• What are you working on?
    5,004 replies, posted
[QUOTE=Karmah;49752702]Shit, that came much faster than I anticipated. I want to switch over to vulkan, but I won't have the time really for quite a while.[/QUOTE] You can do what I'm doing, make sure your renderer is agnostic initially. Then later you can provide a Vulkan implementation. [editline]16th February 2016[/editline] I'd also argue that a full switch isn't really recommended yet.
[QUOTE=Asgard;49752714]You can do what I'm doing, make sure your renderer is agnostic initially. Then later you can provide a Vulkan implementation. [editline]16th February 2016[/editline] I'd also argue that a full switch isn't really recommended yet.[/QUOTE] I suppose it wouldn't be that hard, the way I have it set up. I just assume I'm going to break a lot of things and need at least 4 x the implementation time as debugging time :v:
AMD Driver only supports 1.0.2.0, and the site is broken so you can only download the 1.0.3.1 SDK. Very smooth.
[QUOTE=Larikang;49750545]Do you have more examples of your language? I don't see any on your github and it would make it easier to see what makes your language special.[/QUOTE] Unfortunately, no; but I am going to work on creating an example project in the language. (Of course, it would be incomplete since the language implementation isn't finished, but as long as you keep that in mind...) [QUOTE=DoctorSalt;49750842]Holy qualifiers batman![/QUOTE] See below. [QUOTE=Tamschi;49751982]To me it seems more like you have an extreme lack of conceptual knowledge regarding programming, for what you're trying to do. It's as if you had some decent starting idea but are now stumbling around blindly because you can't evaluate how good it is or refine it by yourself [I]at all[/I].[/QUOTE] Again, I know what I'm doing. The issue is, I [i]do[/i] need help refining it - I want to make it a language that other people can use as well, and so my single viewpoint on how language should work doesn't hold up when constructing it. But even if nobody uses it, I enjoy constructing languages, so it's not like it's the end of the world if it dies. [QUOTE=Tamschi;49751982]I'm really not sure which is the issue here, lacking depth or lacking breadth of your experience. It might be both because you don't seem to understand even simple concepts thoroughly if they're modern and seem to not know other relevant ones at all. Either that or you're kind of bad at communicating in general, which isn't a good starting point for language design (or promotion)... overall this just feels like incredibly sloppy low-effort work on your part.[/QUOTE] I am terrible at communication. I have social anxiety issues, and this is the most I have ever posted in a thread on any forum in my whole online career (if you want to call it that) - combined with the fact that I am putting up something that is decently personal to me, it's not surprising that I may have difficulty communicating with others (which kills me, by the way). This means that in a discussion, I require clarity on the exact concepts that are being discussed, so that my answer can be relevant to the conversation. However, I don't believe that compromises my ability to design a language, and I'm not really interested in promoting it right now - I honestly want criticisms on how I can make it better. When you say it feels like sloppy low-effort work on my part, I don't understand why you're saying that. [QUOTE=Tamschi;49751982]It would help [B]a lot[/B] if you cleaned up your repository into a consistent state and made an actual specification. That way it would be possible to evaluate the language without stumbling over omitted or contradictory info all the time.[/QUOTE] I don't understand how the repository is not clean; it seems fairly straightforward to me. Keep in mind that this would be the third or fourth time that I've rewritten how the language itself works, and for the most part I was working on the supporting library for the language itself (fiber). If you give me some time, I will write an actual specification for Carbon.
[QUOTE=Richy19;49752320]It would get full of crap, why not just create a fp programmers organisation on github?[/QUOTE] because i don't want to be forced to change my name from "geel9" to something that doesn't contain a symbol in the OPPRESSIVE NUMBER DECIMAL
I got a water shader with foam and tide implemented. It already look's cold, so I think it'll do. [quote][vid]https://my.mixtape.moe/pncncj.mp4[/vid][/quote] It may look weird right now because the "shoreline" isn't rocky or correct at all, it's just to show off the shader.
[QUOTE=geel9;49753250]because i don't want to be forced to change my name from "geel9" to something that doesn't contain a symbol in the OPPRESSIVE NUMBER DECIMAL[/QUOTE] geel69 for true equality
[QUOTE=Number-41;49751863]Welp there went my entire morning at my internship :v: Got a neat background out of it though: [img_thumb]http://i.imgur.com/TTfhLeo.jpg[/img_thumb][/QUOTE] It'd be cool to be able to straight up use GLSL shaders as your desktop wallpaper. I imagine it'd be pretty hacky to do on windows, and probably comparatively trivial (for a less hacky solution) elsewhere.
Not to mention nice electric bill @ end of the month.
[QUOTE=Fourier;49753521]Not to mention nice paycheck @ end of the month.[/QUOTE] What
[QUOTE=Fourier;49753521]Not to mention nice paycheck @ end of the month.[/QUOTE] i love how out of place this is
[QUOTE=Em See;49753443]It'd be cool to be able to straight up use GLSL shaders as your desktop wallpaper. I imagine it'd be pretty hacky to do on windows, and probably comparatively trivial (for a less hacky solution) elsewhere.[/QUOTE] [url]https://steamcommunity.com/sharedfiles/filedetails/?id=572005235&searchtext=Wallpaper+Engine[/url] Supports webgl. [video]https://youtu.be/HEYbQtnPJG0[/video]
[QUOTE=geel9;49753525]What[/QUOTE] Sorry, I meant bill, not paycheck :v:
[QUOTE=Asgard;49752346]Is it possible to get added to that list? [url]https://github.com/CptAsgard[/url] [editline]16th February 2016[/editline] Is GWEN still a usable GUI lib? Does it have significant issues? It looks pleasant to use (unlike literally every other GUI lib), but its last update is 2+ years ago.[/QUOTE] If you use OpenGL this looks nice [url]https://github.com/wjakob/nanogui[/url]
Working on a roguelike because why not :v: [img]http://i.imgur.com/jlDxdOd.png[/img] Going to do the more complex/expanded UI in wpf or so though. Maps will both be static (reading .xp files made by rexpaint) as well as some random maps
[QUOTE=TH3_L33T;49753661][url]https://steamcommunity.com/sharedfiles/filedetails/?id=572005235&searchtext=Wallpaper+Engine[/url] Supports webgl. [/QUOTE] Is there a way to get my hands on it now?
[QUOTE=TH3_L33T;49753661][url]https://steamcommunity.com/sharedfiles/filedetails/?id=572005235&searchtext=Wallpaper+Engine[/url] Supports webgl. [video]https://youtu.be/HEYbQtnPJG0[/video][/QUOTE] Would be cool if it had shadertoy support, and just shuffled through a playlist of shaders. [editline]16th February 2016[/editline] maybe
I'm really annoyed that the Nvidia driver for Vulkan support isn't here for my GTX570 yet, really want to play with that stuff. Haven't been able to build the Intel driver on my Linux Haswell laptop either, so can't even do anything on there yet. How will I post pictures of rainbow coloured Vulkan triangles now?
Perhaps it would be best to just wait a while, this way the bugs get ironed out too.
AHA perfect, i'm just in time to start working on the .NET binding for vulkan. Finally i'm not late to do something, expect C# triangles soon. Expect the FTP server for my projects tomorrow, but don't try to download too much as my upload speed is next to nonexistant.
[QUOTE=Karmah;49754124]Would be cool if it had shadertoy support, and just shuffled through a playlist of shaders. [editline]16th February 2016[/editline] maybe[/QUOTE] Should be really easy to do. Just write a little webgl program that runs some shadercode and start downloading shaders from shadertoy via the api.
making random maps using a dumb version of adnzzzz's technique [t]http://i.imgur.com/3KK93Z2.jpg[/t]
[QUOTE=Richy19;49752320]It would get full of crap, why not just create a fp programmers organisation on github?[/QUOTE] [URL="https://github.com/facepunch-unofficial"]Well ok.[/URL]
[QUOTE=Sidneys1;49755678][URL="https://github.com/facepunch-unofficial"]Well ok.[/URL][/QUOTE] [URL="https://github.com/FacepunchProgrammers"]why[/URL]
Holy crap the Vulkan specification is awesome! It's C like OpenGL but Nvidia created a C++ wrapper so you can do stuff with objects like this: [CODE] VkImageCreateInfo image = {}; image.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; image.pNext = NULL; image.imageType = VK_IMAGE_TYPE_2D; image.format = depthFormat; image.extent = { width, height, 1 }; image.mipLevels = 1; image.arrayLayers = 1; image.samples = VK_SAMPLE_COUNT_1_BIT; image.tiling = VK_IMAGE_TILING_OPTIMAL; image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT; image.flags = 0; [/CODE] This is taken from the shadow map example from [URL="https://github.com/SaschaWillems/Vulkan"]this repository[/URL] for creating a stencil buffer. It shows stuff like rendering shadowmaps and deferred rendering, literally everything you could imagine. [t]http://i.imgur.com/3A0FZln.png[/t] Now i'm going to have fun with this and actually understand it too :v: Edit: Looks like you can use GLSL still, thank god. I don't think I could learn another shader language, and just looking at the files it looks like they are not human-readable (turns out they are pre-compiled).
Workin on animation [t]http://i.imgur.com/iHD1smV.png[/t] Not quite there yet :suicide:
Was about to post the Nvidia C++ Vulcan wrapper. Honestly so glad with the choices they are making (strings over const char *, vector over (size, ptr), exceptions over error returns).
Haven't mentioned my parser since around christmas because life put things on hold, but I'm gonna start by making a simple boolean parser. operators so far will include `!`, `*`, `()`, and `+`. I've got a simple line-by line lexer so far which can read a file until eof or will get constant input from stdin. I'm going to, as well, add the := expression to assign 1/0, true/false values to simple variables.
[IMG]https://i.imgur.com/8EoVFYT.png[/IMG] This scene has a white spot light, a purple point light, a white directional light, and a green ambient light. I'm especially satisfied with the API to make this all happen: [code] void Testbed::Init( Window* window ) { this->window = window; window->ShouldCaptureMouse( true ); sceneGraph.SetAmbientColor( Color( 84.f, 107.f, 46.f ) ); sceneGraph.SetAmbientIntensity( .22f ); boxTexture.LoadFromFile( "../Resources/Textures/wall.png" ); // TODO: resource manager for asset loading box = new GameObject(); sceneGraph.AttachToScene( box ); box->SetMesh( Mesh::CreatePrimitive( PrimitiveType::CUBE ) ); box->GetMesh()->GetMaterial()->SetMainTexture( &boxTexture ); box->GetTransform().SetScale( Vector3( .5f, .5f, .5f ) ); box->GetTransform().SetPosition( Vector3( 0, 0, 0 ) ); box->GetMesh()->GetMaterial()->SetShininess( 256.f ); camera = new Camera( 65.0f, 1024.f / 768.f, 0.1f, 1000.f ) ; sceneGraph.AttachToScene( camera ); camera->GetTransform().SetPosition( Vector3( 0.f, 0.f, -5.f ) ); // CREATING LIGHTS spotLight = new Light(); sceneGraph.AttachToScene( spotLight ); spotLight->GetTransform().SetPosition( Vector3( 2.4f, 2.0f, 4.0f ) ); spotLight->SetColor( Color( 255.f, 255.f, 255.f ) ); spotLight->SetAttenuation( .1f ); spotLight->SetConeAngle( 20.f ); spotLight2 = new Light(); sceneGraph.AttachToScene( spotLight2 ); spotLight2->GetTransform().SetPosition( Vector3( 2.4f, 2.0f, 4.0f ) ); spotLight2->SetColor( Color( 91.f, 69.f, 108.f ) ); spotLight2->SetAttenuation( .1f ); spotLight2->SetConeAngle( 360.f ); directionalLight = new Light(); sceneGraph.AttachToScene( directionalLight ); directionalLight->SetDirectional( true ); directionalLight->GetTransform().SetRotation( Vector3( 45, 45, 45 ) ); } [/code] The cube also has its own material properties. Color, texture, shininess, specular color, etc. The framework also supports transform parenting/childing. I basically have all the tools ready to make a game with it. It's very satisfying to get this far with your own from-scratch system.
[QUOTE=cartman300;49752324]No, but there already are some examples, like [url]http://vulkan-tutorial.com/[/url][/QUOTE] Fuck this is going to be [url]open.gl[/url] all over again. I hope to start writing a tutorial there in about a week when I've finished my uni projects.
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