• What are you working on?
    5,004 replies, posted
i already do all the washing up at home i'm not making all the waywos at the internet as well. make a new thread you lazy cunts
Turns out I forgot how important GPU blocking was for performance In my case, several blocking calls to gpu writes were being made per frame (which I assume would have stalled the CPU and GPU, and left big gaping holes in my gpu utilisation). This basically involved transferring (very small) resources (~100 bytes per write, 3-4 writes total) to the opencl API (which itself then necessarily performs a copy to pcie accessible memory), and writing this to the gpu. Swapping these to non blocking calls entirely took me from 7ms/frame, to less than 5.4ish ms/frame. This is ~140fps to ~185fps. This is pretty nice. 7ms/frame was the upper limit for frametime under the old system (and given this is a competitive swordfighting game, 120fps is the minimum acceptable framerate) on a powerful gpu (hd 7970), but this big free reduction means I'm well into the acceptable zones for performance. On a dumb 3d renderer entirely written in OpenCL over the last 4 years, with like 10+ dynamic lights, complex lighting (cook-torrence or something), normal maps, texture mapping etc, and scaling to a million+ tris :v: Edit: Here's a fun picture of everything that got broke while I was debugging [IMG]https://dl.dropboxusercontent.com/u/9317774/ooh.PNG[/IMG]
[vid]http://richardbamford.io/dmp/2016-02-03_13-48-48.webm[/vid] Brushing up on shading for my simulation and 3d graphics uni course.
[QUOTE=General J;49664049]What's the term called when you have 2 transparent sprites with a color of 255, 255, 255, 100, and then those two sprites get on top of each other but their transparent values add, and the collided areas equal an amount of 200 so they become less transparent. What's the term that makes it to where that doesn't happen, so when those 2 sprites collide the collided area remains @ 100 transparency?[/QUOTE] That's not right though. If you have two half transparent sprites and you overlay them, you don't expect a fully opaque result, do you?
[vid]https://files.kuubstudios.com/sharex/goz3rr/2016-02-03_17-53-50.webm[/vid] :toot: It looks a lot worse on video that in does in real life though, here's another video of my classmate playing it [vid]https://files.kuubstudios.com/sharex/goz3rr/2016-02-03_17-49-04.webm[/vid]
Working on an arcadey shooter with RPG elements: [vid]https://dl.dropboxusercontent.com/u/3983801/space06.webm[/vid]
does it take place in a lava lamp
making a random sword generator, pretty fun to add new variations [img]http://i.imgur.com/KzPaKcg.png[/img]
[vid]http://files.facepunch.com/ziks/2016/February/03/2016-02-03-2102-21.mp4[/vid] Not particularly difficult but it was pretty fun to write.
[QUOTE=polkm;49666368]making a random sword generator, pretty fun to add new variations [img]http://i.imgur.com/KzPaKcg.png[/img][/QUOTE] Thanks for new Facebook cover :).
[vid]https://www.dropbox.com/s/70nz5dwnvysvil4/2016-01-31%2015-20-11.mp4?dl=1[/vid] My solo GGJ 2016 project, Duck Hunt Life VR, in all it's glory.
[QUOTE=Downsider;49667230][vid]https://www.dropbox.com/s/70nz5dwnvysvil4/2016-01-31%2015-20-11.mp4?dl=1[/vid] My solo GGJ 2016 project, Duck Hunt Life VR, in all it's glory.[/QUOTE] Where can we play this?
i thought you were using the vive
I got bored a little over 9 months ago, and made a [url=https://github.com/meepdarknessmeep/notavirus/]really small exe[/url]. I remembered about it and decided to see how many detections it added to the list for different antiviruses.. [t]http://i.imgur.com/K9JOm3u.png[/t] I guess they don't like small executables.
[IMG]https://i.gyazo.com/b385ba36fcec19ae0d6979759ee2684d.gif[/IMG] My rpg text engine is almost finished :D Edit: [IMG]https://i.gyazo.com/b5ef42f6d57c534abbd77b20661c4a89.gif[/IMG] Now I can assign a sprite and border color even in game!
^ Cool stuff. Maybe make the text faster though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Can't figure out a c programming thing: I'm making a binary tree in c. I want to use a struct like void func(Node** node); So how would I do this? I hear you typedef structs like: [code] typedef struct Nodes { Node** child int data } Node; [/code] But this doesn't exactly work. How do I do a typedef and forward declare Node so it can have node children?
Oh boy can't wait to do some photogrammetry with some photos my mate sent me! [IMG]http://puu.sh/mDF1v/dcbfc690c6.png[/IMG] wait what [IMG]http://puu.sh/mV2XB/907f8f4b8c.jpg[/IMG] what kind of sick, twisted joke is this, computer [IMG]http://puu.sh/mV31z/af3cb69f57.jpg[/IMG] looks more like a stool than a stool
[QUOTE=DoctorSalt;49668368] [code] typedef struct Nodes { Node** child int data } Node; [/code] But this doesn't exactly work. How do I do a typedef and forward declare Node so it can have node children?[/QUOTE] [code] typedef struct Node { Node** child int data } Node; [/code] perhaps. Either that or typedef it without defining it above.
[QUOTE=Kemerd;49668478]Oh boy can't wait to do some photogrammetry with some photos my mate sent me! [IMG]http://puu.sh/mDF1v/dcbfc690c6.png[/IMG] wait what [IMG]http://puu.sh/mV2XB/907f8f4b8c.jpg[/IMG] what kind of sick, twisted joke is this, computer [IMG]http://puu.sh/mV31z/af3cb69f57.jpg[/IMG] looks more like a stool than a stool[/QUOTE] Photogrammatry is neat though :D Club is doing research into it right now to print copies of famous fossils- that way a museum can take a bunch of photos of a fossil, and it can be distributed then 3d printed around the world. more exposure to the fossils, less risk to the actual artifacts themselves also trying laser scanners, which are terrifyingly expensive
[vid]https://vt.tumblr.com/tumblr_o208hbA1jn1tlldti.mp4[/vid] Rebuilt my game's Computer system [URL="https://facepunch.com/showthread.php?p=49299598#post49299598"](that made the highlights in this thread <3)[/URL] from the ground up and it now works in World Space. Plus it looks prettier and the new way it works will make it simpler for it to manipulate GameObjects with ease.
Built an entity component system today. Working with templates is tough but rewarding. If you guys want to have a look, here's the source: [url]https://github.com/Yelnats321/AIShootyCooly/blob/master/AIShootyCooly/Entity.h[/url]. And if any of you geniuses have an idea on how to speed up GetEntities I would appreciate it. I know that the bitset's size and values can be generated at compile time, I just don't know how to make it happen. [editline]4th February 2016[/editline] Nevermind, I figured out how to make it happen :)
I finally made a user-friendly way to link/unlink nodes in my synthesizer, and made what the nodes are visible without opening their options menu, and fixed some weird internal GUI bugs that have been around from the start. I hope to get the brunt of the boring editor stuff done soon so I can get on to adding (computer) keyboard support [t]http://i.imgur.com/aH4TqIm.png[/t] Haven't been around here much because of personal issues with depression and shit, but I'm kinda getting my shit together so now I have time/motivation to program again.
[QUOTE=Downsider;49667230][vid]https://www.dropbox.com/s/70nz5dwnvysvil4/2016-01-31%2015-20-11.mp4?dl=1[/vid] My solo GGJ 2016 project, Duck Hunt Life VR, in all it's glory.[/QUOTE] Your Dropbox 429d: [quote][IMG]https://www.dropbox.com/static/images/publinks.png[/IMG] Error (429) This account's links are generating too much traffic and have been temporarily disabled![/quote] It [I]might[/I] be a good idea to put WAYWO videos onto Vimeo or YouTube instead, since this thread is very popular sometimes. (I wonder how the stabiliser in the latter reacts to VR.)
I've built myself some software to engrave an image onto acrylic. I want to get an RGB effect, so I engrave each color channel onto a seperate piece of acrylic. Then I stack them and illuminate each panel with a different color. I am also dithering the images as I can only realistically engrave a monochromatic image onto acryl (either I'm engraving at a given position, or I'm not). The GUI-tool uses imagemagick to seperate the image into its 3 color channels and then proceeds to dither them (I use 8x8 ordered dithering in this case). Then it turns the image into G-Code: [media]https://www.youtube.com/watch?v=Rp3NCWyvy-8[/media] The CNC-Mill then does its magic: [media]https://www.youtube.com/watch?v=ONN0EY_mKoQ[/media] And the end result (I am yet to build a jig for illuminating it with colored LEDs): [t]https://my.mixtape.moe/ialcqy.jpg[/t] [t]https://my.mixtape.moe/wcgvbh.jpg[/t] If you want to try yourself, here's the git repo: [url]https://github.com/DrLuke/acrylengraver[/url]
[QUOTE=DrDevil;49670842] If you want to try yourself, here's the git repo: [url]https://github.com/DrLuke/acrylengraver[/url][/QUOTE] What's the git command to clone the CNC machine?
[QUOTE=Handsome Matt;49671198]at one point I was using my own S3 bucket with no cached front end, was very convenient but a bit pricey after sharing just a few images and videos here[/QUOTE] I mean it can't be that ba- [img]http://i.imgur.com/X9s9K7Z.png[/img] oh.
[QUOTE=Darwin226;49671189]What's the git command to clone the CNC machine?[/QUOTE] That's proprietary.
[QUOTE=MisterM;49660470]Have any of you guys programmed in Swift or Objective-C? I have been learning Java and know a bit of C# so expecting a fair bit of difference while I go through making a basic iOS app for fun![/QUOTE] I would go with Swift. It was pretty easy to pick up and get working with, although I have to say the transition from Android to iOS has been rough.. For whatever reason, iOS really doesn't click with me the way Android does.
it's really fun upgrading the ai behavior of your basic "home-in-on-player's-position-zombie" type enemy to where it still retains that characteristic but in a way that plays out a lot more interesting
[video=youtube;YmuFan90ZWQ]http://www.youtube.com/watch?v=YmuFan90ZWQ&feature=youtu.be[/video] Text boxs can now spawn with audio clips. Edit: Questing test [video=youtube;RtHa0g7fiiw]http://www.youtube.com/watch?v=RtHa0g7fiiw[/video]
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