• What are you working on?
    5,004 replies, posted
[QUOTE=chimitos;49441295]A bit late, but could you find a screenshot of exactly what you're talking about? I've played though Halo 1 and 2 many times but I can't place where the sun-ray effect shows up.[/QUOTE] It seems I'll have to play the game when I leave the office today and take a screenshot of the effect, since I can't find any screenshots. What I'm describing is not sun rays through clouds, but other objects while the sun is in screenspace, which is most likely how the effect is so performant. [editline]2nd January 2016[/editline] [QUOTE=Map in a box;49441496]TWC really brings out the UI nerd in me[/QUOTE] Wow, I never knew TWC had such sweet UIs and motion design. I wonder what agency designed their stuff?
Made this CRT shader, it also allow me to decrease the resolution, mip maps are a problem tho [vid]http://a.pomf.cat/huujha.mp4[/vid]
[QUOTE=amcwatters;49441630] Wow, I never knew TWC had such sweet UIs and motion design. I wonder what agency designed their stuff?[/QUOTE] It's all in-house software, rendered live. Most of it is written in C++ and uses FreeBSD. [editline]2nd January 2016[/editline] [QUOTE=zamoth;49441741]Made this CRT shader, it also allow me to decrease the resolution, mip maps are a problem tho [vid]http://a.pomf.cat/huujha.mp4[/vid][/QUOTE] Thats more of an LCD shader.
I've been working on de-blurring images. [img]http://thingsiamdoing.com/wp-content/uploads/2016/01/results.png[/img] Blog post: 'Image deconvolution aka "Why it's unsafe to blur sensitive information"' [url]http://thingsiamdoing.com/image-deconvolution-aka-why-its-unsafe-to-blur-sensitive-information/[/url]
Wow I was reading about deconvolution and I thought it wouldn't be possible at all.
Holy shit
Back from holidays and going to the 32c3, time to work on shaders again! [media]https://www.youtube.com/watch?v=U2ZUpnl8Ujo[/media] I've added lighting to my raymarching thing. It returns the normal, which I in turn use to calculate the angle between the light and surface. I also added luminosity values to it, so objects can glow by themselves, although I don't like the way that looks.
[vid]https://dl.dropboxusercontent.com/s/jnhu5j7oa4g6loa/2016-01-03_03-18-16.webm?dl=0[/vid] Ghetto profiling for when you're too lazy to implement text rendering.
[QUOTE=Fourier;49442821]Wow I was reading about deconvolution and I thought it wouldn't be possible at all.[/QUOTE] why [editline]3rd January 2016[/editline] oh man, this is a bad post
[QUOTE=krail9;49444118] oh man, this is a bad post[/QUOTE] quick, post triangles.
[vid]https://my.mixtape.moe/dllsux.mp4[/vid] No clue how to work with inner tile blends so it looks really bad. Ghetto setup with no GUI either. All placeable objects are parsed to the editor state from registering themselves from its class source code, and is only visualized from its model file that contains animations and attachments and such. These are the same model files that their representative entity uses, the name is the same too. Materials (world tiles) are added automatically if a proper setup exists in the right directory so adding new stuff works directly. Model file for coin looks like this: [code] { "Texture": "Coin", "Layer": 0, "Animations": [ { "KeyValue": 0, "ConstantFPS": 6, "Loop": true, "Meta": { "HasFramesOnSameRow": true, "FrameCount": 4, "SpriteSize": 32 } } ], "Attachments": [ { "KeyValue": 0, "Position": "Center" } ] } [/code] A material file is even simpler: [code] { "Texture": "Grass", "MaterialType": "Normal", "Layer": 0, "PatchSize": 32 } [/code] Greatly recommend rapidjson for C++ when interacting with Json data. I unfortunately use SFML for drawing but SDL for everything else which is great. Really is more fun working with actual art than your own ugly placeholder things.
[QUOTE=Fourier;49442821]Wow I was reading about deconvolution and I thought it wouldn't be possible at all.[/QUOTE] The issue is that blur filters don't really outright drop any information, and that the output has (almost) as much total information as the input, so the function kernels for any given output are comparatively small. You can also extract blacked out text if the document uses a proportional font, which happened a few times. [editline]3rd January 2016[/editline] [QUOTE=krail9;49444118]why [editline]3rd January 2016[/editline] oh man, this is a bad post[/QUOTE] Normally convolution functions don't let you extract the original since they aren't injective (meaning two or more distinct inputs can lead to the same result). Looking at the blur filter this applies too (in part hence the artefacts), but since the inputs leading to the same result are basically adjacent, the function kernel (the set leading to the same result, normally 0 but you can examine others) is relatively small and image information is still meaningful even if degraded due to high redundancy, most blurs are effectively reversible. [editline]3rd January 2016[/editline] [QUOTE=Amiga OS;49445894][...] All their legacy data is in excel and PDF format :cry:[/QUOTE] At least you should be able to open the former [I]somehow[/I]. No idea if you can reliably extract data from the latter at all, unless they attached a machine readable section to the file.
I'm kind of running out of ideas on things to add. I should try to work on something synchronized to music I think. [media]https://www.youtube.com/watch?v=CmE_GajB_fw[/media]
I don't have anything visual to show, but I hacked together a hybrid Entity-Component-System over the last 2 days. It combines your usual Unity-style components (where the components have code) with the ECS paradigm (where components are only data and systems define the code that operates on the components). You can mix and match where to use what style of components. You can write the PlayerController like you would in Unity. And then use an ECS for PhysicsComponents, where the components only contain acceleration, velocity and position but no code. And then a system enumerates all PhysicsComponents and integrates them. Here is some example code of it in F#: [CODE] type RotateComponent() = inherit Component() override this.Update(deltaTime) = let transform = this.GetComponent<Transform2>() transform.LocalOrientation <- transform.LocalOrientation + deltaTime type LogTransformSystem() = inherit ComponentSystem() let mutable mapper = null override this.Initialize() = mapper <- this.Actors.CreateMapper([typedefof<Transform2>]) override this.Destroy() = this.Actors.RemoveMapper(mapper) override this.Update(_) = for actor in mapper do let transform = actor.GetComponent<Transform2>() let pos = transform.WorldPosition.ToString() let angle = transform.WorldOrientation printfn "Transform %s %f rad" pos angle type TestScene(game) = inherit Scene(game) override this.Initialize() = let trans = new Transform2(new Vector2(2.0f, 1.0f), 0.0f) let axel = this.Actors.CreateActor() axel.AddComponent(trans) axel.AddComponent(new RotateComponent()) let point = this.Actors.CreateActor() point.AddComponent(new Transform2(trans, new Vector2(0.0f, 1.0f))) this.Actors.AddComponentSystem(new LogTransformSystem())[/CODE] The RotateComponent is a unity-like component, it adds deltatime to the angle of the actor's transform every frame. The LogTransformSystem is an ecs system, it enumerates all actors with a transform component and prints their transform to the console.
Not much to show yet from the past few days, been busy working. However I've managed to abstract my rendering process even further into scenes. This allows me to decouple rendering a level from rendering say a hud or a UI. With this system in place I now aim to learn how to implement text rendering, so I can firstly display frame-rate in-engine and then move on to displaying a dev console ( already built a basic back-end the logical portion of this already :) )
I redesigned the track view, added proper hashing, and made [URL="https://github.com/Spanfile/SpanQL"]a fancy wrapper around SQLite[/URL] to ease repeating code when querying. [t]http://i.imgur.com/KmFCC3C.png[/t]
Got sprite depth and the SpriteRenderer component working. [img]http://i.imgur.com/jg3CS7B.png[/img] Excuse the placeholders
[QUOTE=plutgamer;49448723]Got sprite depth and the SpriteRenderer component working. [img]http://i.imgur.com/jg3CS7B.png[/img] Excuse the placeholders[/QUOTE] This is by far the best project in this thread.
Ok, so I stopped working on my swordfighting game because I didn't want to do map design, particularly not in blender. I only really wanted some simple arena-esque maps, but the thought of having to do map game design in blender (which i struggle with), and the gigantic pain of getting everything to line up etc gave me minor nightmares, so I wrote off the project as unfinishable due to my unwillingness to learn blender. This is despite all of the game mechanics (and multiplayer) working pretty well. So, yesterday I accidentally figured out a really [i]really[/i] easy way to do map design, after a friend reminded me about the project. In hindsight its stupidly obvious Essentially: [cpp] int map_test[] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; [/cpp] Gives the layout for a square map, then [cpp]void load_map(objects_container* obj, int* map_def, int width, int height) { vec2f centre = {width/2.f, height/2.f}; for(int y=0; y<height; y++) { for(int x=0; x<width; x++) { vec2f w2d = (vec2f){x, y} - centre; int world_h = map_def[y*width + x]; ///-1 so that -1 -> 0 is floor ///and then 0 height is floor height ///which means that pos.v[1] can be set to the players feet vec3f world_pos_start = {w2d.v[0], -1, w2d.v[1]}; vec3f world_pos_end = {w2d.v[0], world_h, w2d.v[1]}; float scale = 1000.f; objects_container temp_obj; load_object_cube(&temp_obj, world_pos_start * scale, world_pos_end * scale, scale/2, "./Res/gray.png"); ///subobject position set by obj->set_pos in load_object_cube obj->objs.push_back(temp_obj.objs[0]); } } obj->isloaded = true; }[/cpp] Done. Easy map design. ??? I can also use the 2d array for super duper easy collision detection, which was my other major concern [IMG]https://dl.dropboxusercontent.com/u/9317774/accidental_level_design.PNG[/IMG] [IMG]https://dl.dropboxusercontent.com/u/9317774/upclose.PNG[/IMG] I need to fix some minor holes in the geometry (non exactly shared rectangle corners), but other than that its pretty good. This means shitty swordfighting game is going to get put on greenlight (not that I expect it to go anywhere) after I develop it for a while more and finish it (that'd be a first!).
Slowly learning animation triggers and stuff. [vid]http://a.pomf.cat/mkqljb.mp4[/vid]
Been working on a note thing for noting stuff that I'd forget. It's nothing special and it's poorly coded but it works for my needs and I'm happy with the way it looks. I could've just used the normal notepad but I like doing stuff myself. [vid]https://dl.dropboxusercontent.com/u/65179543/ShareX/2016/01/2016_01_03_23_08_09.webm[/vid]
Just toying around some more. I think I have an idea for something neat. [media]https://www.youtube.com/watch?v=alGLqSwq5KA[/media]
[QUOTE=DrDevil;49449217]Just toying around some more. I think I have an idea for something neat. [media]https://www.youtube.com/watch?v=alGLqSwq5KA[/media][/QUOTE] Make a non-euclidean arena FPS. [editline]3rd January 2016[/editline] With portals
[QUOTE=chimitos;49449294]Make a non-euclidean arena FPS. [editline]3rd January 2016[/editline] With portals[/QUOTE] I'm not making games. I'm more interested in creating live VJ-performances.
New artstyle: i don't know how to post gfycats [url]https://gfycat.com/LeadingFancyElectriceel[/url] edit: [vid]https://giant.gfycat.com/LeadingFancyElectriceel.webm[/vid] thanks
[QUOTE=Nigey Nige;49449395]New artstyle: i don't know how to post gfycats [url]https://gfycat.com/LeadingFancyElectriceel[/url][/QUOTE] Right click > copy video location. embed with [vid] tags like every other video file.
[QUOTE=Nigey Nige;49449395]New artstyle: i don't know how to post gfycats [url]https://gfycat.com/LeadingFancyElectriceel[/url][/QUOTE] Are you using the built-in terrain editor, or an external heightmap editor? Just curious.
[QUOTE=CRASHFORT;49444301]I unfortunately use SFML for drawing but SDL for everything else which is great.[/QUOTE] why
I made a group for people who make games on face punch. Im going to get a curation going with some of our games in it so if you can pm me your games on steam that would be great. [url]http://steamcommunity.com/groups/gamedevpunch[/url] Edit: Fuck it heres a skype group too. [url]https://join.skype.com/qk2gWwIGnb4L[/url]
[QUOTE=Isaac96;49449656]I made a group for people who make games on face punch. Im going to get a curation going with some of our games in it so if you can pm me your games on steam that would be great. [url]http://steamcommunity.com/groups/gamedevpunch[/url][/QUOTE] Joined! I'll one day have something to share, I swear.
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