[QUOTE=TeamEnternode;51895774]It's sheltering when you were brought up to do better than others through your whole life (school) and all the sudden everyone is better than you so much that it would take several college years to catch up to them.
It makes you feel worthless. I guess I'm just venting a bit...
[editline]1st March 2017[/editline]
The worst part is I don't know anyone irl that can program at all. I have noone to really talk to about it.
The only two people I know by association is a java programmer my age (which I do not know) and a C++ programmer that lives in Japan. Thus, different time schedules, and I don't get to talk to them very often.
And because I know so little compared to everyone here the majority of the time I have no fucking clue what you guys are even talking about, let alone participate in any real discussion that isn't one-sided.
It sucks.[/QUOTE]
I feel this vibe, but I'm still gonna call it silly :v:
There's no shame in not being the smartest person in the room! Hell, there's no shame in being the dumbest person in the room. There are assholes that will try to tell you differently, but they're just that - assholes. This just means you have more to learn, and that's the fun part! And approaching most topics with an amateur's/novice's mindset will leave you better prepared to learn, and give you a better attitude in the classroom. Professors/Teachers will pick up on this, compared to the guy who's acting like God's gift to that classroom and asking sophomoric questions just to hear himself sound smart.
I'm guessing you just got out of, or are still in, high school? I never could've done this stuff in high school. Several years of college has been required not for me to learn programming in particular, but to get better at learning in general, from just reading about a certain topic to learning how to practice and better embed learning about a topic. High School really is not a great preparation for college, imo.
Regardless, if you want to learn about programming one of the best ways is just to "copy" code so to speak. I don't mean Ctrl-C and Ctrl-V, but like following along and re-writing the code in your own words and terms (along with comments, I try to be really generous with comments for new topics). This is actually a really great way to learn regardless of topic - when first learning new maths, you copy the teachers work, then follow along with example problems, and slowly work your way up to doing maths a lot more independently. But you certainly don't start the process of learning calculus by writing your own proofs or completing advanced problems! Same happens in something like music production, at first you can "copy" songs you admire by artists you admire and will still end up with something original and your own (like a remix, really). So give "copying" like this a shot, I know its been of aid to me. I use it for textbook note-taking too, along with almost any new topic/hobby I'm learning about, and its a strategy vouched for in courses I've taken on methods of learning. Good "copying" is a perfectly valid learning tactic.
Lastly, in reply to this:
[QUOTE]And because I know so little compared to everyone here the majority of the time I have no fucking clue what you guys are even talking about, let alone participate in any real discussion that isn't one-sided.
It sucks.[/QUOTE]
There are absolutely some insanely talented and utterly bloody brilliant individuals in here, but they each seem to have their own narrow focus area. I would not describe myself as a particularly knowledgeable person about procedural noise (more like the mad hatter of noise tbh), but its a topic I know quite a bit about. Things like writing a compiler though? Or writing a scripting language? Or doing really crazy (why) C++ webdev stuff? Not a clue. My point is that there are a lot of people here covering a very wide range of topics, but I doubt anyone would claim ot be a master-of-all.
So ask questions! If you don't understand something, ask about it! That's contributing to the discussion and I'm sure people would enjoy being asked about their personal work. I've learned a ton just from various answers/questions in this thread, along with some of the replies/questions to my own posts leading to further learning on my part.
to really tldr it: the attitude espoused in your post is one I've felt, and I'm sure many people have felt, but it doesn't do you any good and isn't fair to you. It shuts down many opportunities to learn and improve before they can even happen, and learning about programming is both feasible and easily accomplished with a bit of work
My feedback is please include an option to turn off the chromatic aberration.
Looks visually nice, but I think it's unwise to decouple the order of the selection keys from the order of the items on the GUI. If you really want wheel selection, maybe make it so you select weapon with the mouse instead!
[QUOTE=Sam Za Nemesis;51900462]I'm prototyping a new HUD system for my project (Also completely ditched VGUI), any feedback would be nice, plus I've implemented a filmic tonemapping shader that should make color curves feel more natural
Any feedback would be appreciated[/QUOTE]
IMO the contrast/sharpness is a bit high, probably because its a little too transparent. Perhaps try making it slightly more opaque, and lightening the background?
I made a brainfuck -> il compiler.. weee
[t]http://i.imgur.com/s7WNXqc.png[/t]
I wrote shaders and a basic program that generates random quadrilaterals with random gradients for giggles. Fun little quickie project.
[img]http://i.imgur.com/glIXWKL.png[/img]
Went from using 3 x 2048x2048 maps to one 1024x1024, 2 x 512x512 and one 512x512 detail texture. Texture memory usage is sliced to 1/10th and the result is actually crisper looking thanks to the detail texture.
With and without detail texture (both with low-res base textures):
[t]https://puu.sh/usy4s.jpg[/t] [t]https://puu.sh/usy58.jpg[/t]
It's crucial to match a good detail texture to the original object though. While I think this model looks good it doesn't really look like the actual tree I scanned, since birch trees have a rather smooth surface. I'm also working on adding a detail mask and supporting multiple detail textures so you don't have to worry about having leaves/wood/stone in the same texture.
I've been reworking my PBR shaders recently.
I spent all day yesterday researching resources on how indirect lighting can be implemented more realistically.
In my case, I don't use environment maps for indirect diffuse lighting, but instead use volumetric maps + reflective shadow maps. However, I do use environment maps for indirect specular lighting, but finding resources on that took me the longest.
What I've ultimately decided on was for each env_map bake a filtered version that increases convolution based on increasing roughness, stored into each mip level of the texture. This way, the roughness of a surface can be used as a lookup parameter into the lod field of a texture sampler.
The results so far are nicer than what I had before:
Direct Lighting + indirect diffuse(light bounce) vs Same + indirect specular (full lighting)
[t]http://i.imgur.com/C06ziVs.png[/t] [t]http://i.imgur.com/IFKNokd.png[/t]
1st + 2nd showing indirect light bounces vs 2nd + 3rd showing indirect specular
[t]http://i.imgur.com/q2NgNRz.png[/t] [t]http://i.imgur.com/4DwH8qn.png?1[/t] [t]http://i.imgur.com/6gkDCFE.png[/t]
My reflections are parallax corrected cubemaps, however I'm going to be implementing screen space reflections and have that be the primary source of reflections, falling back on the cubemaps second and worst case scenario the skybox texture. That's the plan anyways.
yay, made it to the highlights!
I'm currently remaking my old inventory system. It's like Resident Evil 4's inventory, but without grids: you can freely move and rotate objects in your bag.
This is going to be fun. :U
[B]EDIT:[/B]
Here it is! You can freely drag and rotate items in your bag. When you close your bag, items that are touching other items or the inner walls of the bag are dropped.
I hope you're good at Tetris!
[t]http://i.imgur.com/ffyuJwV.png[/t]
[IMG]http://i.imgur.com/axt3tsW.png[/IMG]
[QUOTE=Karmah;51907477][t]http://i.imgur.com/IFKNokd.png[/t]
[/QUOTE]
Bottom right up one level seems to apply a correct level of blur, but 5th -> 4th row and above seem broken, there's no blurring applied and the edges are completely sharp
Not sure if that's intentional in your current system or a bug
[editline]poo[/editline]
3 days, 15 commits, and like, a few thousand lines of code later, and you can now join and disconnect from a server
Nothing in my game supported being pulled out of any of the systems currently. Being inserted into the physics and networking systems for example were treated as being completely one way, and there was a bunch of interconnected shit in the server networking side
Pulling out all the game server only stuff into its own separate class was a big start, besides a few resources it means I can simply mop up the whole game state and respawn information etc by simply doing *this = game_server_session_state(). Sweet!
Fighters had to have a new method to fully unload all their models, lights, pull them out of the physics system (per-part collision!), and also remember to pull the trombone out of the new networking system (which includes per-packet per-player function callbacks, as well as the ability to insert components into the networking system without the networking system having to be coded to do it manually)
This turned out to be surprisingly straightforward, this has mostly been a large exercise in restructuring a lot of code, and it worked 1st time straight off the bat which is at least a little surprising. It may not be the best looking server browser of all time, but it works (except for finding player counts)
[IMG]https://dl.dropboxusercontent.com/u/9317774/bestever.PNG[/IMG]
-snip (automerge pls)-
Making some progress with static props:
[img]http://files.facepunch.com/ziks/2017/March/04/chrome_2017-03-04_16-03-33.png[/img]
Haven't loaded the lighting data yet, some angles look a bit off, and I'm not reading models from the pakfile yet.
[editline]4th March 2017[/editline]
Fixed the angles!
[img]http://files.facepunch.com/ziks/2017/March/04/chrome_2017-03-04_16-13-34.png[/img]
[QUOTE=Sam Za Nemesis;51900462]I'm prototyping a new HUD system for my project (Also completely ditched VGUI)[/QUOTE]
Great work! Are you using CEF?
[editline]4th March 2017[/editline]
unraveling stuff in grid for a significant cleanup
[img]http://i.imgur.com/c5xQXlW.png[/img]
[img]http://i.imgur.com/rUWsRGf.png[/img]
it's depressing
[QUOTE=Icedshot;51911821]Bottom right up one level seems to apply a correct level of blur, but 5th -> 4th row and above seem broken, there's no blurring applied and the edges are completely sharp
Not sure if that's intentional in your current system or a bug
[/QUOTE]
Thanks, I'll look into the blurring.
The spheres are sitting on the border between 2 parallax corrected cubemaps so that the front mirrors the middle of the scene and the backs for the reverse; so it does have a janky edge.
[media]https://www.youtube.com/watch?v=x9FzIEuyT-o[/media]
Fixed a dumb bug that meant loads of models wouldn't get added to the draw list. Vertex lighting is next.
I bet that if you tried implementing cs-go as a HTML5 game it would still stutter less than the current garbage that valve rolls out as stable releases.
Can't even play de_inferno anymore because I get 99~150fps and yet it feels like 25fps due to the god awful frame pacing.
[editline]4th March 2017[/editline]
Also great job, that's looking hella cool. Wondering if that could be extended to watch demos via browser.
My current favorite thing about the CS:GO engine is that they added clientside "clock correction", which has nothing to do with the serverside clock correction, also [i]noone[/i] seems to know what it's supposed to do. It's broken to the point where it seems impossible to figure out what they actually intended.
But hey the lag compensation being offset to the point that it's trying to lag compensate into the future is totally how it's supposed to work. I think the worst I've seen in a real game is being 16 ticks ahead of the server for a full second. You can check pretty easily yourself by just looking at the tick_count the client is sending out, it's completely fucked up.
[editline]4th March 2017[/editline]
I think they might also have fixed some rounding errors, destroying the delicate balancing of opposing rounding errors.
[QUOTE=JohnnyOnFlame;51913344]I bet that if you tried implementing cs-go as a HTML5 game it would still stutter less than the current garbage that valve rolls out as stable releases.[/QUOTE]
This was hyperbole.
[QUOTE=JohnnyOnFlame;51913344]Can't even play de_inferno anymore because I get 99~150fps and yet it feels like 25fps due to the god awful frame pacing.[/QUOTE]
And this is very well documented, there are plenty graphs on this, theres even some on my facepunch profile, feel free to read kiwi's posts.
[editline]4th March 2017[/editline]
But feel free to dumb it and run away without posting anything to back it up, valve can't do anything bad anyways.
Or maybe you just have a shit pc
[QUOTE=Tobba;51913430]My current favorite thing about the CS:GO engine is that they added clientside "clock correction", which has nothing to do with the serverside clock correction, also [i]noone[/i] seems to know what it's supposed to do. It's broken to the point where it seems impossible to figure out what they actually intended.
But hey the lag compensation being offset to the point that it's trying to lag compensate into the future is totally how it's supposed to work. I think the worst I've seen in a real game is being 16 ticks ahead of the server for a full second. You can check pretty easily yourself by just looking at the tick_count the client is sending out, it's completely fucked up.[/QUOTE]
I get the general feeling that everything was fine prior to 2007 and everything valve has done afterwards has been less than optimal
[QUOTE=TeamEnternode;51913925]Or maybe you just have a shit pc[/QUOTE]
It's not the best, but it handles just about anything I throw at it just fine. Even witcher on Ultra @ 2560x1080.
[editline]4th March 2017[/editline]
But no, disregard actual performance graphs, just make random claims about my setup.
Even fucking Nuke runs better than the new inferno, bad framepacing and all at least I get constant 120fps+, with most frametime spikes being not enough to affect gameplay too much.
[QUOTE=Sam Za Nemesis;51913178]Your work on your viewer is remarkable, have you attempted adding [URL="http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf"]normal mapped lightmaps[/URL] yet to your viewer? it can be done with a simple shader with the other lightmap textures and it can increase the sharpness of the lightmaps exponentially vs flat lightmaps[/QUOTE]
Ah I wasn't aware of that, I'll have a go at implementing it later on. Thanks!
[QUOTE]I'm very curious about how you're dealing with texture steraming[/QUOTE]
Nothing particularly sophisticated, I just load in each mipmap level from highest to lowest, and when each one is received I glTexImage2D it to both the corresponding mipmap level and level 0. Then when the real level 0 is loaded I switch it to use mipmap smoothing rather than just being linear. Also it prioritizes downloading the next mipmap level for whichever texture is currently at the lowest level of detail.
[QUOTE=Icedshot;51911821]Bottom right up one level seems to apply a correct level of blur, but 5th -> 4th row and above seem broken, there's no blurring applied and the edges are completely sharp
Not sure if that's intentional in your current system or a bug[/QUOTE]
Turned out to be a bug.
I never had to manually fill mip levels before, so I made the wrong assumption about their size, causing them to get filled in incorrectly, so only a portion of each face of the cubemaps at higher roughnesses were being filtered, causing jarring artifacts.
The edges appear a bit weird in this example because of the location in space that the orbs are placed - on the boundary between 2 different parallax corrected environment probes:
[t]http://i.imgur.com/AKSGXBS.png[/t]
I think I have fixed all the issues now:
Indirect lighting vs full lighting
[t]http://i.imgur.com/3yoTtbg.png[/t][t]http://i.imgur.com/wYIQPne.png[/t]
Horray for the triple feature!
I'd like to thank the academy, my carpal tunnel, and my good friend, Vyvanse.
Clouds coming along fairly well. Still not entirely happy with how they look but getting closer. VR support is being and absolute pain in the ass but once I figure it out like I did with my portals (only issue is that it's all done within a shader this time so rip) I should be good to go forever for screenspace VR effects,
[IMG]https://dl.dropboxusercontent.com/u/12024286/Dev%20stuff/Better%20yet%20still.PNG[/IMG]
I found out that I can get away with processing a fairly small patch of precomputed noise and then just do a single, large noise pass over the entire sky to control strength.
I'd still like to take recommendations on better formats for the precomputed noise than 3d textures, though. They feel way slower than they should be and they have arbitrary limitations.
Also, god damn, learning to type again after getting an ergodox is interesting. I'm not too far into using it but I'm already picking it up fairly well... for letters, at least. Symbols are a whole other monster.
[img]http://i.imgur.com/K7OEauh.gif[/img]
I need to stop putting off finishing the back end...
I added a simple animation frame interpolation, with basically single line of code, to make the animations smoother:
current_angle = last_frame_angle + (time_elapsed_since_last_frame/frame_time)*(next_frame_angle-last_frame_angle)
Left is old animation, right is with interpolation, slowed down.
[IMG]http://i.imgur.com/f8Hknfw.gif[/IMG]
As for some context... even though this is showing the Bionic Commando dude, this is for that Quake 2D update I may never finish... and yes, I'm aware the animation itself is shit.
[IMG]http://i.imgur.com/Z88Vmdx.gif[/IMG]
Working on UI, on top of dear imgui.
Quite happy with this so far, although you can notice some weird behaviour in the right column after splitting the topmost view.
Next up is docking and undocking to platform windows so I can scatter tool windows all across all of my monitors.
[QUOTE=JWki;51916127][IMG]http://i.imgur.com/Z88Vmdx.gif[/IMG]
Working on UI, on top of dear imgui.
Quite happy with this so far, although you can notice some weird behaviour in the right column after splitting the topmost view.
Next up is docking and undocking to platform windows so I can scatter tool windows all across all of my monitors.[/QUOTE]
I found columns were nigh completely broken for anything other than super basic usage in imgui. Eg nested columns just don't work
[QUOTE=Radical_ed;51915174][img]http://i.imgur.com/K7OEauh.gif[/img]
I need to stop putting off finishing the back end...[/QUOTE]
[img]http://i.imgur.com/D5PGmpY.gif[/img]
[img]http://i.imgur.com/HcTUJ1l.gif[/img]
This lil guy turned out real cute
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