Tested out making a visualizer for a steam controller node module, worked pretty well and was able to find some bugs with graphical that I just fixed :X
[img]https://qwook.github.io/graphical/controller.gif[/img]
If there's any more interest, I'll probably work on advanced components that would help people quickly make sliders, x-y, and button visualizers.
[QUOTE=Hentie;52102835]Tested out making a visualizer for a steam controller node module, worked pretty well and was able to find some bugs with graphical that I just fixed :X
[IMG]https://qwook.github.io/graphical/controller.gif[/IMG]
If there's any more interest, I'll probably work on advanced components that would help people quickly make sliders, x-y, and button visualizers.[/QUOTE]
That'd be a great addon for debugging browser games that require/can use a controller.
Mostly been working on the map, trying to make it so a "bridge" is created when you click between two tiles. (Probably should include some form of optimization at a later date so the entire mesh isn't recreated).
Am going to attempt to use unity's pathfinding for test units and have them wonder round the hexagons.
[vid] https://i.gyazo.com/44d63e609afeb9a9dcb011d75f82ee0d.mp4 [/vid]
THE WORLDS WORST DEPENDENCY INJECTION FRAMEWORK IS HERE
200 LINES IN A HEADER FILE
NO SAFETY AT ALL
[url]https://github.com/simply-jos/BabyDI[/url]
AMAZING
[url]https://facepunch.com/showthread.php?t=1560602&p=52109468#post52109468[/url]
I made a mod for Dark Souls 3
[img]http://i.imgur.com/KpSmlWq.png[/img]
Never try to develop off of a flash drive.
[QUOTE=Ott;52109646][IMG]http://i.imgur.com/KpSmlWq.png[/IMG]
Never try to develop off of a flash drive.[/QUOTE]
That's how I used to do it before I learned how to use proper versioning control. I was working from multiple computers so that was the only way I knew how to do it (because I ran out of google cloud storage back then :v:)
[QUOTE=Karmah;52109732]That's how I used to do it before I learned how to use proper versioning control. I was working from multiple computers so that was the only way I knew how to do it (because I ran out of google cloud storage back then :v:)[/QUOTE]
Spending the few hours to learn git really is worth it in the long run.
[QUOTE=Ott;52109646][img]http://i.imgur.com/KpSmlWq.png[/img]
Never try to develop off of a flash drive.[/QUOTE]
The trick is to delete all binaries and only keep your sources before moving it in your flash drive.
[QUOTE=Downsider;52109086]THE WORLDS WORST DEPENDENCY INJECTION FRAMEWORK IS HERE
200 LINES IN A HEADER FILE
NO SAFETY AT ALL
[url]https://github.com/simply-jos/BabyDI[/url]
AMAZING[/QUOTE]
thank you joseph i will be handing this up to my brother in a fortune 500 tech company based in the valley
[QUOTE=Karmah;52109732]That's how I used to do it before I learned how to use proper versioning control. I was working from multiple computers so that was the only way I knew how to do it (because I ran out of google cloud storage back then :v:)[/QUOTE]
I used to run my entire development machine OS and home partition off of a 16GB USB 2.0 drive. Worked very well too, but it depends on what you develop as well.
[QUOTE=DrDevil;52109800]Spending the few hours to learn git really is worth it in the long run.[/QUOTE]
There are still people in my Software Engineering class that use Dropbox instead of properly syncing shit. We've been in this program for 3 years by now, you would think they would have picked it up by now. Then again, we still have people that don't understand why a higher tick-rate is better for real-time applications either. :v:
I've started working on my bachelor thesis, and one of the things I have to do there is simulate a magnetic coil around a big copper housing. There already is simulation software that can solve 2-dimensional problems like this perfectly, but the GUI of it is some serious 90s hell. Almost unusable. Anyway, since I have to sweep across several frequencies I've decided to create a tool that does it for me.
The left window is the original program, the right one is my tool. I run the simulation at different frequencies by editing the frequency parameter in the project file, saving it in a temporary location, running the program with wine (it's windows only, but has excellent wine support), make it generate the solution and then close it again. I do that for every frequency, and then use a slider to select which frequency to show.
Next up is adding the ability to click anywhere in the plot and turn it into a bode plot to get the exact frequency response of the magnetic field at that position. Also I should look into providing wine with a fake X11 environment to prevent the windows from spawning. There is no way to run the tool in command-line mode...
[media]https://www.youtube.com/watch?v=7TOIIkgJdnQ[/media]
Got an interesting artifact today while working on a ocean shader.
[video=youtube;9y4JRRaBxdo]http://www.youtube.com/watch?v=9y4JRRaBxdo[/video]
Currently trying to wrap my head around generating a dynamically sized convex icosahedron that I can then subdivide into small hexes to make a sorta sphere.
It's not terribly complex, I've got the idea that I can just take the center point of each triangle as a corner point, and the points they all meet would be the centers of the hexes. Or well, close enough for my needs anyway since in the end I don't thing I need perfect hexes for anything.
I'm thinking of taking a rough surface area desired, and then back tracking to the length of each edge for the initial triangles from there, since that'd give an icosahedron that's roughly right and then just see what the factor of change is to determine a proper size. Which is pretty simple at
length = 3¾√(A/45)
So for one VERY, VERY roughly the size of Mars-ish, we'll have an edge length of 2540.85 km for the starting icosahedron.
I'm not sure what the surface area of the end result will be, since it'll be a complex, stupid shape, but it'll definitely be larger by some measurable degree.
crossposting!
well well well familiar aint it
[t]http://i.imgur.com/1SfphHr.png[/t]
now i'll add ratings.
basically, this is how things are going to work: the player will be able to rate posts and exploit the bandwagon effect; if you arrive at a post early enough and be one of the first users to rate it, chances are that post is going to receive lots of similar ratings. This is how the players will be able to interact with most users.
Now, I'm not promising a gigantic system that reacts intelligently to your ratings because that would take way too much time and is beyond my current skills. I'm working on something far simpler: By rating specific posts, certain events may occur.
The player will also take on the role of a Substitute Moderator, so they'll also have to track down reported posts and punish the offending poster. I'm working on a Peggle-like banning mechanic as we speak. Could work, could suck, we'll see.
[QUOTE=hippowombat;52099645]Thanks for the responses guys, I haven't configured Python in my PATH, will try after work. I am attempting Python on Windows, which I thought the tutorial was tailored to, which is where I got sudo from, dunno what it means tbh.
[editline]13th April 2017[/editline]
Okay, so a follow up - I tried this on my work PC, added [CODE];C:\Python27;C:\Python27\Lib;C:\Python27\DLLs;C:\Python27\Lib\lib-tk;C:\other-folders-on-the-path[/CODE] to the end of my Path Variable Value (if that makes sense) which allows me to return [CODE]Python 2.7.13 etc etc[/CODE] on just a regular Start>Run>cmd.exe. However, trying to run [CODE]pip install virtualenv[/CODE] or [CODE]python pip install virtualenv[/CODE] from cmd.exe returns [CODE]'pip' is not recognized as an internal or external command, operable file or batch file[/CODE] am I missing something for Pip functionality from my Path Variable Value?[/QUOTE]
pip isn't a windows function; that's a unix thing
[editline]balls[/editline]
I stand corrected
You can get pip, Christoph Gohlke's site is a great resource for Python wheels for Windows.
[url]http://www.lfd.uci.edu/~gohlke/pythonlibs/#pip[/url]
I guess you still need pip to install wheels, though. So kind of a catch 22...
[QUOTE=F.X Clampazzo;52119032]Currently trying to wrap my head around generating a dynamically sized convex icosahedron that I can then subdivide into small hexes to make a sorta sphere.
It's not terribly complex, I've got the idea that I can just take the center point of each triangle as a corner point, and the points they all meet would be the centers of the hexes. Or well, close enough for my needs anyway since in the end I don't thing I need perfect hexes for anything.
I'm thinking of taking a rough surface area desired, and then back tracking to the length of each edge for the initial triangles from there, since that'd give an icosahedron that's roughly right and then just see what the factor of change is to determine a proper size. Which is pretty simple at
length = 3¾√(A/45)
So for one VERY, VERY roughly the size of Mars-ish, we'll have an edge length of 2540.85 km for the starting icosahedron.
I'm not sure what the surface area of the end result will be, since it'll be a complex, stupid shape, but it'll definitely be larger by some measurable degree.[/QUOTE]
alternatively if you sneak in a few hexagons at the poles things get a lot simpler.
Look into spherical fibonacci mapping maybe, if you're using discrete points as the center of polygons that might be a way to get a really solid mapping scheme going.
[editline]18th April 2017[/editline]
[QUOTE=Protocol7;52120267]You can get pip, Christoph Gohlke's site is a great resource for Python wheels for Windows.
[url]http://www.lfd.uci.edu/~gohlke/pythonlibs/#pip[/url]
I guess you still need pip to install wheels, though. So kind of a catch 22...[/QUOTE]
Or use miniconda to get Python + tools setup, along with the most common useful libraries, without the bloat of Anaconda's full install. Plus it takes care of setting the PATH for you.
[editline]edited[/editline]
just found out that the other C++ guru at work is (was? idk) the main ACRE dev, which explains why he's the main SDR and general radio guy at work now :v:
when he casually mentioned his involvement with the project i was kinda shocked lol, just came out of nowhere and while I knew he had mentioned modding "a bit" for ARMA a ton I didn't realize that "a bit" meant writing a really sophisticated terrestrial radio propagation system for ARMA that is one of the more popular mods for those games
After almost a year of being lovingly handcrafted by several pairs of slightly moist hands, [URL="https://github.com/TheBerkin/Rant/releases/tag/v3.0.0"]Rant 3[/URL] is now out and better than ever.
Copying tentative release notes from release page:
[quote]Rant 3.0 is a complete overhaul of many aspects of the previous major release. It includes a massive array of new features for blocks, queries, and text formatting, as well as a brand-new scripting system that integrates directly into the Rant framework, adding conditional statements, loops, variables, and more.
[B]Compiled patterns can be saved![/B]
You can now save compiled patterns as .rantpgm files so that you don't have to compile them every time they're loaded. Hooray for efficiency!
[B]Better error messages[/B]
The compiler can now return multiple compiler errors, the runtime now includes a stack trace with runtime errors, and the snozzberries taste like snozzberries!
[B]Supercharged queries[/B]
Along with significant improvements to query filters and the addition of the plural subtype, queries can now be dynamically constructed through "query-builder" functions for even more flexibility when making use of external dictionaries.
[B]Verbose character literals and better escape sequences[/B]
A new language feature, the verbose character, has been introduced in v3, which enables users to insert any Unicode 9.0 character into their output by using its name (e.g. `LATIN SMALL LETTER A WITH DIAERESIS`). Escape sequences have been extended to allow surrogate pairs, as well.
[B]Arguments[/B]
You can now pass arguments to patterns. This enables you to, for example, pass game state data to a pattern about player health to display a custom status message. Any C# object can be turned into an argument set.
[B]Extended synchronizer features[/B]
Three new synchronizer modes have been added: `ping`, `pong`, and `no-repeat`. These modes complement the numerous other options with more diverse selection behaviors that simplify the creation of specific output patterns.
[B]Formatting[/B]
`RantFormat` has been extended to allow customization of alphabet, number verbalization, and spacing. With the addition of a German preset, you can now use `[numfmt:verbal]` to count in German!
[B]Improved package workflow[/B]
With this release is included a slick new command-line utility (RCT.exe) which includes a package builder. Packages now have unique IDs and can include dependencies, tags, author names, and more!
[B]Now in NEW German flavor![/B]
This version also includes a German localization of all warnings and error messages. Rant will automatically detect your system language and choose the appropriate translation.[/quote]
Documentation is [URL="http://berkin.me/rantdocs"]here[/URL].
I made a Steam Greenlight for the game I've been working on the past 10 months. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=908075065[/url]
I'm just worried that my trailer isn't as good as it could be, as it's my first real trailer.
[video=youtube;0hI8wwTBJUw]http://www.youtube.com/watch?v=0hI8wwTBJUw[/video]
[QUOTE=paindoc;52121006]alternatively if you sneak in a few hexagons at the poles things get a lot simpler.
Look into spherical fibonacci mapping maybe, if you're using discrete points as the center of polygons that might be a way to get a really solid mapping scheme going.
[editline]18th April 2017[/editline]
Or use miniconda to get Python + tools setup, along with the most common useful libraries, without the bloat of Anaconda's full install. Plus it takes care of setting the PATH for you.
[editline]edited[/editline]
just found out that the other C++ guru at work is (was? idk) the main ACRE dev, which explains why he's the main SDR and general radio guy at work now :v:
when he casually mentioned his involvement with the project i was kinda shocked lol, just came out of nowhere and while I knew he had mentioned modding "a bit" for ARMA a ton I didn't realize that "a bit" meant writing a really sophisticated terrestrial radio propagation system for ARMA that is one of the more popular mods for those games[/QUOTE]
I'm not too concerned with it being perfect hexes always, I only really want it that way for plate-tectonic simulation and initial rain fall, drainage and biome creation, after the plate-tectonic simulation they'll be broken down into very small hex tiles for aesthetic purposes, or maybe even eliminated/smoothed, idk yet. Largely I just want to create a proper environment simulator because I find perlin noise to be really uncanny, it just looks wrong to me every time I see it used. The largest issue I'm having is finding a game engine that won't be pissy about my desire to use this method of terrain generation, since it's not really conventional to build everything off sphere-like shape, especially from a gravity and orientation perspective. I might just code my own and say fuck it because UE4's documentation on procedural meshes is absolutely alienating me right now. I have a separate program I wrote that accepts vertex data and draws a 3d shape, but it's not really that helpful considering I'm not /really/ wanting to code an entire 3D engine if I can avoid it.
[QUOTE=James0roll;52122613]I made a Steam Greenlight for the game I've been working on the past 10 months. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=908075065[/url]
I'm just worried that my trailer isn't as good as it could be, as it's my first real trailer.
[/QUOTE]
The trailer is a little [I]too fast[/I] in my opinion. I want to see THE GAME.
[QUOTE=Cow Muffins;52122646]The trailer is a little [I]too fast[/I] in my opinion. I want to see THE GAME.[/QUOTE]
Make the text show for a very small amount of time, it'd fit the mood better
[QUOTE=Cow Muffins;52122646]The trailer is a little [I]too fast[/I] in my opinion. I want to see THE GAME.[/QUOTE]
I hoped the trailer had hinted towards what the game-play is on a basic level, and then people could read the detailed description to elaborate further on what the game-play fully is if they were intrigued. Although, I see what you mean. A lot of people probably just want to watch the trailer and not have to read anything. I'll have to figure out how to accomplish that (without making it look worse), I suppose.
[QUOTE=F.X Clampazzo;52122645]I'm not too concerned with it being perfect hexes always, I only really want it that way for plate-tectonic simulation and initial rain fall, drainage and biome creation, after the plate-tectonic simulation they'll be broken down into very small hex tiles for aesthetic purposes, or maybe even eliminated/smoothed, idk yet. Largely I just want to create a proper environment simulator because I find perlin noise to be really uncanny, it just looks wrong to me every time I see it used. The largest issue I'm having is finding a game engine that won't be pissy about my desire to use this method of terrain generation, since it's not really conventional to build everything off sphere-like shape, especially from a gravity and orientation perspective. I might just code my own and say fuck it because UE4's documentation on procedural meshes is absolutely alienating me right now, which is what I assume I need but idk? I have a program I wrote that accepts vertex data and draws a 3d shape, but it's not really that helpful considering I'm not /really/ wanting to code an entire 3D engine if I can avoid it.[/QUOTE]
When it comes to more realistic looking noise, consider the techniques mentioned in this article -
[url]http://www.decarpentier.nl/scape-procedural-extensions[/url]
using the derivative of the noise really does help. I still think simulating tectonics is an excellent idea, but there may be places where injecting a bit of noise for spicing up the terrain could help (or hell, use the tectonics to create biomes then use improved noise to detail them). Outerra also does a bunch of neat stuff to make their terrain look more realistic: [URL="http://outerra.blogspot.com/2009/02/procedural-terrain-algorithm.html"]link[/URL], [URL="http://outerra.blogspot.com/2009/05/horizontal-displacement.html"]link[/URL], [URL="http://outerra.blogspot.com/2009/11/horizontal-displacement-2.html"]link[/URL]
I've got mountains more resources on generating terrain too. If you're not fixed on generating the terrain mesh like that, consider using a cubemap-to-sphere mapping. With a bit of work, that can actually be improved significantly enough so that there is very little distortion from the mapping itself ([URL="http://i.imgur.com/0wgkfli.png"]example[/URL], here the lines you see are due to the wireframe outlines making it clear where the bisection line changes). If that interests you, lmk and I can find the code I wrote to do that (and recently rewrote to be more clear), since the original source I found was some pretty gross C stuff. Icospheres fall victim to the hairy ball problem, where you won't be able to generate a continuous TNB vector field across the whole surface. If you handle the edge cases between cubemap faces though, you can get a TNB field for that kind of mapping.
[editline]edited[/editline]
I'm still working on my planet rendering stuff, tbh. I just got frustrated as fuck dealing with CUDA and OpenGL working together, so I decided that I'd just try learning Vulkan and getting that to work. The fact that I can dispatch and handle compute jobs with Vulkan alongside graphics jobs makes it much easier, and avoids hacky tricks to get GPU-related APIs to play nice (along with avoiding issues that come up when two separate GPU API's are fighting for GPU time and resources). I bit off more than I can chew, but I'm in no rush and Vulkan is neat af so it should hopefully pay off [sp]when i finally get it rendering a triangle in like another month :v[/sp]
I'll probably bite and use noise within biome to make it more interesting, good idea, and I'll definitely need noise to generate foliage distribution and such, since that's not something I care to figure out any super realistic distribution for I don't think.
Didn't really think about a cube-map actually, hmm. Well you've given me definitely a fair bit to consider now haha.
Holy fucking shit, I didn't even know that blueprints were supposed to actually display something when you typed to create new nodes until I watched a tutorial video for it. I've been sitting here just assuming I was too fucking stupid to know the exact node names I wanted, or that it just didn't work so I was going straight to c++ programming. Which has gone swimmingly in comparison. Time to troubleshoot the game engine I don't even understand, oh boi.
Photo of the thing I don't ever see at all, borrowed from some UE4 forum thread that I googled up trying to fix the issue, the specific thread wasn't helpful.
[img]http://i.imgur.com/ILL9aba.png[/img]
Hello waywo!
I have one question.. there was one dude that was showing off his node based editor for music making and it also had VR. It also had cables that were 'pulsing' based on volume. That dude also published cable source code. Anyone remembers it? I can't seem to find it :(
[QUOTE=Fourier;52124121]Hello waywo!
I have one question.. there was one dude that was showing off his node based editor for music making and it also had VR. It also had cables that were 'pulsing' based on volume. That dude also published cable source code. Anyone remembers it? I can't seem to find it :([/QUOTE]
I think that was me, if you mean this:
[vid]http://files.facepunch.com/ziks/2015/June/23/2015-06-23-1527-57.mp4[/vid]
It was done with all the wires using the same cylinder geometry, with the vertices deformed in [url=https://gist.github.com/Metapyziks/85c08387830011690937]this[/url] shader. _A and _D are the start and end points of the wire, and _B and _C are like anchor positions that make sure the wire is pointing the right direction at the start and end.
Damn, that was fast! Thanks Ziks! Will take a look at it, looks slick!
Anyway, how should 3D cylinder look like? I mean what is dimension, orientation and radius of 3D model?
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