• What are you working on?
    5,004 replies, posted
[QUOTE=migi0027;49554942]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] Your lighting looks really good, man. Do you have or know of any online resources that explain how to achieve that level of detail in lighting shaders? My lights are like goldsrc tier, I'd kill to have something that looks like yours.
[QUOTE=alien_guy;49557854]Have access to ps4 devkits at uni, we have to support the platform for our game project. Look at sample code :suicide:[/QUOTE] Using Unity?
While working on a rope/cloth system I managed to fulfill my lifelong dream of simulating a fish skeleton. [vid]http://puu.sh/mAq7b.webm[/vid]
[QUOTE=AtomiCal;49557968]Using Unity?[/QUOTE] We have to make our own engine.
[QUOTE=Karmah;49557896]Your lighting looks really good, man. Do you have or know of any online resources that explain how to achieve that level of detail in lighting shaders? My lights are like goldsrc tier, I'd kill to have something that looks like yours.[/QUOTE] Thanks, it means a lot :smile: (It really does). Besides the GI (Which is about half the lighting, I use some modified LPV), I would recommend looking into some BRDF shading (Slightly math heavy), Tone Mapping, Bloom and Luminance Adaptation (There's lots of more effects, but these are the main contributors). This assumes that you're following a HDR path. And then a nice blend (Whilst still being physically correct) of those effects can contribute to a nice image.
[QUOTE=AtomiCal;49557446]We need to develop one to cover everyones use cases[/QUOTE] It would be fine if there was one that [I]can[/I] cover everyone's use cases without recompiling them really heavily, just by providing some semantic abstractions. Doesn't LLVM have some intermediary format that would at least in theory be distributable for use as library for developers? Anyway, I think reasonably simple but platform agnostic binary standards like the one in the CLR and (to a lesser extent) JVM are the way to go, though the former still could really benefit from native type classes. (It wouldn't even require additional instructions, just allowing (static) constrained calls referencing a generic type argument instead of an interface or base class and [I]maybe[/I] an annotation. Personally I'd just have the JIT flag it if such an instruction is encountered though, since that leaves less room for invalid assemblies.) Python's compiled scripts are somewhat platform-agnostic too if I'm not mistaken, though I think they aren't compiled very heavily for execution and the standard library is a bit weird. It's really important that the runtime specification is as small as reasonably possible in any case, and I'm glad .NET Core will for the most part separate it from the standard library and make the latter redistributable.
[QUOTE=alien_guy;49557854]Have access to ps4 devkits at uni, we have to support the platform for our game project. Look at sample code :suicide:[/QUOTE] [QUOTE=alien_guy;49558028]We have to make our own engine.[/QUOTE] Be glad you're not working with the PS3. You would literally have to make the entire game run on SPU's.
[QUOTE=Anven11;49558401]Be glad you're not working with the PS3. You would literally have to make the entire game run on SPU's.[/QUOTE] We have ps3 devkits aswell, don't have to touch them though. the top student spent months working on it and all he ever acheived was a coloured cube on the screen afaik. Although he was trying to develop a multiplatform engine which worked at some point I think.
[QUOTE=Swebonny;49556473]Oh, post your mandelbrots ;)[/QUOTE] Still got my ol' reliable [img]http://i.imgur.com/nMLju6R.png[/img] Sorry for the shitty image, dropped my phone one too many times I think.
[QUOTE=Rocket;49558280]i think that post was just a reference to [img]https://imgs.xkcd.com/comics/standards.png[/img][/QUOTE] I considered that, but it's really no reason to not try. In any case it's really just a matter of making it backwards compatible and/or significantly better (and throwing around a few buzzwords). For example Vulkan will have binary shaders, but since they'll provide a compiler for GLSL it will be easy to switch over a little more slowly. The CLR is in many cases displacing the JVM because it's just way nicer to work with and runs faster by default. It's just important to not go the COLLADA way and support everything in a thousand mutually incompatible ways. The spec of that is so loosely defined I haven't seen a single fully conforming loader yet, despite it being widely "supported". (The Rant package format has somewhat similar issues (now due to what it's based on), but I went into that before.)
Working on a simple office building for running tests. I'm going to need some very high doorways. [img]http://i.imgur.com/0izBL9Y.png[/img] For reference, Dr. Glass is about six feet tall.
I got text rendering working.. sort of. I can't tell if the bad kerning is freetype or my shitty code. [img]http://i.imgur.com/M8YoQTa.png[/img]
Its your code, freetype doesn't do that bad. Looks like you're using the same x advance for all the glyphs
:snip: holy shit I'm dumb. I put a '-' where there should have been a '+'.
that tutorial shoves every glyph into their own texture. What font are you using, i'll test it on my implementation.
[QUOTE=Map in a box;49558912]that tutorial shoves every glyph into their own texture. What font are you using, i'll test it on my implementation.[/QUOTE] I'm using the Proggy Square font. Is there a better way to render fonts? If so, how would you do it? [img]http://i.imgur.com/D0JCfIg.png[/img]
I created a few simple beds in Garry's Mod Essentially when a player joins the game they will spawn next to the bed, similar to Minecraft or Rust. (sorry the video quality is shit, that's because my GPU is also shit) [vid]https://www.dropbox.com/s/03s4hovh1pjbfbm/itemtest 2016-1-18 14-38-56.webm?dl=1[/vid]
Decided to get the Nintendo MMC1 mapper working for my emulator. It appears to be working fine but something is kind of fucked up... [video]https://youtu.be/vl2QfxxtCe4[/video] [B]Edit[/B] Here's an obligatory LoZ screenshot: [IMG]http://i.imgur.com/wqpd45L.png[/IMG] It seems that any game that scrolls using MMC1 is just blowing up my emu for some reason :(
[QUOTE=Potatofactory;49559051]I created a few simple beds in Garry's Mod Essentially when a player joins the game they will spawn next to the bed, similar to Minecraft or Rust. (sorry the video quality is shit, that's because my GPU is also shit) [vid]https://www.dropbox.com/s/03s4hovh1pjbfbm/itemtest 2016-1-18 14-38-56.webm?dl=1[/vid][/QUOTE] You're probably looking for gmod waywo, over here [URL="https://facepunch.com/showthread.php?t=1499567"]https://facepunch.com/showthread.php?t=1499567[/URL]
[QUOTE=Lumaio;49559025]I'm using the Proggy Square font. Is there a better way to render fonts? If so, how would you do it? [IMG]http://i.imgur.com/D0JCfIg.png[/IMG][/QUOTE] I'm not sure about better, but I render each glyph to a "page" texture-- eg fitting as many glyphs as possible into a texture and saving the UV coordinates of said glyph. [editline]18th January 2016[/editline] Size 16 reference: [IMG]http://i.imgur.com/7nAgkud.png[/IMG]
Bleeghh. I was working on my project, happily coding away, when I start feeling a tickle in my stomach.. :sick: A few moments later was me spinning around towards my waste basket, projectile vomiting everywhere. Then I lied in bed with a screaming headache, trying to keep water down without barfing more. God dammit, why does shit like this happen when I'm feeling good, trying to get work done. Do I at least get bonus points for not spewing on my floor? I was like a damn ninja when I grabbed that bucket.
[QUOTE=sarge997;49559334]Bleeghh. I was working on my project, happily coding away, when I start feeling a tickle in my stomach.. :sick: A few moments later was me spinning around towards my waste basket, projectile vomiting everywhere. Then I lied in bed with a screaming headache, trying to keep water down without barfing more. God dammit, why does shit like this happen when I'm feeling good, trying to get work done. Do I at least get bonus points for not spewing on my floor? I was like a damn ninja when I grabbed that bucket.[/QUOTE] I woke up with rough pain all over my body. Are we spreading ailments through waywo? scream
[QUOTE=Map in a box;49559362]I woke up with rough pain all over my body. Are we spreading ailments through waywo? scream[/QUOTE] I bet it was that sob Berkin, he's filthy..
Mental note: waywo isn't for lunch breaks.
Fixed the issue with my NES emu that was messing up scrolling! Name tables were not being mirrored correctly when emulating Nintendo MMC1 games (I passed the NT mirror by value instead of by reference... whoops). Anyway, here's a video of Final Fantasy working properly: [video]https://youtu.be/1sKSWIM63xo[/video] Next step? pAPU emulation so I can rock out to those 8-bit tunes!
[QUOTE=Tamschi;49558214]It would be fine if there was one that [I]can[/I] cover everyone's use cases without recompiling them really heavily, just by providing some semantic abstractions. Doesn't LLVM have some intermediary format that would at least in theory be distributable for use as library for developers? Anyway, I think reasonably simple but platform agnostic binary standards like the one in the CLR and (to a lesser extent) JVM are the way to go, though the former still could really benefit from native type classes. (It wouldn't even require additional instructions, just allowing (static) constrained calls referencing a generic type argument instead of an interface or base class and [I]maybe[/I] an annotation. Personally I'd just have the JIT flag it if such an instruction is encountered though, since that leaves less room for invalid assemblies.) Python's compiled scripts are somewhat platform-agnostic too if I'm not mistaken, though I think they aren't compiled very heavily for execution and the standard library is a bit weird. It's really important that the runtime specification is as small as reasonably possible in any case, and I'm glad .NET Core will for the most part separate it from the standard library and make the latter redistributable.[/QUOTE] You have googles PNaCl that modified LLVM and uses a custom (extended) standard library to create platform agnostic binaries. Platform agnostic binaries don't resolve as many issues for system programming languages as it does for higher level languages tho. System/OS/Hardware interaction is largely why these languages exit and why people use them. Although there is probably a lot of stuff that wouldn't be unmanaged code if there was better/easier interoperability.
Oh hey, not necessarily WAYWO but (this should be my title at this point), thought you guys might get a kick out of this: I work in a hospital and this past weekend one of my patients was actually an old software engineer who had worked at Honeywell from the start of the computing era for like 41 years. He told me about how they used to feed the things punch cards with octal and how he remembers being so relieved when they finally started working with assembly languages. The guy wrote drivers and extremely low-level boilerplate code for 41 years, and still has the original Bell Labs C manual at home in his bookcase :v:
Trying to make a streaming thingy using udp, and it's kinda working... i guess... [IMG]http://i.imgur.com/ZMTlCXS.gif[/IMG]
Extreme Pedestrianism is now basically feature-complete. Tackle your enemies into traffic, jump gracefully over terrifying piles of crates and leap fearlessly into the windscreen of a speeding bus with the help of our THREE (3) (III) SEPARATE KINDS OF JUMP [media]http://www.youtube.com/watch?v=3MJjj4uomZw[/media] Bonus: you'll never guess where we're going next [img]http://i.imgur.com/7uTHW2E.jpg[/img] low gravity makes this game very weird
[QUOTE=Nigey Nige;49559842]Extreme Pedestrianism is now basically feature-complete. Tackle your enemies into traffic, jump gracefully over terrifying piles of crates and leap fearlessly into the windscreen of a speeding bus with the help of our THREE (3) (III) SEPARATE KINDS OF JUMP Bonus: you'll never guess where we're going next low gravity makes this game very weird[/QUOTE] Looks awesome! Any download link where I can play it as it is now?
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