• What are you working on? v67 - March 2017
    3,527 replies, posted
Just used Xposed and use stealth root, I can't have a phone without Xposed so many handy modules.
Sadly the android n update is going slowly and m is around the corner q.q I really hope the guy that makes xposed gets himself some help
Oh shit! We recently became a team of 5 people working on a Project Reality mod for Battlefield 3 using Venice Unleashed. Exciting times! Here's an old demo of the native visual environment editor. Frostbite is really cool. [quote][vid]https://giant.gfycat.com/UnpleasantSorrowfulGuineafowl.webm[/vid][/quote] Some maps have interesting sky systems. [quote][vid]https://giant.gfycat.com/GlumSentimentalBigmouthbass.webm[/vid][/quote] [quote][vid]https://giant.gfycat.com/DapperGratefulBurro.webm[/vid][/quote]
My current CG homework is to (from scratch) load and display a scene, add objects with animation (procedural or keyframe, doesn't matter), collisions, textures and lighting. Managed to get the setup to load and render .obj files and (poorly implemented) textures. Also a simple shader to show me what are considered walls or floors. (wireframe green = floor) [t]http://i.imgur.com/cRzAvdT.png[/t] Modern OpenGL can be so tricky, but it's so rewarding when things finally render.
[QUOTE=JohnnyOnFlame;52377572]My current CG homework is to (from scratch) load and display a scene, add objects with animation (procedural or keyframe, doesn't matter), collisions, textures and lighting. Managed to get the setup to load and render .obj files and (poorly implemented) textures. Also a simple shader to show me what are considered walls or floors. (wireframe green = floor) [t]http://i.imgur.com/cRzAvdT.png[/t] Modern OpenGL can be so tricky, but it's so rewarding when things finally render.[/QUOTE] That sounds way more exciting than what I remember from CG classes at Uni. Collision detection seems like a weird thing to have to do in a CG class tho, not really graphics related is it.
[QUOTE=JWki;52377612]That sounds way more exciting than what I remember from CG classes at Uni. Collision detection seems like a weird thing to have to do in a CG class tho, not really graphics related is it.[/QUOTE] His "collision detection" is more in terms with what you would need to do if you were writing a ray-tracer, but he spicied it up a bit to fit into the homework. The final grade for it really isn't that much (2/10 if you ace every single requirement), but it's a neat exercise for those willing to get their hands dirty with it, and he leaves a lot of breathing room, such as hard-coded examples that can be extended to fit the requirements and still be accepted and he accepts that you use pretty much any language and API for as long as you're not using an engine that does it for you (ie you can use dx9, OpenGL or you own rasterizer, but no irrlitch or ogre). But still- I'm not going to waste my time doing redundant work, I'm spicing it up a bit on my side aswell in order to get the most out of my typing time, instead of using his (very outdated opengl) examples, I'm building it out of modern (gl 3.x+) ideas in order to learn something new. [editline]19th June 2017[/editline] Still, it is pretty exciting indeed, I love being able to actually earn the grades rather than have my brain idle while I type endless streams of redundant garbage.
[QUOTE=JohnnyOnFlame;52377646]His "collision detection" is more in terms with what you would need to do if you were writing a ray-tracer, but he spicied it up a bit to fit into the homework. The final grade for it really isn't that much (2/10 if you ace every single requirement), but it's a neat exercise for those willing to get their hands dirty with it, and he leaves a lot of breathing room, such as hard-coded examples that can be extended to fit the requirements and still be accepted and he accepts that you use pretty much any language and API for as long as you're not using an engine that does it for you (ie you can use dx9, OpenGL or you own rasterizer, but no irrlitch or ogre). But still- I'm not going to waste my time doing redundant work, I'm spicing it up a bit on my side aswell in order to get the most out of my typing time, instead of using his (very outdated opengl) examples, I'm building it out of modern (gl 3.x+) ideas in order to learn something new. [editline]19th June 2017[/editline] Still, it is pretty exciting indeed, I love being able to actually earn the grades rather than have my brain idle while I type endless streams of redundant garbage.[/QUOTE] That sounds pretty satisfying, regardless. In my CUDA course the professor had examples that had us using immediate mode and writing CUDA kernel output into the pixel buffer ([I]ew ew ew ew[/I]), so I polished them up with modern OpenGL are you using DSA stuff as well? The tricky but rewarding part makes me thing you are haha, because the learning curve is quite a bit steeper but the payoff is worth it and it made me want to pretend the state machine never existed in other news, university pretty much told me "lolno" for the maths and stuff major, so at this point I'm just looking for literally [I]any[/I] major I can get so I can just get a fucking degree and move on [editline]19th June 2017[/editline] given my work history and portfolio of work, i figure i can get by with a degree in something like art history. the only other software developer proper at my work has an art history degree :v:
Trying some image effects now. I've got multiple blend modes for fill colors, and a very inefficient blur. [img]http://i.imgur.com/fVt1ZJj.png[/img][img]http://i.imgur.com/0qjwggs.png[/img]
[QUOTE=paindoc;52378097]That sounds pretty satisfying, regardless. In my CUDA course the professor had examples that had us using immediate mode and writing CUDA kernel output into the pixel buffer ([I]ew ew ew ew[/I]), so I polished them up with modern OpenGL are you using DSA stuff as well? The tricky but rewarding part makes me thing you are haha, because the learning curve is quite a bit steeper but the payoff is worth it and it made me want to pretend the state machine never existed in other news, university pretty much told me "lolno" for the maths and stuff major, so at this point I'm just looking for literally [I]any[/I] major I can get so I can just get a fucking degree and move on [editline]19th June 2017[/editline] given my work history and portfolio of work, i figure i can get by with a degree in something like art history. the only other software developer proper at my work has an art history degree :v:[/QUOTE] I've started implementing DSA, but I'm having a weird as hell issue where RenderDoc shows me the right output (backbuffer has all textures OK) and my final render has the entire texture black (???) Instead I'm just dealing with VAOs, VBOs, etc. [editline]19th June 2017[/editline] Lmao not even a second after posting this I fixed it, nvmd [code] //Broken glTextureStorage2D(id, 1, GL_RGBA, tex->w, tex->h); //Good glTextureStorage2D(id, 1, GL_RGBA8, tex->w, tex->h); [/code]
[QUOTE=JohnnyOnFlame;52378245]I've started implementing DSA, but I'm having a weird as hell issue where RenderDoc shows me the right output (backbuffer has all textures OK) and my final render has the entire texture black (???) Instead I'm just dealing with VAOs, VBOs, etc. [editline]19th June 2017[/editline] Lmao not even a second after posting this I fixed it, nvmd [code] //Broken glTextureStorage2D(id, 1, GL_RGBA, tex->w, tex->h); //Good glTextureStorage2D(id, 1, GL_RGBA8, tex->w, tex->h); [/code][/QUOTE] Isn't DSA in OpenGL not just using the more recent set of functions that take object ids directly instead of having to bind objects? If anything I found that more pleasant to use.
[QUOTE=JWki;52378385]Isn't DSA in OpenGL not just using the more recent set of functions that take object ids directly instead of having to bind objects? If anything I found that more pleasant to use.[/QUOTE] It's great when you have everything setup and running and you know how the pieces fit, it's a pain in the ass when you're not sure what you're doing tho.
[QUOTE=JohnnyOnFlame;52378443]It's great when you have everything setup and running and you know how the pieces fit, it's a pain in the ass when you're not sure what you're doing tho.[/QUOTE] I probably missed something about it then I remember it just being slightly differently named function calls with an additional parameter.
[img]http://i.imgur.com/FHxmCEE.png[/img] fixed my anti-aliasing so it uses msaa instead of ssaa and made it gamma correct
[QUOTE=JohnnyOnFlame;52378443]It's great when you have everything setup and running and you know how the pieces fit, it's a pain in the ass when you're not sure what you're doing tho.[/QUOTE] This page is a great quick refsheet: [url]https://github.com/Fennec-kun/Guide-to-Modern-OpenGL-Functions[/url] [QUOTE=JWki;52378672]I probably missed something about it then I remember it just being slightly differently named function calls with an additional parameter.[/QUOTE] Its mostly that it's pretty far removed from the usual methods, and there's not a lot of documentation or examples about DSA. Takes more trial and error to get going. [editline]19th June 2017[/editline] It does get one ready for Vulkan, though. At least slightly. I wish OpenGL had something like command buffers, though.
[QUOTE=paindoc;52379013] It does get one ready for Vulkan, though. At least slightly. I wish OpenGL had something like command buffers, though.[/QUOTE] There's NV_command_list, i discovered it accidentally while going trough OpenGL function list in OpenTK [editline]19th June 2017[/editline] [QUOTE=JohnnyOnFlame;52378245]I've started implementing DSA, but I'm having a weird as hell issue where RenderDoc shows me the right output (backbuffer has all textures OK) and my final render has the entire texture black (???)[/QUOTE] Try capturing 2 frames in RenderDoc. I have a bug in my rendering engine where when i capture one single frame, it only captures like 2 OpenGL calls. 2nd one captures everything.
[QUOTE=paindoc;52379013]This page is a great quick refsheet: [url]https://github.com/Fennec-kun/Guide-to-Modern-OpenGL-Functions[/url] Its mostly that it's pretty far removed from the usual methods, and there's not a lot of documentation or examples about DSA. Takes more trial and error to get going. [editline]19th June 2017[/editline] It does get one ready for Vulkan, though. At least slightly. I wish OpenGL had something like command buffers, though.[/QUOTE] Hm still not sure if I missed something about DSA then - it was literally just "everytime you had to use these crappy functions that need state to be bound, just replace them with these nicer functions that take whatever you want to access directly". I didn't consider it a change in how the code around it works really, it just made the API actually somewhat nice to use for a change. Are we sure we're not talking about AZDO?
[video=youtube;M4WDc1INUAw]https://www.youtube.com/watch?v=M4WDc1INUAw&feature=youtu.be[/video] Pretty much done revamping my weapons for this mod project I've been working on for too damn long. Edit-Should mention that's not my model, just for clarity.
I've further improved text layouts, and now I can stretch bits of text across the cover. I used to see a lot of crime novels do that with the author name, so I decided it was a good feature to have. Also, instead of the same tint on every background, I now attempt to sample for a dominant color and tint it with that. [t]http://i.imgur.com/DfgWSbF.png[/t][t]http://i.imgur.com/hECIHJ8.png[/t][t]http://i.imgur.com/kKI94N0.png[/t][t]http://i.imgur.com/1KnnH7A.png[/t]
You should totally make it generate the book content as well
[QUOTE=LennyPenny;52381323]You should totally make it generate the book content as well[/QUOTE] I did that a few years ago with a project called [URL="https://github.com/TheBerkin/MoistBanana"]Moist Banana[/URL] (it generated simple covers too). I could probably bring it back, but I would have to convert the hundreds of patterns that generate the book contents over to modern Rant. It would be a lot of work, but I like the idea. At the very least I'm considering generating the whole dust jacket instead of just the front cover.
Snip accidental post
Hallo! I've been working on a game engine for the past 2 days, and would like to share what I have!! It will be an open source, C++11^ game engine. Right now I've been adding voxel support to the game. But its been really fun! I love working on it! The game engine will support 2 different map types, one of them I made up. The first map type, .bsp, is a map that is used in the Quake games, and Source engine games. Fun fact: Mine is a universal loader!!! The second map, .vox, is a voxel world, that was indeed created by me. It loads up the voxel world, while still loading as you move. Innovative! You might be thinking, this is a really slow way, and a waste of disk space to handle this. See, I optimized it so much, for example, each file is about 7 kilobytes. And this is because I do not store the data of the world inside the map file. I actually store the CODE for the world in the map file (of course its not literally the code, its data my map loader reads, then renders). And yes, of course we have chunks to make it run at ~500 fps ;). Okay, enough talking!! Lets get to showing off work!! Here is an example of one of the many, infinite worlds, my voxel engine renders. [IMG]https://image.ibb.co/cSPBNk/one_of_themany.png[/IMG] Did I mention the beautiful colors? Simple, but yet gorgeous ;) Leave feedback below, I'll share code when I get the time :)
[QUOTE=ze herald;52384072]Hallo! I've been working on a game engine for the past 2 days, and would like to share what I have!! It will be an open source, C++11^ game engine. Right now I've been adding voxel support to the game. But its been really fun! I love working on it! The game engine will support 2 different map types, one of them I made up. The first map type, .bsp, is a map that is used in the Quake games, and Source engine games. Fun fact: Mine is a universal loader!!! The second map, .vox, is a voxel world, that was indeed created by me. It loads up the voxel world, while still loading as you move. Innovative! You might be thinking, this is a really slow way, and a waste of disk space to handle this. See, I optimized it so much, for example, each file is about 7 kilobytes. And this is because I do not store the data of the world inside the map file. I actually store the CODE for the world in the map file (of course its not literally the code, its data my map loader reads, then renders). And yes, of course we have chunks to make it run at ~500 fps ;). Okay, enough talking!! Lets get to showing off work!! Here is an example of one of the many, infinite worlds, my voxel engine renders. Did I mention the beautiful colors? Simple, but yet gorgeous ;) Leave feedback below, I'll share code when I get the time :)[/QUOTE] welcome back, verideth
Where'd he steal code from this time, I wonder?
[QUOTE=Lumaio;52384169]welcome back, verideth[/QUOTE] Someone's gonna have to fill me in on this lol.
[QUOTE=Comfort Jones;52385991]Someone's gonna have to fill me in on this lol.[/QUOTE] Verideth was permabanned a while ago, he pops back up with a new account posting stolen code every once in a while.
Honestly I tried a few times to help him out and give him sources that guided him in what he wanted to do - but he just chose to copy code, which was disappointing. I enjoy teaching/helping people so that kinda just bummed me out. Should've known better, even if I'd like to believe change or mature. Check his latest project for source code from my "HephaestusEngine" project (my old voxel thingy), he just starred that :v: [editline]edited[/editline] compute shaders are hurting my head right now. I forgot to index into the input storage and output storage buffer correctly, and had a silly for loop where I really didn't need one. The names of the thread/block indices are different than what I'm used to in CUDA, though, and you don't quite configure them at launch like you do with CUDA. I need these to work, though, as upsampling on the CPU is a lot slower than it could be and adding procedural fractal details will be even slower. I also managed to crash the display driver at work (Quadro K1200), so that means I've now crashed the display driver of every computer I've ever used doing graphics programming stuff haha
Workin on UI stuff again. I can mess around with stylization and color schemes forever [T]http://i.imgur.com/wqUnYr8.png[/T] Good thing I took that screenshot, because I forgot that the changes made didn't save and I had to do them again :v:
[QUOTE=paindoc;52386305]Honestly I tried a few times to help him out and give him sources that guided him in what he wanted to do - but he just chose to copy code, which was disappointing. I enjoy teaching/helping people so that kinda just bummed me out. Should've known better, even if I'd like to believe change or mature. Check his latest project for source code from my "HephaestusEngine" project (my old voxel thingy), he just starred that :v:[/QUOTE] I just noticed he made/is administrator of a Steam group called 'Coding Gods' and put that as his primary group. Normally I'd go on a well-meaning but possibly slightly hurtful rant about how to gain other people's respect at this point, but it'd probably just be lost on him. (I'm going to hold off on judging whether he copied code until I've either seen it or he refuses to send me his full engine code. Judging by class names alone you're probably not too off though. He sent me some short snippets that are very obviously mostly original though; That is: You'd be somewhat hard-pressed to find code that bad anywhere online.)
I'm waiting for the inevitable "who's verideth?" post
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