty space really dark? I realise this is a bit of a naive question.
[QUOTE=Wingz;50409421]why the moonrunes
[editline]28th May 2016[/editline]
its an honest question
idk what language it is or i'd ask "why the chinese"
im just curious why[/QUOTE]
I'm guessing his girlfriend is Chinese.
[QUOTE=Dr Magnusson;50400463]Why are you storing lists of entities that contain a tag in the first place?
Also, tuples sound completely fine for what you're doing.
First of all, we need to create a type that lets us differentiate between them based on their type parameter. Since std::set<EntityID> contains no type information (besides EntityID, but they all have that) we need to wrap it in some other structure that can let the tuple know
what kind of EntityIDs are stored in it:
[cpp]
// We need a wrapper to be able to do type lookup
// Otherwise our tuple will just be tuple<set,set,set>
template<typename tag>
struct typed_set : public std::set<EntityID> {};
[/cpp]
Now, we need some way of expanding a list of tags into a tuple<typed_set<Tags>...> structure:
[cpp]
// Expand tags into a tuple<tset<T1>, tset<T2>, tset<TN>, ...> type
template<typename ...Tags>
using tag_lookup_storage_impl = std::tuple<typed_set<Tags>...>;
[/cpp]
To define the final type with all the tags, we simply use the impl:
[cpp]
// Define a storage type that can hold all our sets
using tag_lookup_storage = tag_lookup_storage_impl<
tags::player,
tags::boss
>;
[/cpp]
Now all we have to do is instantiate an instance of the tag_lookup_storage and define a way to access it by type:
[cpp]
tag_lookup_storage tag_lookups;
template<typename Tag>
std::set<EntityID> &get_by_tag()
{
return std::get<typed_set<Tag>>(tag_lookups);
}
[/cpp]
This isn't an attack on Hana or anything, I just wanted to show how reasonably easy it is to do with the tools already available to you, without needing libraries like Hana.
Also you should check out SupahVee's presentation on his template-heavy ECS system:
[media]https://www.youtube.com/watch?v=NTWSeQtHZ9M[/media]
He does a lot of really neat things with it, like signature matching for component/entity systems at runtime, instead of having separate sets for each tag, meaning that tags are (almost) completely overhead-free, except for when you're looking for them.[/QUOTE]
Yes I understand you can implement this sort of thing yourself, but when you go higher than that you start having to reimplement the wheel. I tried doing it myself entirely, but now I have functions that compare the intersection of two sets or the difference, and there's no need for that with a library.
[QUOTE=Wingz;50409421]why the moonrunes
[editline]28th May 2016[/editline]
its an honest question
idk what language it is or i'd ask "why the chinese"
im just curious why[/QUOTE]
his gf is chinese
-snip-
Wrong thread :v:
[QUOTE=vladh__;50409981]I've always wondered about this — what kinds of projectors are used for projection mapping? It seems like with most projectors they always project a rectangular "block". Do you need a certain kind of projector, or do you just make the empty space really dark? I realise this is a bit of a naive question.
[/QUOTE]
This is a normal consumer BenQ DLP projector, they have an excellent contrast and black-value. You don't need anything fancy to do projection mapping yourself. If you want I can upload my code some day, but be warned: I hacked it together in just one hour.
[QUOTE=DrDevil;50410724]This is a normal consumer BenQ DLP projector, they have an excellent contrast and black-value. You don't need anything fancy to do projection mapping yourself. If you want I can upload my code some day, but be warned: I hacked it together in just one hour.[/QUOTE]
Sweet, thanks!
[IMG]http://i.imgur.com/Kum626z.png[/IMG]
I'm currently working on not stabbing someone whilst using OpenGL! (this took way longer than it should have..)
[QUOTE=Falcqn;50411187][IMG]http://i.imgur.com/Kum626z.png[/IMG]
I'm currently working on not stabbing someone whilst using OpenGL! (this took way longer than it should have..)[/QUOTE]
This is a window of tiles. All craftsdwarfship is of the highest quality. It is decorated in a ≡exceptional≡ tileset. This object menaces with spikes of open graphics standards.
Moon runes, lol.
Should have wrote it in MoonScript.
[editline]29th May 2016[/editline]
[QUOTE=Falcqn;50411187][IMG]http://i.imgur.com/Kum626z.png[/IMG]
I'm currently working on not stabbing someone whilst using OpenGL! (this took way longer than it should have..)[/QUOTE]
Why the English glyphs?
[QUOTE=reevezy67;50411818]Moon runes, lol.
Should have wrote it in MoonScript.
[editline]29th May 2016[/editline]
Why the English glyphs?[/QUOTE]
It's just part of the [URL="http://www.bay12forums.com/smf/index.php?topic=137096.0"]tileset[/URL].
I really want to play dorf fort again but I don't have the time to learn everything again.
[t]http://i.imgur.com/338PYCV.png[/t]
[t]http://i.imgur.com/m1R4bAf.png[/t][t]http://i.imgur.com/DnAZHBX.png[/t]
[t]http://i.imgur.com/pVsrF4X.png[/t][t]http://i.imgur.com/FHWOFGc.png[/t]
[t]http://i.imgur.com/nfa5hnV.png[/t][t]http://i.imgur.com/duQOOvN.png[/t]
Getting somewhat close to release, only really have to polish up the text (in all aspects), add bernie's background, and ensure IAP, social media connections, and ads are working properly
[editline]29th May 2016[/editline]
oh and those green and red buttons are debug
Did you make the art yourself?
Ive been on okcupid for a while but to no avail. So I decided to make a bot that goes and looks for stuff I want, it is still early but so far it makes life a lot easier.
Some things are still wrong and need to refine my settings but its getting there. It also sends messages automatically if conditions are met, will send a message out of a random list of them, with some having certain conditions, like past certain times, if they are online currently and things based off their profile.
[vid]http://puu.sh/p8UZ6/fde7db2e19.webm[/vid]
One thing I need to figure out is how to properly read through their summary stuff and make questions off of things in their profiles. Was fun to make though! So far its gone through around 100 profiles. Trying to be careful so my account doesn't get banned I am not running it constantly and I put a random pause between going between profiles.
[QUOTE=TH3_L33T;50412883]Ive been on okcupid for a while but to no avail.[/QUOTE]
[CODE]
Message: Won't you take me to funky town. do do do do
[/CODE]
Yeah, I can't see why.
I haven't touched my old OpenGL project in quite a while now. But I recently got interested in making 2D screen space sprites.
So I did that. And I went the extra mile and got text rendering to work :toot:
[t]https://dl.dropboxusercontent.com/u/99717/OpenGL/MadeText.png[/t]
Good luck with the soul searching man.
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