• What are you working on?
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[QUOTE=Icedshot;50458017]Not directly, but because its not a physically accurate simulation whatsoever the fluid velocity tends to dissipate reasonably quickly, which makes velocity a good proxy for the time since that bit of fluid was disturbed As far as I'm aware, smoke *should* tend towards uniformity with no perturbation (rather than drifting towards turbulence), so this is the opposite of reality[/QUOTE] On a longer time scale and/or if there's very little motion and density difference compared to the surrounding gas, yes. If the environment is turbulent (meaning pretty much any amount of wind) or the smoke is heavier (or lighter) than its surroundings, it's unlikely to become uniform before dissipating enough to become almost invisible.
I used [url=http://blog.zephyr-ware.com/unity-and-sublime/]this guide[/url] to move from MonoDevelop to Sublime 3 for Unity work. It feels so much better!
Because I've been doing more with shaders etc. (and I'm getting into upper division math courses and understand linear algebra now) I've decided I want to revisit my concept for a combined polygon/ray-tracing rendering method, and I was able to fully work out the algorithm for how to do it instead of having to leave some steps ambiguous due to a lack of understanding To give an analogy for how it works, consider that polygon rendering is like papercraft, and ray-tracing is like painting. Paper craft has speed when it comes to transformations but lacks in detail, while painting can be detailed but lacks in speed. Consider wanting to draw an ellipsoid. A detailed paper-craft ellipsoid would be a pain in the ass. Painting a ellipsoid is simple enough (relatively), but capturing rotation would be a pain in the ass. Instead, you make a blank/white papercraft cube (the poly-object, which when unfolded is a buffer used as a texture map). Then you paint the ellipsoid onto the cube as if it was embedded within it (In code this would be achieved by drawing onto a screen-space buffer by ray-tracing the object using the position/normal of each fragment relative to the camera to determine the starting position of each ray, so the starting positions resemble a "shell" around the ray-object corresponding to each front-facing poly. Then, in a second pass this fresh color info would be drawn onto the texture-map-buffer, which would then be rendered using basic polygon rendering). If you turned the cube, the ellipsoid would be distorted. So you paint it again... BUT, the changes would not be nearly as significant as having to repaint it from scratch, and after viewing it from most angles, the majority of changes would be lighting. (Switching over to actual rendering terms instead of painting analogy) Now consider if instead of a cube, it was a close-fitting but low-poly ellipsoid. While this increase in polys is completely insignificant on modern computers, it would SIGNIFICANTLY reduce the amount of distortion under rotations. So the majority of the previous work ray-tracing would be preserved on that texture-map-buffer. Supplemental benefits of this method: 1) Completely circumvents the problem of skeletal transformations on ray-casted objects. If you were ray-tracing on a t-posed character, skeletal animation of the poly-object would remove the need to do it on the ray-object. 2) Lighting within the ray-tracing might be a bit easier, as you could have simple lighting on the polygonal side and pass that into the ray-tracing. I haven't really thought about this in detail nor do I have the experience to understand it, but maybe you could simplify what lights to use in ray-tracing based on what lights hit the poly-object. Over the summer I'm gonna read some books on 3D rendering and try to actually implement this.
So I re-wrote the entire okcupid bot because the code was absolute trash! I also made it instead of hardcoding messages and profile settings they are now configured using XML. [code] <ProfileSettings> <Setting> <Conditions> <Condition Field="MatchPercent" From="80" To="100" /> </Conditions> <Requirements> <Requirement Key="BodyType" Operator="Equals" Value="Fit" /> <Requirement Key="BodyType" Operator="Equals" Value="Thin" /> <Requirement Key="BodyType" Operator="Equals" Value="Jacked" /> <Requirement Key="BodyType" Operator="Equals" Value="Curvy" /> <Requirement Key="BodyType" Operator="Equals" Value="NULL" /> <Requirement Key="Orientation" Operator="Contains" Value="Straight" /> <Requirement Key="Orientation" Operator="Contains" Value="Bisexual" /> <Requirement Key="RelationshipStatus" Operator="Equals" Value="Single" /> <Requirement Key="Smoking" Operator="Equals" Value="No" /> <Requirement Key="Drugs" Operator="Equals" Value="Never" /> <Requirement Key="Drugs" Operator="Equals" Value="NULL" /> <Requirement Key="Sex" Operator="Equals" Value="Female" /> </Requirements> </Setting> <Setting> <Conditions> <Condition Field="MatchPercent" From="0" To="79" /> </Conditions> <Requirements> <Requirement Key="BodyType" Operator="Equals" Value="Fit" /> <Requirement Key="BodyType" Operator="Equals" Value="Thin" /> <Requirement Key="BodyType" Operator="Equals" Value="Jacked" /> <Requirement Key="BodyType" Operator="Equals" Value="NULL" /> <Requirement Key="Orientation" Operator="Contains" Value="Straight" /> <Requirement Key="RelationshipStatus" Operator="Equals" Value="Single" /> <Requirement Key="Smoking" Operator="Equals" Value="No" /> <Requirement Key="Smoking" Operator="Equals" Value="NULL" /> <Requirement Key="Drugs" Operator="Equals" Value="Never" /> <Requirement Key="Drugs" Operator="Equals" Value="NULL" /> <Requirement Key="Ethnicity" Operator="DoesNotContain" Value="Black" /> <Requirement Key="Sex" Operator="Equals" Value="Female" /> </Requirements> </Setting> </ProfileSettings> [/code] Here is an example of messages xml. [code] <MessageSettings> <MessageGroup> <Conditions> <Condition Key="DateTime.Now.Hour" Operator="GreaterThan" Value="1" /> <Condition Key="DateTime.Now.Hour" Operator="LessThan" Value="5" /> <Condition Key="Profile.IsOnline" Operator="Equals" Value="true" /> </Conditions> <Message Value="What are you doing on so late? or... early... Shouldn't you be in bed?" /> </MessageGroup> <MessageGroup> <Conditions> <Condition Key="Profile.Height.Feet" Operator="GreaterThan" Value="6" /> </Conditions> <Message Value="You're pretty tall for a girl, would you prefer to be any shorter? I love being taller!" /> </MessageGroup> <MessageGroup> <Conditions> <Condition Key="DateTime.Now.DayOfWeek" Operator="Equals" Value="Sunday" /> </Conditions> <Message Value="Well, back to work for me :(, weekends are never long enough!" /> </MessageGroup> <MessageGroup> <Conditions /> <Message Value="Quick! the most recent movie you have watched and what you thought of it!" /> <Message Value="If you had to survive on a desert island for 5 years and you could only bring one thing, what would you bring?: 1. Machete 2. A book (what book?) 3. A volleyball 4. Hatchet" /> <Message Value="Hey! What are you doing right this second! Other than reading my message!" /> <Message Value="I have been running out of movies to watch on Netflix. Would you have any good suggestions? How about your favorite?" /> <Message Value="Any big plans for the summer?" /> </MessageGroup> </MessageSettings> [/code] The way the messaging system works now is it gets all message groups where all the conditions are true. It then adds all the messages into a weighted list, setting the weight to how many conditions there were for that message group. So if you have a message group with 6 conditions all the messages would have a weight of 6, causing them to have a higher chance to be selected. Also when there are no conditions for the group it will be 0 weight meaning they won't be selected making it so the generic messages aren't being used when 'special' messages can be used instead. If there were no special messages available it will set the weight for all the generic messages to 1. On top of that, the messages can have variables inserted into it so if you do {Profile.Height.Feet} it will use that to go through the name spaces and find the right property. Take the value of that property and insert it into the message where the {Profile.Height.Feet} was located. So any property inside the Profile class you could use inside the xml to put into the message or into a condition to check. Here is a full example of a kind of message you could do. [code] <Message Value="Hello {Profile.Username} how does it feel to be {Profile.Height.Feet} feet and {Profile.Height.Inches}? Do you enjoy living in {Profile.Location}? How are you enjoying this lovely {DateTime.Now.DayOfWeek}" /> [/code]
[QUOTE=chimitos;50461557]I used [URL="http://blog.zephyr-ware.com/unity-and-sublime/"]this guide[/URL] to move from MonoDevelop to Sublime 3 for Unity work. It feels so much better![/QUOTE] Why aren't you using Visual Studio? You're shooting yourself in the foot not having access to the incredible debugging suite and the integration is flawless. It gets you everything you had to jump through hoops for in that article and then some.
[QUOTE=Tamschi;50461230]On a longer time scale and/or if there's very little motion and density difference compared to the surrounding gas, yes. If the environment is turbulent (meaning pretty much any amount of wind) or the smoke it heavier (or lighter) than its surroundings, it's unlikely to become uniform before dissipating enough to become almost invisible.[/QUOTE] This is true, but I'm mostly aimed towards thick dense fog which has settled near the floor. It'd be interesting to try and apply this to wind though Unrelated [IMG]https://dl.dropboxusercontent.com/u/9317774/ermagerd.PNG[/IMG] Whoop! Swordmen can now run around on the walls and ceiling with smooth transitions between the two. There's still a few kinks to work out (eg the lights are broken, and some testing to do), but it works!
Thought you guys would appreciate this [url=http://finance.yahoo.com/news/16-old-kid-built-dream-172930994.html]heartwarming tale[/url] of a little guy with a big dream on the road to consequence-free failure [img]http://i.imgur.com/uCIaHXH.png[/img]
[QUOTE=Socram;50462712]Why aren't you using Visual Studio? You're shooting yourself in the foot not having access to the incredible debugging suite and the integration is flawless. It gets you everything you had to jump through hoops for in that article and then some.[/QUOTE] visual studio has awesome debugging but the text editor leaves a lot to be desired if you're coming from sublime text it just doesn't have the same features that you're used to and the automatic formatting that it does is very annoying
[QUOTE=DarKSunrise;50463939]visual studio has awesome debugging but the text editor leaves a lot to be desired if you're coming from sublime text it just doesn't have the same features that you're used to and the automatic formatting that it does is very annoying[/QUOTE] You can pretty much configure all that exactly to your liking
So what exactly is lz-string and how is it related to lz4? I want to mess around with newpunch avatars but can't find a way to (de)compress icon codes. [editline]6th June 2016[/editline] In either D or Ruby btw
[QUOTE=Nigey Nige;50463892]Thought you guys would appreciate this [url=http://finance.yahoo.com/news/16-old-kid-built-dream-172930994.html]heartwarming tale[/url] of a little guy with a big dream on the road to consequence-free failure [img]http://i.imgur.com/uCIaHXH.png[/img][/QUOTE] "paid via revenue sharing" "...for free" :what:
[QUOTE=Berkin;50464816]"paid via revenue sharing" "...for free" :what:[/QUOTE] It's simple, each contributor gets a 5% share of the revenue, which is zero
I'm rewriting my deferred pipeline from scratch and in the process I am converting the lighting to linear space! The benefits of working in a linear color space can be difficult to understand but here's a very clean-cut example: Before (sRGB space, colors blend incorrectly and generally look a bit shit): [img]http://puu.sh/piWyN.jpg[/img] After (linear space, colors blend nicely and the lighting looks much more realistic): [img]http://puu.sh/piWzL.jpg[/img]
[QUOTE=Nigey Nige;50463892]Thought you guys would appreciate this [url=http://finance.yahoo.com/news/16-old-kid-built-dream-172930994.html]heartwarming tale[/url] of a little guy with a big dream on the road to consequence-free failure [img]http://i.imgur.com/uCIaHXH.png[/img][/QUOTE] Sounds fine, actually. Even if (probably when) it utterly fails, it's a great experience. His father [del]probably[/del] also helped him with the contract work, so people jumping ship won't sink the project.
[QUOTE=Darkwater124;50464538]So what exactly is lz-string and how is it related to lz4? I want to mess around with newpunch avatars but can't find a way to (de)compress icon codes. [editline]6th June 2016[/editline] In either D or Ruby btw[/QUOTE] It's just a compression algorithm. You can probably pretty easily port it from [url=https://github.com/geel9/FPIcon.NET/blob/master/FPIconAPI/LZString.cs]this C# implementation[/url]
[QUOTE=Socram;50462712]Why aren't you using Visual Studio? You're shooting yourself in the foot not having access to the incredible debugging suite and the integration is flawless. It gets you everything you had to jump through hoops for in that article and then some.[/QUOTE] I'm on OSX. :v: (ignore that I'm posting this from windows) My gaming laptop is windows but my work machine is a Macbook. It has a bootcamp partition that I only use when I need to.
Made my first VST! Wooooo! Not the best/most useful but a fun little first project. I think I'll try to add MIDI key-tracking and replace the frequency control with a "spread" control, which should sound a lot nicer, and maybe a DC filter. [img]http://i.imgur.com/5UfCAvj.png[/img]
[QUOTE=Rocket;50467171]It's really inspiring when someone just like us [sp]who also has an incredibly rich father[/sp] manages to fulfill his dreams [sp]by exploiting others who have talent.[/sp][/QUOTE] How is he exploiting anyone? You're acting like these people don't have other options. They obviously can work remotely so they could have just as easily worked for someone who'd actually pay them if they had the "talent".
Does anyone here like watching dev streams? I'm not a top-tier programmer but I really feel like streaming my development on this game because it's so much fun to work on. [QUOTE=Baboo00;50458163][img]http://i.imgur.com/e6gXXcX.gif[/img] H A H A H A someone stop me i've gone mad with power (it's controlled analoguely by the trigger) [editline]hi[/editline] [img]http://i.imgur.com/d9H60fE.gif[/img] VR is the future.[/QUOTE]
Testing out LUA scripting [t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/06/Editor_2016-06-06_20-55-53.png[/t] Using luabridge and luajit (because regular lua failed to link). Cool stuff, was able to get this working under a few hours and spent most of that time trying to link it in the first place :suicide:
[QUOTE=thatbooisaspy;50468465]Testing out LUA scripting [t]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/06/Editor_2016-06-06_20-55-53.png[/t] Using luabridge and luajit (because regular lua failed to link). Cool stuff, was able to get this working under a few hours and spent most of that time trying to link it in the first place :suicide:[/QUOTE] Why did you choose lua? [editline]6th June 2016[/editline] [QUOTE=Rocket;50468496]Luring in people who don't know any better with the promise of profit that probably will never come seems like exploitation to me.[/QUOTE] I mean, I think that's how Black Mesa got created. Not everybody can get kickstarted, you know. Some people work on a project thinking it will work when it wont. That's just how life is. The kid isn't getting any profit either
[QUOTE=proboardslol;50468520]Why did you choose lua?[/QUOTE] I've had experience with the library in the past, that's mostly why. I may not stick around with it forever but I already have experience with it before.
[QUOTE=Rocket;50467171]It's really inspiring when someone just like us [sp]who also has an incredibly rich father[/sp] manages to fulfill his dreams [sp]by exploiting others who have talent.[/sp][/QUOTE] Just about anyone with a decent grasp on English and a little bit of people skills can do this too right now, you know? The only benefit he gets from his family here seems to be the contract work, but you can pull that off the web with a bit of effort too, as we did with the initial Sanity Plea team. (Him not having to work a job alongside school and having access to good education is definitely an advantage though, I won't deny that. At least from my perspective that shouldn't be that uncommon though, in most developed countries.) To me it seems you're throwing mud at his efforts because of his family which, frankly, is a really crappy thing to do. [editline]7th June 2016[/editline] [QUOTE=Rocket;50468496]Luring in people who don't know any better with the promise of profit that probably will never come seems like exploitation to me.[/QUOTE] How can he exploit them without being in a position of power? Seriously, I'm not following here.
[QUOTE=thatbooisaspy;50468713]I've had experience with the library in the past, that's mostly why. I may not stick around with it forever but I already have experience with it before.[/QUOTE] Oh that's cool. I was looking at scripting languages for my game and decided on javascript because java has nashorn running natively
I made a cool little gravity simulator, i got bored. And the camera system is actually probably what gave me the most trouble ha [vid]http://wyattmarks.com/screenshots/2016_06-07_01:27.webm[/vid]
- moved to new page because I'm a shit. -
[url]https://facepunch.com/showthread.php?t=1521688[/url] If anyone cares about this and wants to learn a thing or 2
[QUOTE=Rocket;50469962]There's a difference between being someone will skill who's looking for others to help on a project, and being someone who's looking to get others to do the work for them. Here's what exploit means: How does that not apply in this situation?[/QUOTE] Well he did get the team together and provided at least SOME degree of leadership. It's easy to say that leaders don't always have skill, but it can be pretty difficult to not only inspire people to work for you but to also keep them as a cohesive unit. [editline]7th June 2016[/editline] Beta of Trump Vs. Wall is out, I'd love any feedback [url]https://play.google.com/apps/testing/com.SKStudios.DonaldJump[/url] text in all aspects is unfinished, and the prices of hats are not finalized either. The green button in the hat menu gives you infinite cash and the red one resets your save and unlocks hillary (normally you can only get her through IAP) [t]http://i.imgur.com/mc5g2gf.png[/t] EDIT: oh and also Hillary's art (excluding the head and hats) is incomplete
[QUOTE=Radical_ed;50470199][/QUOTE] Thats an unreal amount of ads, you should probably tweak that. It got annoying very quick.
Finally uploaded my game to greenlight..Only took a few years :v:. Now I just gotta get accepted [url]http://steamcommunity.com/sharedfiles/filedetails/?id=698864396[/url] Check it out
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