You know how you can make something work, but if you look at the actual code and the "shortcuts" you had to do to make it work, yeah? You know it's not supposed to be done like that, but at least it works right.. Right..?
In other words, I made the physics look correct:
[vid]https://dl.dropboxusercontent.com/u/99717/OpenGL/CorrectCollapse.webmvp8.webm[/vid]
[editline]asd[/editline]
I broke a thing somewhere..
[t]https://dl.dropboxusercontent.com/u/99717/OpenGL/PhysicsBrokeTheWorld.jpg[/t]
[editline]asd[/editline]
Crisis adverted. I fixed the thing!
[t]https://dl.dropboxusercontent.com/u/99717/OpenGL/PhysicsFixedTheWorld.jpg[/t]
[QUOTE=roastchicken;49814949]This looks promising. I'm not sure if you were planning on doing this, but the text needs to be quite a bit bigger.
If you get this working I would be willing to pay a few bucks for it (and I think others would be too) because MAN is browsing facepunch on mobile a pain in the ass.
[/QUOTE]
Thanks, that's one of the reasons why I'm making the app.
I'm also planning to make the possible to make your own stylesheets (AKA themes) so you make your experience the best.
I haven't really thought about making money from the app, since it's really just a wrapper for the website, but I will probably make in app donation thing.
[t]http://i.imgur.com/6WWTqpj.png[/t]
nodejs host for 3d printers that communicate in serial
the idea behind this is that you don't really need all the bells and whistles that the other 3d printing hosts offer. i figured that the most important features are:
1) to send gcode files to the printer
2) to send your own commands to the printer
i decided to not implement default buttons for homing or positioning, but rather have the user define macros which are just tiny gcode files. not printers are created equal, and even more so with DIY reprap's, so I think the ability to implement custom routines whether its for homing or heating is rather useful.
also, while working on this i can tell that i have no idea why I went with node or rather javascript, as every time i open sublime i feel like im dipping my hands into shit. writing javascript feels like just pouring spaghetti everywhere.
[t]http://i.imgur.com/mFDf4RJ.png[/t]
A couple more hours I have conditional verbs, inventory, and continuity. :) Slow going, but lots of fun!
Edit:
WIP is here: [url]https://github.com/Sidneys1/TheCloset[/url]
Been working on implementing PhysX with my renderer, just shitty boxes for now. The cool thing is the entity component system I have going.
[URL]https://drive.google.com/open?id=0B9aPKDgFnabZeEx4cXRxSXlpTTQ[/URL]
I am bad at encoding [B]AND [/B]​posting webm's apparently.
[QUOTE=DarkCarnage;49826755]Been working on implementing PhysX with my renderer, just shitty boxes for now. The cool thing is the entity component system I have going.
[URL]https://drive.google.com/open?id=0B9aPKDgFnabZeEx4cXRxSXlpTTQ[/URL]
I am bad at encoding [B]AND [/B]​posting webm's apparently.[/QUOTE]
Normally it's [vid], but Google Drive doesn't give you persistent deep links.
The cool thing about ray tracing is that implicit animated shapes are strait forward to make. For example
[img]http://i.imgur.com/QflFAy0.gif[/img]
[QUOTE=cam64DD;49823841][URL="https://my.mixtape.moe/wmcwfl.webm"]Added an actual inventory system!
[/URL]Items that are overlapping other items/outside the inventory area are discarded.
cant wait to relive the horrors of resident evil 4's inventory management![/QUOTE]
I like that inventory mechanic!
I've finally started to learn C# which is actually my first proper coding language, previously i've used GML (Gamemaker) and Expression 2 (Wiremod, i also started learning how to code thanks to this).
But wait, there's more! I've also learned 3D modelling, basic rigging and animation in blender.
Right now i'm fucking around in Unity, and i've managed to put together this thing:
[t]http://i.imgur.com/LzAOjjX.png[/t]
I'm working on getting the animations to work like they're supposed to,
but i'm not making all that much progress since it's 3 am, oh well
[t]https://i.imgur.com/1Jo3XNj.png[/t]
I mean, okay then.
In other news, the NodeBB API fucking sucks.
Here's how to get an unread post and reply to it:
1. Download the login page. The HTML one.
2. Extract the CSRF token.
3. Post to /login with your username, password, and CSRF.
4. Save that session cookie for later use.
4a. Download your own user page and get your UID, as it can't be taken from your cookie
5. Download /api/unread and parse the horrible fucking JSON because it puts EVERYTHING in there.
6. Pick a topic.
7. Download /api/<topic id>
8. JSON decode the slug (wtf) and get /api/<topic id>/<slug>
9. POST to the nodebb-plugin-write-api endpoint, because why would the vanilla server have an API?
10. Pray to your deity you got the right set of finicky parameters correct.
[QUOTE=PelPix123;49828182]I've been working on hand-tuned DSPs for spatial audio for VR and I ended up inventing a really, really precise crossfeed. I've been studying the human head and ears for over 2 years now trying to figure out what makes a HRTF do what it does and replicate it from scratch. When I finished my hand-tuned DSP, I realized that if you remove the phase positioning system that does positioning based on the sound source in game, it can be applied as an effect on a standard stereo audio signal and makes a pretty unique crossfeed.[/QUOTE]
ASMR master. You just need audio of somebody whispering in my ear and you'll be a Youtube hit.
Replicate this and you'll be a god: [video=youtube;QbOmya3X4kw]https://www.youtube.com/watch?v=QbOmya3X4kw[/video]
[QUOTE=cam64DD;49823841][URL="https://my.mixtape.moe/wmcwfl.webm"]Added an actual inventory system!
[/URL]Items that are overlapping other items/outside the inventory area are discarded.
cant wait to relive the horrors of resident evil 4's inventory management![/QUOTE]
if that reload/gun spinning is based of the mouse position that is extremely cool
[QUOTE=Cow Muffins;49828294]ASMR master. You just need audio of somebody whispering in my ear and you'll be a Youtube hit.
[...][/QUOTE]
Combine it with Rant :v:
[editline]28th February 2016[/editline]
[QUOTE=PelPix123;49828182][...]
It's just a little tiny bit less fatiguing on your brain. [...][/QUOTE]
Or a lot. This is actively pleasant and I have a headache right now and ~15€ headphones.
[editline]28th February 2016[/editline]
[QUOTE=Cow Muffins;49828294]ASMR master. You just need audio of somebody whispering in my ear and you'll be a Youtube hit.
Replicate this and you'll be a god: [video=youtube;QbOmya3X4kw]https://www.youtube.com/watch?v=QbOmya3X4kw[/video][/QUOTE]
This works really well for positioning, but is that an effect or recorded with a physical head model?
just converted all of bulletin from Unity's 2D mode to 3D
[t]http://i.imgur.com/a2CACiR.png[/t]
[I]dynamic shadows, fuck yeah.[/I]
Hey guys :smile:
Remember that 'file city' game that I'm working on at a pace close to that of a snail?
I'm bored walking around the game world.
So I enabled playing music file, if you're looking at a music file that is inside your computer, and interact with them.
I'll make a proper interaction with various kind of files inside the computer later.
[video=youtube_share;pMZolnZIaeg]http://youtu.be/pMZolnZIaeg[/video]
Also, which do you think will be more inviting/interesting to play?
1) The character can interact with files just by touching them
2) The character must equip specific tools to interact with specific kind of files?
It's a laid back game, so which will be more, well, laid back, and at the same time, engaging enough?
Balance is the focus. I even try to make it entirely playable with only a mouse (because I want to lean on a couch and reaching for keyboards will tire me out)
[QUOTE=PelPix123;49828182]HRTF[/QUOTE]
Isn't HRTF used for positioning sound in 3D space through 2 human ear microphones?
Anyway, to me crossfeed examples sound quite nicer.
[QUOTE=Fourier;49829674]Isn't HRTF used for positioning sound in 3D space through 2 human ear microphones?
Anyway, to me crossfeed examples sound quite nicer.[/QUOTE]
That's binaural audio. An HRTF is a function that tries to replicate the way a sound wave travels through your head, and into your other ear.
Usually with stereo panning you have issues with identifying if sound is coming from behind or in front, or from the top or bottom, an HRTF attempts to solve this.
[QUOTE=hakimhakim;49829672]Hey guys :smile:
Remember that 'file city' game that I'm working on at a pace close to that of a snail?
I'm bored walking around the game world.
So I enabled playing music file, if you're looking at a music file that is inside your computer, and interact with them.
I'll make a proper interaction with various kind of files inside the computer later.
[video=youtube_share;pMZolnZIaeg]http://youtu.be/pMZolnZIaeg[/video]
Also, which do you think will be more inviting/interesting to play?
1) The character can interact with files just by touching them
2) The character must equip specific tools to interact with specific kind of files?
It's a laid back game, so which will be more, well, laid back, and at the same time, engaging enough?
Balance is the focus[/QUOTE]
Wow that's actually a really cool fucking idea for a game. I see a lot of potential for that. Similar to that lobby gamemode/arcade thing garrysmod had. Same type of audience. Really interested in seeing how far you end up taking this!
[QUOTE=PelPix123;49828182]I've been working on hand-tuned DSPs for spatial audio for VR and I ended up inventing a really, really precise crossfeed. I've been studying the human head and ears for over 2 years now trying to figure out what makes a HRTF do what it does and replicate it from scratch. When I finished my hand-tuned DSP, I realized that if you remove the phase positioning system that does positioning based on the sound source in game, it can be applied as an effect on a standard stereo audio signal and makes a pretty unique crossfeed.
It's also super, super subtle. A Hi-Fiers dream! Subtly simulating ITD and reducing strain without massively (or sometimes even audibly) mucking with the source file's audible phase or soundstage.
Watch:
No crossfeed:
[vid]http://www.pelpix.info/example_bypassed.mp3[/vid]
Yes crossfeed:
[vid]http://www.pelpix.info/example.mp3[/vid]
Stereo imaging is not super affected but he opposite ear never feels "hollow".
Audibly, there is barely a difference:
No Crossfeed:
[vid]http://www.pelpix.info/08 - Godot ~ The Fragrance of Dark-Colored Coffee.mp3[/vid]
Crossfeed:
[vid]http://www.pelpix.info/08 - Godot ~ The Fragrance of Dark-Colored Coffee Crossfeed.mp3[/vid]
It's just a little tiny bit less fatiguing on your brain. That's it. It doesn't affect the sound in any meaningful way other than making long listening easier--especially with old songs that have heavy pans like The Beatles. I should put up some Beatles examples.
[editline]27th February 2016[/editline]
[vid]http://www.pelpix.info/yellowsubmarinecrossfeedexample.mp3[/vid]
Beatles example (best)[/QUOTE]
That crossfeed is actually really weird. Without it, it feels like there's extra pressure on my head from my headphones or something.
So I saw this video popping up on reddit, and recreated it as a shader:
[media]https://www.youtube.com/watch?v=sbNxc2l98YY[/media]
[url=https://www.shadertoy.com/view/lsyGW3#][t]https://my.mixtape.moe/ddztcu.png[/t][/url]
[url]https://www.shadertoy.com/view/lsyGW3#[/url]
It may have taken me all day, but I can have a scrolling buffer of *formatted* text at any arbitrary rectangle within a C# console. The sad part is, the output looks no different than it did before, it's just a lot easier to use and far more robust. :)
Edit:
Page king? Have a picture:
[img]http://i.imgur.com/7yRf3nQ.png[/img] [img]http://i.imgur.com/HeCjU26.png[/img]
I managed to get some pretty quick drawing in the console
[vid]https://a.uguu.se/cxamzq_2016-02-29_01-00-31.webm[/vid]
Making cmd display stuff quickly is pretty fun
After 2 years of on-off development I feel we're reaching the final stages of the mobile game we've been working on, we're finally finishing up the UI aesthethics and making the final content. During this time I gained a lot of respect for every developer who manages keep working on their projects for any considerable amount of time. While this is simply a learning/hobby project, we still want to make a fine game and the motivation sometimes just isn't there, so kudos for all those devs out there who manage to keep working on a single project for multiple years.
For now have a skill cutscene (with the programmer-art-ui in place):
[vid]http://webm.host/4fec1/vid.webm[/vid]
And our very own Piranha Plant:
[vid]http://webm.host/bf314/vid.webm[/vid]
So I showed my mum some of Frost today, and explained a few of the game's mechanics to her, and how it'd play.
She didn't really like hearing that I'm thinking of implementing the ability to wear other people's skin for warmth v:v:v
[QUOTE=sarge997;49833392]So I showed my mum some of Frost today, and explained a few of the game's mechanics to her, and how it'd play.
She didn't really like hearing that I'm thinking of implementing the ability to wear other people's skin for warmth v:v:v[/QUOTE]
Dead Space 1 rule of thumb: If you mom doesn't like it, you must be onto something great.
[QUOTE=galimatias;49832879]I managed to get some pretty quick drawing in the console
[vid]https://a.uguu.se/cxamzq_2016-02-29_01-00-31.webm[/vid]
Making cmd display stuff quickly is pretty fun[/QUOTE]
Hey what are you doing to speed it up? is it WriteConsoleOutput or are you doing something else special?
Here's something that I've been working on. Fully multithreaded luajit v2.1 using only the ffi and pthreads. It works similar to C++14 with async and futures.
The core is wrapped up in the function ljthread.async:
[code]
local ljthread = require('ljthread')
io.stdout:setvbuf('no')
local n = 8
io.stdout:write('launching with '..n..' threads\n')
local joins, results = {}, {}
for i=1,n do
local join, th = ljthread.async(function(id)
-- do some busy work
math.randomseed(id)
local r = 0
for i=1,25000 do
for j=1,25000 do
r = math.random()
end
end
-- output current thread
io.stdout:write('hello from '..jit.version..' thread '..id..'\n')
return r
end, i)
table.insert(joins, join)
end
-- snip some more stuff
[/code]
Output saturating the CPU cores:
[img]https://i.imgur.com/DZ3n0XM.png[/img]
[img]https://i.imgur.com/epfOrOM.png[/img]
[QUOTE=sarge997;49833392]So I showed my mum some of Frost today, and explained a few of the game's mechanics to her, and how it'd play.
She didn't really like hearing that I'm thinking of implementing the ability to wear other people's skin for warmth v:v:v[/QUOTE]
Keep it up, if you need any help making the game I'm willing to help to :)