• What are you working on?
    5,004 replies, posted
[QUOTE=mojangsta;49914875]I was considering doing inverse sqrt falloff, but then I'd have to do lighting for every single block, for every single light source, which would be a significant performance hit compared to linear falloff out to some shorter distance. Not sure what you mean by basing it on the previous frame. Right now it's turn-based and the lighting updates when the world does, on each turn. But there's still significant latency on each turn due to num_lights*diameter^3 calculations.[/QUOTE] You can propagate it locally over time, so you can run it over the whole scene with 27 buffer lookups per voxel per update frame (though if that's too slow you can just stagger/interlace it). As I wrote above, you can easily get inverse square falloff by delinearising the gradient for display only, which is very cheap.
Currently working on an attempt to port a maxscript over to python, so it'll work on blender. I started knowing absolutely nothing about either, so it's a living hell at times, but it's fun when it all works.
snip
Just threw something random up in Unity for no reason what so ever. [video=youtube;KWtZuqcDnmA]https://www.youtube.com/watch?v=KWtZuqcDnmA&feature=youtu.be&ab_channel=FiresThatBurn[/video] 90% of the time working on that was the camera movements :(
Couldn't sleep, so implemented some basic shadows for my dudes. [vid]https://3.sendvid.com/02yv2kc5.mp4[/vid]
Blah I want to get back into projection but I have no idea where to start anymore. Tis sad.
Great fucking job, executing this code hangs my whole fucking computer (even the mouse gets frozen) [code] Entries.AddRange(Directory.GetDirectories(Pth)); Entries.AddRange(Directory.GetFiles(Pth)); [/code] because reasons. [editline]12th March 2016[/editline] OH NO WAIT! It's not this code i posted! It actually hangs when i concat all the entries into a long-ass string and write it into a TCP socket. [editline]12th March 2016[/editline] And it started happening after the latest upgrade. Great. Just great.
[QUOTE=Fulsam;49916616]Currently working on an attempt to port a maxscript over to python, so it'll work on blender. I started knowing absolutely nothing about either, so it's a living hell at times, but it's fun when it all works.[/QUOTE] What script are you porting, exactly?
[QUOTE=helifreak;49915189][code]Row[i] = (byte)(Row[i] + (i < BPP ? 0 : Row[i - BPP] + PrevRow[i]) / 2);[/code] [t]http://i.imgur.com/QjALyew.png[/t] Spot the bug. [sp]Row[i] = (byte)(Row[i] + ((i < BPP ? 0 : Row[i - BPP]) + PrevRow[i]) / 2); Fucking parentheses.[/sp][/QUOTE] I only know how precedence works out for +, -, *, /, && and ||. Parentheses on everything else.
Been far too long since I worked with OpenGL last... [img]http://i.imgur.com/wcSurdK.png[/img] Still a GL_POINTS array, though this time I'm throwing in colours, normals, and a bit of rotation as well.
Who remembers Ski Free? [img]http://www.dvdflick.net/storage/skifree/skifreewee.jpg[/img] This isn't quite that, but most things are there. No abonimable snowmonster yet though. Cobbled together using TypeScript. Play it here: [url]http://www.dvdflick.net/storage/skifree/[/url]
[QUOTE=Exl;49918589]Who remembers Ski Free? This isn't quite that, but most things are there. No abonimable snowmonster yet though. Cobbled together using TypeScript. Play it here: [url]http://www.dvdflick.net/storage/skifree/[/url][/QUOTE] fun, but I'm almost constantly confusing left and right arrow keys :v:
[QUOTE=mojangsta;49916804]ohhh ok shit I understand now. The linear vs. inv. sqrt thing isn't an issue; in fact, linear might make depth perception easier. But deferring lighting to later frames like that should reduce update-frame latency immensely. Sweet.[/QUOTE] I updated my post a little: If you need to stagger the updates then best do that with interlacing, so you e.g. rotate through two cycles updating adjacent blocks in different frames. This does decrease propagation speed quite a bit, but it's roughly symmetrical with most patterns so you won't get strange strongly noticeable glitches (especially at high fps). Of course in addition to this consider using a chunk system so you only have to activate light updates for volumes that contain them. (Pretty sure you can efficiently query whether adjacent volumes are affected via stencilling and asynchronous queries, and since you only need the result for the next frame doing that shouldn't block any pipelines.) [editline]12th March 2016[/editline] [QUOTE=Exl;49918589]Who remembers Ski Free? [img]http://www.dvdflick.net/storage/skifree/skifreewee.jpg[/img] This isn't quite that, but most things are there. No abonimable snowmonster yet though. Cobbled together using TypeScript. Play it here: [url]http://www.dvdflick.net/storage/skifree/[/url][/QUOTE] Fun, though the timer starts running during the intro screen.
[video=youtube;FsNeE_3MEIY]https://www.youtube.com/watch?v=FsNeE_3MEIY&feature=youtu.be&hd=1[/video] Guys I made the worlds best scripting / programming / whatever language (jk it sucks)
[QUOTE=helifreak;49915189][code]Row[i] = (byte)(Row[i] + (i < BPP ? 0 : Row[i - BPP] + PrevRow[i]) / 2);[/code] [t]http://i.imgur.com/QjALyew.png[/t] Spot the bug. [sp]Row[i] = (byte)(Row[i] + ((i < BPP ? 0 : Row[i - BPP]) + PrevRow[i]) / 2); Fucking parentheses.[/sp][/QUOTE] Are you doing BMP stuff? Cause if so, I'm working on something similar and would love to share some code, if you'd like.
snip
Anybody who has written parsers, how did you do your order of operations? I've developed a sort of algorithm which I think is more efficient than traditional PEMDAS.
[QUOTE=proboardslol;49919543]Anybody who has written parsers, how did you do your order of operations? I've developed a sort of algorithm which I think is more efficient than traditional PEMDAS.[/QUOTE] How can one order of operations be more efficient than another?
[QUOTE=Darwin226;49919634]How can one order of operations be more efficient than another?[/QUOTE] Not the order but the way you parse it. You can scan the stack once for each type of operator and reduce those one scan at a time, like how we do on paper (Parentheses first, Exponents, M/D, A/S). In fact, you don't have to go in this particular order at all, you just have to prioritize some expressions over others.
I was under the impression that updating a console window quickly was difficult in .NET... Regardless, got it figured out, as well as how to lock the size of a console window on Windows 10 (since resizing the window resizes the console buffer) [vid]https://giant.gfycat.com/WarmMerryGelada.mp4[/vid] Pardon shitty mp4 quality :/
[QUOTE=proboardslol;49919656]Not the order but the way you parse it. You can scan the stack once for each type of operator and reduce those one scan at a time, like how we do on paper (Parentheses first, Exponents, M/D, A/S). In fact, you don't have to go in this particular order at all, you just have to prioritize some expressions over others.[/QUOTE] This is a pretty common way to do it, although not exactly the best.
[QUOTE=Dr Magnusson;49919906]This is a pretty common way to do it, although not exactly the best.[/QUOTE] What other ways are there to do it?
GDC is coming up and I am reminded of my post in waywo four years ago where a younger and more optimistic version of myself [url=https://facepunch.com/showthread.php?t=1167397&p=35104140&viewfull=1#post35104140]optimistically asserted[/url] that I would one day work for Valve, and where amc [url=https://facepunch.com/showthread.php?t=1167397&p=35104247&viewfull=1#post35104247]quickly shot down my hopes and dreams[/url]. Luckily he did help me locate this post with my google query "jalb acpm gdc". It is interesting to look at the then and now, four years later, where I realize that he may be right. I probably won't work for Valve, and I'm totally cool with that. I work for a small startup in Dallas and I wouldn't have it any other way. When I describe the culture of where I work, people often attribute it to being "like valve," so maybe that's good enough. If any of you have a chance to work at a startup, I can't recommend it enough. I have talked with others who used to or currently work at startups and it's a pretty common consensus that the experience gained and the relationships built are unlike any other jobs out there. We are in early development phases of our current project and it's been killing me that I haven't been able to post anything cool in WAYWO for about a year now. Hopefully soon I can start showing off some of the tech we've been developing. For now, check out our [url=https://dl.dropboxusercontent.com/u/11093974/cards.jpg]sexy (totally last minute and low quality) business cards[/url]. Hopefully I will have something cool to share after GDC this year.
[QUOTE=jalb;49920028]GDC is coming up and I am reminded of my post in waywo four years ago where a younger and more optimistic version of myself [url=https://facepunch.com/showthread.php?t=1167397&p=35104140&viewfull=1#post35104140]optimistically asserted[/url] that I would one day work for Valve, and where amc [url=https://facepunch.com/showthread.php?t=1167397&p=35104247&viewfull=1#post35104247]quickly shot down my hopes and dreams[/url]. Luckily he did help me locate this post with my google query "jalb acpm gdc". It is interesting to look at the then and now, four years later, where I realize that he may be right. I probably won't work for Valve, and I'm totally cool with that. I work for a small startup in Dallas and I wouldn't have it any other way. When I describe the culture of where I work, people often attribute it to being "like valve," so maybe that's good enough. If any of you have a chance to work at a startup, I can't recommend it enough. I have talked with others who used to or currently work at startups and it's a pretty common consensus that the experience gained and the relationships built are unlike any other jobs out there. We are in early development phases of our current project and it's been killing me that I haven't been able to post anything cool in WAYWO for about a year now. Hopefully soon I can start showing off some of the tech we've been developing. For now, check out our [url=https://dl.dropboxusercontent.com/u/11093974/cards.jpg]sexy (totally last minute and low quality) business cards[/url]. Hopefully I will have something cool to share after GDC this year.[/QUOTE] Well good thing you don't work at valve, otherwise you might never become a game developer
[QUOTE=Dr Magnusson;49918901]Are you doing BMP stuff? Cause if so, I'm working on something similar and would love to share some code, if you'd like.[/QUOTE] That was PNG decoding.
[QUOTE=proboardslol;49919922]What other ways are there to do it?[/QUOTE] This seems to be buzzing around the PL community lately ([url]https://en.wikipedia.org/wiki/Earley_parser[/url]). But to be honest, what you described is fine. I did that as well. It will be a long time before parsing performance will be your bottleneck.
[QUOTE=Darwin226;49920607]This seems to be buzzing around the PL community lately ([url]https://en.wikipedia.org/wiki/Earley_parser[/url]). But to be honest, what you described is fine. I did that as well. It will be a long time before parsing performance will be your bottleneck.[/QUOTE] Well I did something inspired by Dijkstra's Shunting Yard Algorithm, involving a separate stack for operators (or at least their locations in the complete stack). It only has to get each token once, thereby being (hopefully) more efficient
[QUOTE=tisseman890;49914404]Success! [IMG]http://i.imgur.com/iFiIDip.png[/IMG] [URL="http://www.amazon.com/Anker-Apps-Facepunch-Droid/dp/B01CU30GAI/"]Link[/URL] Oh yeah, good suggestion! Haven't really thought about license.[/QUOTE] Thought everyone died who attempted to make a FP App. Glad to see your are still alive and kicking. Been waiting for this day for like 2 years now. :)
[QUOTE=tisseman890;49914404]Success! [IMG]http://i.imgur.com/iFiIDip.png[/IMG] [URL="http://www.amazon.com/Anker-Apps-Facepunch-Droid/dp/B01CU30GAI/"]Link[/URL] Oh yeah, good suggestion! Haven't really thought about license.[/QUOTE] [url]https://imgur.com/a/Wlx1Y[/url] So I'm guessing you're simply serving your own css through the default browser on android. If so, I would suggest adding a "clear: both" attribute to post bodies so that the user name and avatar appears above the post, giving the post the full width of the screen with which to display
I've been working on custom GUI for Half-Life 2 mod [t]http://i.imgbox.com/Nqbpk7Hw.png[/t] [t]http://i.imgbox.com/77ptJRlj.png[/t] It's still work in progress, here is what is done: -animations; -scripting system; -special effects (blur); It is VGUI, blur shader is made with Source Shader Editor by Biohazard. (any VGUI panel, text, button and etc can be used as a mask for blur) Mod's source code is open source: [URL]https://github.com/NicolasDe/project-9[/URL] Current version with effects isn't uploaded yet.
Sorry, you need to Log In to post a reply to this thread.