[QUOTE=Darwin226;49898636]So regarding the graphics glitch from before. I've ran the program on another PC and it doesn't show up there...
There's some strange fuckery going on. I think I'll drop down to raw OpenGL and just replace my rendering backend.[/QUOTE]
I once spent 2 weeks debugging something DirectX related... everything was fine until some day I tested again software and everything was PINK.
(aka something crashed terribly)
[QUOTE=Fourier;49898530]I am learning Behavior Trees, what the fuck I have never been so confused in my life[/QUOTE]
Did you read [URL="https://github.com/adonaac/blog/issues/3"]adnzzzzZ's[/URL] [URL="https://github.com/adonaac/blog/issues/4"]posts[/URL]? They explain it really well imo.
I will, thanks!
[QUOTE=Tamschi;49900477]Did you read [URL="https://github.com/adonaac/blog/issues/3"]adnzzzzZ's[/URL] [URL="https://github.com/adonaac/blog/issues/4"]posts[/URL]? They explain it really well imo.[/QUOTE]
Wow, that's a quality write up.
[QUOTE=Proclivitas;49900848]Wow, that's a quality write up.[/QUOTE]
Depending on the language and existing libraries you can take a few shortcuts with your implementation (for example I use C#'s [I]Task[/I] async pretty liberally since the resulting state machines are similar, but that's not as memory-friendly since I can't easily reset those (yet)), but I think the one in the blog posts is pretty close to optimal if you value performance in e.g. Unity (without threaded GC) over easy to manage code.
I could probably IL-weave the methods to use an alternative resettable implementation, but that would require an additional build action on everything that implements new behaviours.
Alternatively you [I]can[/I] reset [I]Task[/I]s, but it's [I]really[/I] hacky and relies on private implementation details.
In e.g. F# you could make a super clean implementation [URL="https://msdn.microsoft.com/en-us/library/dd233182.aspx"]with custom computation expressions[/URL] for resettable coroutines though.
I might be going to grad school because my professor likes my stuff, so that's exciting. It's kinda happening all of a sudden too which makes it seem more dream like and unbelievable. Dr. Polkm has a ring to it yeah? :v:
Bonus gif:
[IMG]http://i.imgur.com/gPvzXv9.gif[/IMG]
Well looks like you have extraordinary 3D math capabilities, I'd be happy as professor too.
[QUOTE=polkm;49901345]I might be going to grad school because my professor likes my stuff, so that's exciting. It's kinda happening all of a sudden too which makes it seem more dream like and unbelievable. Dr. Polkm has a ring to it yeah? :v:
Bonus gif:
[IMG]http://i.imgur.com/gPvzXv9.gif[/IMG][/QUOTE]
Congrats! Wish my compsci degree had even covered any of this at any detail.
How's the asteroid belt generated?
[QUOTE=Occlusion;49901819]Congrats! Wish my compsci degree had even covered any of this at any detail.
How's the asteroid belt generated?[/QUOTE]
Thanks, I based my astroids off the 3d noise [URL="https://www.shadertoy.com/view/4sfGzS"]here[/URL]. I learned some ray tracing from school but they used freakin java so it wasn't even close to real time. I learned most of what I know about real time ray tracing from [URL="http://www.iquilezles.org/www/index.htm"]Íñigo Quílez[/URL]. He's boss
[url]http://crashlightarena.com/facepunchkeys2.html[/url]
More keys for crashlight. I fixed a memory leak in the dedicated server so I now have 3 of them up and running.
Also some content:
This is what happens 99% of the time if you play the debug map in multiplayer. WARNING LOUD AS FUCK:
[vid]https://files.catbox.moe/7e0l0g.mp4[/vid]
[QUOTE=boomer678;49902971][url]http://crashlightarena.com/facepunchkeys2.html[/url]
More keys for crashlight. I fixed a memory leak in the dedicated server so I now have 3 of them up and running.[/QUOTE]
[code]> java -jar CrashlightArena_Updater.jar
Error: Could not find or load main class application.MainApp
> java -version
openjdk version "1.8.0_74"
OpenJDK Runtime Environment (build 1.8.0_74-b02)
OpenJDK 64-Bit Server VM (build 25.74-b02, mixed mode)[/code]
[QUOTE=boomer678;49902971][url]http://crashlightarena.com/facepunchkeys2.html[/url]
More keys for crashlight. I fixed a memory leak in the dedicated server so I now have 3 of them up and running.
Also some content:
This is what happens 99% of the time if you play the debug map in multiplayer. WARNING LOUD AS FUCK:
[vid]https://files.catbox.moe/7e0l0g.mp4[/vid][/QUOTE]
Just logged on to play this, it's a lot of fun. Please keep working on this.
[QUOTE=mojangsta;49903068][code]> java -jar CrashlightArena_Updater.jar
Error: Could not find or load main class application.MainApp
> java -version
openjdk version "1.8.0_74"
OpenJDK Runtime Environment (build 1.8.0_74-b02)
OpenJDK 64-Bit Server VM (build 25.74-b02, mixed mode)[/code][/QUOTE]
Maybe try this: [url]http://tecadmin.net/install-oracle-java-8-jdk-8-ubuntu-via-ppa/[/url] instead of openjdk? I'm not sure
I've been doing a lot with generative rune-looking things lately. Not sure what they'll be used for but definitely something in a game or two. Each of these videos were done in slightly different ways.
[vid]https://www.dropbox.com/s/j48zsxquwfc32pb/text2-transition.mp4?dl=1[/vid]
[vid]https://www.dropbox.com/s/ob9jlooslv1yu3y/runes2fast.mp4?dl=1[/vid]
[vid]https://www.dropbox.com/s/567v27uu7cwdgx7/runes1fast.mp4?dl=1[/vid]
I've been getting into Venice Unleashed (Battlefield 3) modding.
Turns out that you can't just rescale things and expect everything to be OK.
[t]http://i.imgur.com/UopJZce.jpg[/t]
[QUOTE=polkm;49901345]I might be going to grad school because my professor likes my stuff, so that's exciting. It's kinda happening all of a sudden too which makes it seem more dream like and unbelievable. Dr. Polkm has a ring to it yeah? :v:
Bonus gif:
[neat stuff] [/QUOTE]
Man I really have to get into shaders...
This is a bit of a long shot but a while back someone liked to their github of a prototype full server implementation for game services (like leaderboards...) in Go, anyone by chance remember the link?
Currently working on an analytically informed level editor using [URL="http://openframeworks.cc"]OpenFrameworks[/URL]
[video=youtube;0WevIcqrvqY]http://www.youtube.com/watch?v=0WevIcqrvqY[/video]
And little defense game in Unity to go with it
[video=youtube;KcH6rwFa2Mc]https://www.youtube.com/watch?v=KcH6rwFa2Mc[/video]
[B]You can play this [URL="http://johnjoemcbob.com/portfolio/honourgame/"]here[/URL] ([URL="http://johnjoemcbob.com/UnityWebPlayer/Honours_Game/Web.html"]webplayer[/URL] | [URL="http://johnjoemcbob.com/Honours_Game.zip"]download[/URL])
Feedback would be appreciated![/B]
[QUOTE=powback;49905005]I've been getting into Venice Unleashed (Battlefield 3) modding.
Turns out that you can't just rescale things and expect everything to be OK.
[t]http://i.imgur.com/UopJZce.jpg[/t][/QUOTE]
These tools are still not properly released right?
No matter how much I look I haven't been able to find anything
pity
[QUOTE=Scratch.;49905529]These tools are still not properly released right?
No matter how much I look I haven't been able to find anything
pity[/QUOTE]
They are only available to a select few, but they will be available for everyone very soon!
First goddamn image that I got from the camera, uploaded to the GPU for display with OpenGL. The culmination of half a year of programming! I really appreciate camera firmware now :v:
[IMG]http://i.imgur.com/4WSeAoZ.png[/IMG]
This is just raw input, I still need to implement exposure controls, add it to the actual experiment, etc. Still I'm really happy that I works so far.
Setup:
[IMG]http://i.imgur.com/iUXxfSq.png[/IMG]
I had to try 5 times writing "success" mirrored because the camera still does something weird with the image :v:
Also it is red because I mapped black & white intensities to "hot" (typically a black red yellow white colormap).
[QUOTE=Number-41;49906076]First goddamn image that I got from the camera, uploaded to the GPU for display with OpenGL. The culmination of half a year of programming! I really appreciate camera firmware now :v:
[IMG]http://i.imgur.com/4WSeAoZ.png[/IMG]
This is just raw input, I still need to implement exposure controls, add it to the actual experiment, etc. Still I'm really happy that I works so far.
Setup:
[IMG]http://i.imgur.com/iUXxfSq.png[/IMG]
I had to try 5 times writing "success" mirrored because the camera still does something weird with the image :v:[/QUOTE]
What are we actually looking at?
[QUOTE=ben1066;49906199]What are we actually looking at?[/QUOTE]
So the camera is some scientific Allied Technologies thing. What I do is fetch an image on the camera, send it to CUDA, do some processing and then display it with OpenGL/GLFW. Getting the camera to work isn't that easy, there's no documentation, just code examples. So first you have to guess what on earth the pixel formats are, how to get decent performance, how to configure the thing, etc.
The camera should actually roughly end up here (CCD in the diagram) and record an interference pattern:
[img_thumb]http://spie.org/Images/Graphics/Newsroom/Imported/0872/0872_fig1.jpg[/img_thumb]
and reconstruct holograms in real-time. The red stuff are laser beams. What this allows you to do is to measure and recreate the light field that is bounced of the sample object (in the above image it is actually transmitted instead of reflected, which is a minor detail). Note that I said light field, i.e. it is not just a 2D projection like a normal photograph. Reconstruction is resource-intensive, but comes down to pointwise multiplications and FFT's, which are quite fast in CUDA.
Because no information is lost in the recording/reconstruction, 3D data is preserved. There's a lot more to it, but you could basically measure micrometer deformations in real-time, like here:
[media]https://www.youtube.com/watch?v=PEWub57U1jc[/media]
(I hope/think mine will reach more FPS) In this vid they deform some aluminium plate, but you could really measure anything, even cells or tiny bubbles or whatever. Real-time digital holography really seems like an emerging field because I barely find any papers on it, as well as a lack of applications. I hope that is because it hasn't been done before, and not that it's not being done because there are no applications :v:
To implement gathering and processing images and camera configuration and stuff, it's not necessary to actually use that whole setup, just pointing the camera at anything is enough, for now.
Tweaking my lighting further to try and find a final shader setup I like.
Also spent some time creating some props (modeled in 3DS Max, exported as flat diffuse + normal + masks and then textured in Photoshop) to futher evaluate the normal mapping:
[img]http://puu.sh/nBHhR.jpg[/img]
[img]http://puu.sh/nBHi5.jpg[/img]
[img]http://puu.sh/nBHib.jpg[/img]
Working on parser which allows users to define the language in JSON files, so that one can make a language using these files rather than writing their parser/lexer.
[QUOTE=proboardslol;49906367]Working on parser which allows users to define the language in JSON files, so that one can make a language using these files rather than writing their parser/lexer.[/QUOTE]
Hey, I was gonna do something similar with [url=https://github.com/medcat/antelope]Antelope[/url]. Never got there, though.
[QUOTE=Ac!dL3ak;49906392]Hey, I was gonna do something similar with [url=https://github.com/medcat/antelope]Antelope[/url]. Never got there, though.[/QUOTE]
Well, mine isn't a parser-generator. It's a parser and lexer but the language rules are defined in JSON files. As far as I can see, it's pretty open ended since JSON allows inline functions, so tokens and grammar can be given whatever callback you want (storing an identifier, parsing some number, etc). I'm still working through the structured aspects of the language as well as selection control in my head but I think scope can be done using temporary stacks separated from other stacks, with one global stack to handle global scope
What do you mean "JSON allows inline functions"?
[QUOTE=Skipcast;49906444]What do you mean "JSON allows inline functions"?[/QUOTE]
[code]
function(){
console.log("hi");
}[/code]
Lambdas
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