[QUOTE=Rocket;49551655]your mistake was using google cloud[/QUOTE]
Do you also have bad experience with it? I am back on Digital Ocean because all I need is server and it works flawlessly.
I think Google clouds documentation is confusing and overwhelming. I think next stop is AWS but Azure would make more sense since we do stuff in C#/.NET
Also Googles compute engine SSH was really buggy/slow.
[QUOTE=Rocket;49552581]google cloud is lacking in features + documentation and they love to depreciate things with little notice. aws is really robust and mature, and though azure doesn't have the level of reliability and features that aws has, microsoft has tons of experience with enterprise customers. i trust both of them a lot more than i trust google.[/QUOTE]
aws is also a lot more expensive
[editline]17th January 2016[/editline]
and DO is pretty overpriced now, as well, compared to the alternatives (afterburst, (god forbid)kimsufi, ramnode, etc)
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/01/2016-01-17_16-12-46.mp4[/vid]
I only now noticed that the depth on the :v: should be inverted.
If you want the blend file it's [URL="https://dl.dropboxusercontent.com/u/357850863/ShareX/2016/01/_V_.blend"]here[/URL]. If you want the texture it's [URL="http://i.imgur.com/wWONgkb.png"]here[/URL].
That's actually how funny ratings are produced. Stop rating funny. #CatLivesMatter
What a horrible vicious cycle of funny ratings
Anyone else find that getting other peoples code up and running is infinitely more difficult than actually writing stuff? I'm trying to get a SLAM (Simultaneous Localisation and Mapping) solution up and running so i can tweak it for my dissertation. [B]Everything is fucking degraded or missing makefiles or just plain broken. [/B]So infuriating.
Anyhow, currently working on dissecting the Unreal Match 3 Game. If you're looking for a way to break into UE3 it's fantastic.
[URL]http://docs.unrealengine.com/latest/INT/Resources/SampleGames/UnrealMatch3/index.html?utm_source=editor&utm_medium=docs&utm_campaign=doc_actors[/URL]
My funny ratings are 100% vegan.
Released the very first version of the KTANE Bot.
[URL="http://kbane.droppages.com/"]Download + Manual[/URL]
It still has its quirks and it's missing a few modules but they should be done in the coming days.
[QUOTE=Occlusion;49553724]Anyone else find that getting other peoples code up and running is infinitely more difficult than actually writing stuff? I'm trying to get a SLAM (Simultaneous Localisation and Mapping) solution up and running so i can tweak it for my dissertation. [B]Everything is fucking degraded or missing makefiles or just plain broken. [/B]So infuriating.
Anyhow, currently working on dissecting the Unreal Match 3 Game. If you're looking for a way to break into UE3 it's fantastic.
[URL]http://docs.unrealengine.com/latest/INT/Resources/SampleGames/UnrealMatch3/index.html?utm_source=editor&utm_medium=docs&utm_campaign=doc_actors[/URL][/QUOTE]
That's why I prefer [I]actually[/I] portable binaries (with metadata) and environments that usually don't have installable dependencies.
I suppose most of this would be possible with C++ though, if people didn't write buggy or incomplete build configurations all the time.
I never managed to set up and use a proper dev environment on Linux for what I consider to be similar reasons. I kept running into parts of the program(s) that just weren't maintained enough to actually work.
[QUOTE=Rocket;49553415]you pay for what you get. if you're willing to put more work into it yourself, it's going to be cheaper to manage your own servers.
[editline]17th January 2016[/editline]
it's like windows vs linux. i can pay however much money to have a satisfactory OS out of the box or i can get an OS for free that i have to put more work into for it to work how i want it to[/QUOTE]
not really when you could pay and get better service from the alternatives
Well, since everybody is dropping their stuff in, I might add some of my graphics engine:
[IMG]https://cuboidzone.files.wordpress.com/2015/07/cropped-cfull.png?w=695[/IMG]
And a fancy ass gif:
[IMG]https://i2.wp.com/i.imgur.com/jQ0ROjx.gif[/IMG]
It's a small renderer of mine using DX11, with a fully dynamic gi system, in this case cascaded light propagation volumes. On the side of that I have a language which is slowly developing, I can't share much though (It's a two guy project). As soon as vulkan comes out, I plan to rewrite the engine (Hopefully vulkan will remove the low level abstraction for several platforms).
I have a small ish blog, [url]https://cuboidzone.wordpress.com/[/url], where I post progress. Although it has been a bit quiet for some time. Hopefully after the first iteration of the language is released I'll start populating it again.
[QUOTE=migi0027;49554942]
And a fancy ass gif:
[IMG]https://i2.wp.com/i.imgur.com/jQ0ROjx.gif[/IMG]
[/QUOTE]
I feel obsolete
This thread motivates me man. I just submitted something cool for an assignment, I'll share it when I can.
Been playing around with generating Mandelbrots lately. I've been trying to find nice ways to color it.
A rendering of the "mini-mandelbrot", 2000x2000 pixels using the method in Wikipedia.
[t]http://i.imgur.com/9kABKUw.png[/t]
It's working so slow in detailed regions, gonna need to make it multi-threaded.
There's an interesting paper with various techniques that I wanna implement: [url]http://jussiharkonen.com/gallery/coloring-techniques/[/url]
Rainbow!
[img]http://i.imgur.com/9VeuC01.png[/img]
[editline]18th January 2016[/editline]
Oh, post your mandelbrots ;)
[img]http://i.imgur.com/isJhJWk.jpg[/img]
Sponza Atrium
[QUOTE=migi0027;49554942][IMG]https://i2.wp.com/i.imgur.com/jQ0ROjx.gif[/IMG][/QUOTE]
that looks way too dark for a massive light source like that
are you sure your GI is set up properly?
[B]We are hiring a programmer, it could be youUUuuu[/B]
[URL]http://jobs.gamasutra.com/job/gameplay-programmer-hamar-29889[/URL]
We have made games like [URL="http://store.steampowered.com/app/250620/"]Among the Sleep[/URL] and [URL="http://store.steampowered.com/app/250600/"]The Plan[/URL]. We're currently working on two new projects and need more programming power.
If you feel you are able to fill the requirements. Please apply. We need you. I need you. Please :(
[QUOTE=DarKSunrise;49556718]that looks way too dark for a massive light source like that
are you sure your GI is set up properly?[/QUOTE]
We'll the GI is a modified version of cascaded LPV, LPV already doesn't reach the necessary ranges. But it's also mainly due to the luminance adaptation, since the directly illuminated area has such a high luminance the "shadowed" (with indirect lighting) areas are suppressed. The same effect can be seen in nature, however if I was to move outside of the directly illuminated area and the volumetric fog (The fog is a large contributor, since it's tied into the gi system), you'd see the shadowed area much better.
EDIT: If you look at the first pic, you can see the propagated colors with a higher intensity, the volumetric lighting is very dominant.
Here's another perspective, however the colors are slightly oversaturated, I'm rewriting the engine soon anyways:
[IMG]http://i.imgur.com/t86HbAK.jpg[/IMG]
[QUOTE=Swebonny;49556473]Oh, post your mandelbrots ;)[/QUOTE]
Trying to get a Mandelbrot set render working in shadertoy, can't figure out how to get it to zoom nicely to points.
[url]https://www.shadertoy.com/view/lsVGRR[/url]
[QUOTE=RickDork;49543929]Lighting + animation + collision testing implemented. Not that impressive from a programming perspective but a nice milestone.
Game code
[url]https://github.com/RickDork/Boundless[/url]
Engine code
[url]https://github.com/RickDork/Sora[/url]
[/QUOTE]
I'm a bit late but [URL="http://www.jelovic.com/articles/stupid_naming.htm"]http://www.jelovic.com/articles/stupid_naming.htm[/URL]
Triangles are hard.
[vid]https://dl.dropboxusercontent.com/u/15606445/2016-01-19-0001-35.mp4[/vid]
[QUOTE=helifreak;49557239]Triangles are hard.[/QUOTE]
uh but you have squares in the background
squares have 4 sides, triangles only have 3
ur obviously just showing off
[sp]jk[/sp]
[QUOTE=Tamschi;49554576]That's why I prefer [I]actually[/I] portable binaries (with metadata) and environments that usually don't have installable dependencies.
I suppose most of this would be possible with C++ though, if people didn't write buggy or incomplete build configurations all the time.
I never managed to set up and use a proper dev environment on Linux for what I consider to be similar reasons. I kept running into parts of the program(s) that just weren't maintained enough to actually work.[/QUOTE]
I agree so much with this. Native binaries are absolute hell compared to running things on some VM.
The fact that cross compiling anything is so involved drives me crazy. WHY CAN'T THERE BE A SINGLE STANDARD?!
[QUOTE=Darwin226;49557376]WHY CAN'T THERE BE A SINGLE STANDARD?![/QUOTE]
We need to develop one to cover everyones use cases
Next gen triangle action. [sp]Definitely did not forget to add checks for writing past the end of a row of pixels.[/sp]
[vid]https://dl.dropboxusercontent.com/u/15606445/2016-01-19-0144-20.mp4[/vid]
Graphics cards ain't got shit on software rendering, I can draw that triangle in full 720p glory at a [I]cinematic[/I] 16 fps.
Fuck that's a cinematic ass triangle
I bet it was pre-rendered.
Have access to ps4 devkits at uni, we have to support the platform for our game project. Look at sample code :suicide:
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