• What are you working on?
    5,004 replies, posted
Woahhh this looks very promising (indicator function, should look the same as the curve but filled up, as is shown): [IMG]http://i.imgur.com/3KIbFUC.png[/IMG] It doesn't seem to be bothered that much by uneven sampling, now to apply a sharpening filter... [B]Edit:[/B] fuck that, looking at the histogram: [IMG]http://i.imgur.com/n8ahNsa.png[/IMG] there's a clear threshold you can choose, exluding everything below the value in between the two peaks gives [IMG]http://i.imgur.com/AR6dLCn.png[/IMG] So that's sort of done, I could now fit a curve to the above to "reconstruct" it (the original curve isn't something available normally, but I needed it to gauge the success of the algorithm, it's test data).
Now with multiple windows! Still got a little sorting problem though. [media]https://www.youtube.com/watch?v=qjPvvXTVrug[/media]
Got accepted for indie prize at Casual Connect Amsterdam again this year. Any WAYWO devs going there?
I'm considering making a game and selling it for free / 50 cents on steam. Its going to be a platformer but with procedural generated worlds. Its going to have monsters and all that. Its going to be kind of like Terraria but with a platformer aspect. Hows that sound? I've just started procedural generated worlds. The game will be called either PhysWorld or PhysVive. Agree = PhysWorld. Disagree = PhysVive
[QUOTE=Xerios3;49516554]Got accepted for indie prize at Casual Connect Amsterdam again this year. Any WAYWO devs going there?[/QUOTE] I might, to spread my business card around a bit :v:
I was bored so I decided to make a quick 10 minutes [sp]45 minutes, thanks to google APIs[/sp] command for my chat bot. [IMG]http://i.imgur.com/Hf8RUdK.png[/IMG]
[QUOTE=Verideth;49516591]I'm considering making a game and selling it for free / 50 cents on steam. Its going to be a platformer but with procedural generated worlds. Its going to have monsters and all that. Its going to be kind of like Terraria but with a platformer aspect. Hows that sound? I've just started procedural generated worlds. The game will be called either PhysWorld or PhysVive. Agree = PhysWorld. Disagree = PhysVive[/QUOTE] Don't mean to put you down, but when I was at the stage where naming my game was the first thing to do, I didn't know how to make games
[QUOTE=Darwin226;49517380]Don't mean to put you down, but when I was at the stage where naming my game was the first thing to do, I didn't know how to make games[/QUOTE] naming things is very important refactoring is hard the struglge is real
[QUOTE=Darwin226;49517380]Don't mean to put you down, but when I was at the stage where naming my game was the first thing to do, I didn't know how to make games[/QUOTE] Platformers are easy to make, thats why I'm starting there. I've already started procedural generation. Does anyone here happen to have the Coherent Noise asset? I might have it laying around somewhere in my comp. Let me check.
More janky cloth work... [vid]http://richardbamford.io/dmp/2016-01-13_00-05-41.webm[/vid] I'm not sure how to make it more cloth like, but I'm gonna do some actual research into how people do this rather tomorrow rather than making up my own theories with hookes law. Have a go here, you can modify some params in the info.xml and hot-reload the cloth pressing 'S'. I'm writing about this as I go along on my blog too. [url]http://richardbamford.io/dmp/Release.zip[/url]
[QUOTE=Map in a box;49517606]naming things is very important refactoring is hard the struglge is real[/QUOTE] I usually pick punny codenames that happen to stick :v: I haven't actually finished any significant game project yet though.
Yeah I got Coherent Noise lying around. Tell me if anyone needs it. Its not on the asset store for some reason anymore.
[QUOTE=AtomiCal;49513565]We spent 2 days on this for a game jam in norway. The game is a fighting game using a cloning mechanic to duplicate your moves I totally owned that afk guy [vid]http://a.pomf.cat/jpkipt.mp4[/vid][/QUOTE] I'm vaguely disappointed this isn't a clone of Klonoa. Preferably Klonoa beach volleyball, that game was dope. Edit: that artstyle is tight though.
-snip wrong thread-
[QUOTE=Verideth;49518002][CODE] using UnityEngine; using CoherentNoise.Generation.Fractal; using CoherentNoise; public class SurfaceCreator : MonoBehaviour { public Terrain terrain; // Below is the seed PinkNoise pinknoise = new PinkNoise( 512 ); // Above is the seed public TerrainData terrainData; void Start() { terrainData = gameObject.GetComponent<TerrainData>(); terrain = gameObject.GetComponent<Terrain>(); float[,] heightOfMap; heightOfMap = new float [512, 512]; int xhq = 666; int yhq = 666; for ( int xh = 5; xh < xhq; xh++ ) { for ( int yh = 5; yh < yhq; yh++ ) { float noiseValue = pinknoise.GetValue(new Vector3(512f, 512f, 0f)) * 0.04f; heightOfMap[xh, yh] = noiseValue; } } } // Update is called once per frame void Update () { } } [/CODE] What I whipped up. Thanks to my friend for teaching me the basics of procedural generation. Anyone know why this isn't working though ( not creating the terrain no errors though )? If you know the answer don't tell me, just give me a pointer so I can figure it out myself.[/QUOTE] This belongs in [URL="https://facepunch.com/showthread.php?t=1446371"]What Do You Need Help With[/URL]. Check the loop bounds. Make sure you pass the world position to the noise function. Probably pass the terrain data into the terrain at some point. First one would definitely give an obvious error so I assume you pasted it wrong.
[QUOTE=Xerios3;49516554]Got accepted for indie prize at Casual Connect Amsterdam again this year. Any WAYWO devs going there?[/QUOTE] That's nice. Standard tickets for Casual Connect are $500 though, and it only goes up from there. Not really an event for students.
[QUOTE=helifreak;49518190]This belongs in [URL="https://facepunch.com/showthread.php?t=1446371"]What Do You Need Help With[/URL]. Check the loop bounds. Make sure you pass the world position to the noise function. Probably pass the terrain data into the terrain at some point. First one would definitely give an obvious error so I assume you pasted it wrong.[/QUOTE] i honestly think we should merge the two threads, every time I ask for help in that thread it gets posted out of existence.
[QUOTE=Map in a box;49518267]i honestly think we should merge the two threads, every time I ask for help in that thread it gets posted out of existence.[/QUOTE] but won't merging just make all of waywo get posted out of existence?
[QUOTE=Bambo.;49517776]More janky cloth work... [vid]http://richardbamford.io/dmp/2016-01-13_00-05-41.webm[/vid] I'm not sure how to make it more cloth like, but I'm gonna do some actual research into how people do this rather tomorrow rather than making up my own theories with hookes law. Have a go here, you can modify some params in the info.xml and hot-reload the cloth pressing 'S'. I'm writing about this as I go along on my blog too. [url]http://richardbamford.io/dmp/Release.zip[/url][/QUOTE] Sinking Simulator 2.0?
I made a shitty bezier curve approximator in shadertoy: [url]https://www.shadertoy.com/view/Xs33Ws[/url] It's really terrible though. I think I'll resort to discretizing the curve into a set of lines to draw it. Anybody got any pointers on efficiently getting the distance from a bezier curve to any arbitrary point?
What linux distro do you use for graphics/programming?
[QUOTE=DoctorSalt;49518556]What linux distro do you use for graphics/programming?[/QUOTE] Any should be fine. Arch based distros if you want all the newest software by default. Just stay away from ubuntu, it's a steaming pile of shit in pretty much every aspect.
[QUOTE=DoctorSalt;49518556]What linux distro do you use for graphics/programming?[/QUOTE] I think a better question is what do you use in your linux setup for graphics/programming, since no tools are nessecarily distro-bound. Any can be theoerectically be used for graphics/programming so it makes the question really broad :v:
This works much better: [url]https://www.shadertoy.com/view/Xd3GDs[/url] But it's still performancehungry. I figure that I can render 10 of these at once, but no more. One option would be to render a curve into a texture, and only re-render it everytime it has changed.
[QUOTE=Tamschi;49517802]I usually pick punny codenames that happen to stick :v: I haven't actually finished any significant game project yet though.[/QUOTE] i normally give any of my projects a really generic name but then add the number 1 after it because i know im going to make a rewrite soon enough
[QUOTE=awcmon;49519081]i normally give any of my projects a really generic name but then add the number 1 after it because i know im going to make a rewrite soon enough[/QUOTE] Or be like me and don't give rewrites seperate names so you have to guess which version it is :excited: I've had cases where I had to dig up old code in order to figure out how I did something and kept either finding empty folders or something too new
My gui library is called protogui. I'm pretty bad at picking meaningful names and just wanted codeblocks to stop pestering me about it.
Soon. [img]http://i.imgur.com/jF4gTGg.png[/img]
-- snip [img]https://facepunch.com/fp/ratings/box.png[/img] --
So, today all my networking broke. I have no idea why it chose today to stop working, but in hindsight there was absolutely no reason why it worked at all whatsoever in the first place, it was genuinely broken to shit. Yet it all functioned exactly as I expected for some reason, which is actively baffling I spent a day pulling out my hair from sheer frustration and fixing all of that. Its disturbing to have code go from perfectly fine (well, seemed to work fine) to utterly broken in one day, which scares me slightly For some reason the capes have also ceased to work over the network. I have no idea why or how ;_;
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