• What are you working on? v67 - March 2017
    3,527 replies, posted
[vid]https://i.imgur.com/1tkq2a9.mp4[/vid] Finally got tired of manually putting in positions and rotations and made it read animations from a file. So far, every animation of the model is to be saved in the same file as the mesh data. The rotation has 9 keyframes (That I made manually using my clearly lacking skills). As with last time, they are interpolated at 2 fps. That flip near the end? Yeah, that is me interpolating between two euler angles instead of quaternions. I added a tiny knight. He appears to be phasing in and out of our plane of existence. (Further testing, shows he actually does a full 360 degree rotation, meaning it is also those damn euler angles! :hammered: ) [img_thumb]https://i.imgur.com/KFCiexN.gif[/img_thumb]
[QUOTE=Zyx;52940750]Finally got tired of manually putting in positions and rotations and made it read animations from a file. So far, every animation of the model is to be saved in the same file as the mesh data. The rotation has 9 keyframes (That I made manually using my clearly lacking skills). As with last time, they are interpolated at 2 fps. That flip near the end? Yeah, that is me interpolating between two euler angles instead of quaternions. I added a tiny knight. He appears to be phasing in and out of our plane of existence. (Further testing, shows he actually does a full 360 degree rotation, meaning it is also those damn euler angles! :hammered: )[/QUOTE] Avoid Euler angles with a ten foot pole. I only use them for display purposes or forming quaternions.
[QUOTE=CmdrMatthew;52942626]Avoid Euler angles with a ten foot pole. I only use them for display purposes or forming quaternions.[/QUOTE] Quaternions are really tough to get a grasp of initially, but they're definitely worth the effort since they end up being leagues easier to deal with down the road. i foolishly attempted to implement an arcball camera quaternion-free, and wasted more timing dealing with the problems with that than I spent time implementing the same with quaternions (eventually)
[img_thumb]https://i.imgur.com/vPIyfRl.gif[/img_thumb] Finally got Quaternions to work. The main issue I had was that the SMD files export euler angles in ZYX order, but I could only find an euler-quaternions function that worked with YZX order. Please correct me, if this is a bad thought process of doing things: [code]Export to SMD Parse SMD to my own binary format, where I save rotations in quaternions On every draw { slerp between the two rotations Convert that slerp value to euler angles Create a matrix from the translation and the euler angles Upload that matrix to the GPU Draw the thing }[/code]
You should be able to create a matrix straight from the quaternion, thus skipping the conversion to euler.
wtf msn
I thought MSN shutdown years and years ago
[QUOTE=Sam Za Nemesis;52943909]Christ you're more interested in MSN being on my screenshot than the thing I've worked on :(( [url=https://escargot.log1p.xyz/]Here[/url]'s what it makes it work[/QUOTE] but why?
[QUOTE=0V3RR1D3;52944086]but why?[/QUOTE] But why not?
Doing some sample problems and came across the problem to reverse word orders, i.e "Cool regex problems bruv" -> "bruv problems regex Cool" If I want to tokenize a string into words and whitespace as a list(keeping the whitespace chunks too), how would you formulate the Regex.Split pattern? One idea in c#: [code]string pattern = @"(?=[\s]+)";[/code] Then I reverse the order of the resulting string array. Mostly works, but results in "bruv problems regexCool". Any idea? Obviously I know of other ways to solve this but I really want to understand regex more.
[vid]https://giant.gfycat.com/SadThornyBluefish.webm[/vid] I'm returning to work on my mobile dexterity-puzzle game, Untangled. This time however I'm an independent developer with my company, [URL="http://zzz.studio"]zzz[/URL]. This will be a commercial release so I'm taking some critical looks at the gameplay. Mostly I'm going to test new gameplay variations in the generator beyond the basic 'node' and 'line'. I also want to try a puzzle timer to beat for a tighter gameplay loop. I'm also planning some other minor changes, including (probably) a visual iteration and adding advertisement for monetization.
Ludum Dare 40 thing, where you're supposed to control a fleet of taxis through (program them actually) a city to get each taxi to their given destination without crashing too many taxis (75 % should survive ideally), so they need to avoid ramming eachother basically :v: (sorry about the loud music yes) [vid]http://v.prfn.se/u/fourcars-2017-12-04_10.06.05.webm[/vid]
Made progress on adding a timer, polishing small things, and some dead nodes for funner gameplay [vid]https://giant.gfycat.com/BaggyPeskyAfricancivet.webm[/vid] Once the game loop is finished I'll post a build here in the hopes of gathering some feedback
[QUOTE=Asgard;52945451][vid]https://giant.gfycat.com/SadThornyBluefish.webm[/vid] I'm returning to work on my mobile dexterity-puzzle game, Untangled. This time however I'm an independent developer with my company, [URL="http://zzz.studio"]zzz[/URL]. This will be a commercial release so I'm taking some critical looks at the gameplay. Mostly I'm going to test new gameplay variations in the generator beyond the basic 'node' and 'line'. I also want to try a puzzle timer to beat for a tighter gameplay loop. I'm also planning some other minor changes, including (probably) a visual iteration and adding advertisement for monetization.[/QUOTE] Do you ever throw in [URL="https://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Biclique_K_3_3.svg/93px-Biclique_K_3_3.svg.png"]K₃,₃[/URL] just to fuck with people?
[URL="http://mattipaalanen.com/treeanimation/"]Simple recursive tree animation[/URL] is something I've been fiddling around with. It's quite crude and the source code is in need of refactoring and clarification, but at least it somewhat works already. I'm thinking of adding a possibility to define the random seed, so that you would be able to "go back" to good trees. Also would be great to define the critical parameters as graphical UI sliders
I've been working on a chrome extension as a fun side project. Some artists at work have found it useful so far. Inspire Gallery New Tab grabs art from around the web (Behance and ArtStation atm) and shows you new and inspiring work in every new tab. You can also customise search terms and the way images are displayed so it shows you exactly what you're interested in for your current project. Working on some basic machine learning to work out what you've clicked on and customise search terms to get similar pieces. Not sure it'll work out but worth a go. [URL]https://chrome.google.com/webstore/detail/inspire-gallery-new-tab/feldechheiacimdajbkleojednhpophc[/URL] [IMG]https://lh3.googleusercontent.com/kg3iPRmGDqWEObQcdMWTNWQyX4lkE-g7taEnO7bQKjdSMauELf_Qvd5umlM35wes3p-wOWmChPo=w640-h400-e365[/IMG] [IMG]https://lh3.googleusercontent.com/LGQrN1hB8xb70W9jttgM0kZtSLrTvm0_eOM2lP8-CzaomAC3-PrvixIoGZTYauplmSfz9LfyDw=w640-h400-e365[/IMG] Also anyone here have experience of moving from C# to C++? Any advice? I get the concepts obviously but remembering all the gotchas and syntax is a steep curve.
I have no idea if my Othello bot is retarded or if I'm retarded. It only wins about 75% of games against an opponent that plays randomly, despite looking ahead 5 moves. Looking ahead 7 moves only improves this to ~90%. Using minimax for the AI.
[QUOTE=Occlusion;52947000]Also anyone here have experience of moving from C# to C++? Any advice? I get the concepts obviously but remembering all the gotchas and syntax is a steep curve.[/QUOTE] Probably one of the most important things to keep in mind is that C++ will not manage memory for you automatically, unlike C#. But I think one of the biggest advantages you have in C++ are templates. C# is limited to type constraint templates, but C++ templates are a whole 'nother beast. I can't think of any projects that don't use templates! So my advice to you is be smart with memory management, and utilize templates as much as possible. And of course make sure you understand how the syntax works and understand what's happening (e.g. how is 'x->someVar' different from 'x->*someVar'). Good luck!
Genuinely curious what "x->*someVar" could mean. Anyway, try to use smart pointers since it'll make memory management a lot easier, read up on RAII and follow the principles because it will make a lot of tough problems not so tough. Actually, if you can, don't use pointers at all. Value semantics are a lot easier to reason about and work with then reference semantics, so if you can make something on the stack instead of the heap, do so. Also, I wouldn't say every project needs or should have templates. Just make sure you know how to use them and you'll probably be quite good (std::vector for example). cppreference.com is a good reference and try to avoid cplusplus.com because it has missing information and is at times inaccurate. Take a gander at [url]https://github.com/isocpp/CppCoreGuidelines[/url] for some best practices and don't be afraid of new language features. [editline]4th December 2017[/editline] Oh found it, that's some weird stuff: [url]http://en.cppreference.com/w/cpp/language/operator_member_access[/url]
[QUOTE=WTF Nuke;52947716]Genuinely curious what "x->*someVar" could mean. Anyway, try to use smart pointers since it'll make memory management a lot easier, read up on RAII and follow the principles because it will make a lot of tough problems not so tough. Actually, if you can, don't use pointers at all. Value semantics are a lot easier to reason about and work with then reference semantics, so if you can make something on the stack instead of the heap, do so. Also, I wouldn't say every project needs or should have templates. Just make sure you know how to use them and you'll probably be quite good (std::vector for example). cppreference.com is a good reference and try to avoid cplusplus.com because it has missing information and is at times inaccurate. Take a gander at [url]https://github.com/isocpp/CppCoreGuidelines[/url] for some best practices and don't be afraid of new language features. [editline]4th December 2017[/editline] Oh found it, that's some weird stuff: [url]http://en.cppreference.com/w/cpp/language/operator_member_access[/url][/QUOTE] Embrace new language features. C++17 is grand. Here's a couple good posts on unique_ptr, and there are more from fluentcpp [url]http://www.bfilipek.com/2017/12/why-uniqueptr.html[/url] [url]https://www.fluentcpp.com/2017/09/22/make-pimpl-using-unique_ptr/[/url] [url]https://www.fluentcpp.com/2017/08/25/knowing-your-smart-pointers/[/url] read a few blogs like this, too. they help teach good practices, show off unique things, and have good stuff on new features too [editline]edited[/editline] in regards to templates, its good to know how to use them to reduce code duplication and to make things clearer. Thats one of their best uses. They're also another form of polymorphism - but instead of virtual functions and inheritance (which are at runtime), templates are just compile-time polymorphism. otherwise its like any other language: just use it to get better at it!
[QUOTE=Occlusion;52947000] Working on some basic machine learning to work out what you've clicked on and customise search terms to get similar pieces. Not sure it'll work out but worth a go. [/QUOTE] Isn't getting similar pieces counterproductive though? You seek to inspire them with fresh new art, so presenting them similar art again results in an artistic echo-chamber.
For anyone who is interested, it was published in the end (I added the last touch about 30 minutes before submission time :v:) [t]https://i.imgur.com/ZvIikwM.png[/t] [url]https://profan.itch.io/vroom-vroom-kaboom-ld40[/url] Unfortunately the game is a tad short (5 levels) and no leaderboards in the end, and an unimplemented mechanic (which was only really relevant in later levels which were supposed to have many taxis) of how many taxis could survive! But regardless; I hope you'll enjoy the concept :v: (also please rate it on the ludum dare page if you do play it!)
[code] def isNumber(x): try: float(x) return x except ValueError: return -1 def keywordFuture(months, future, lines): keyword = input("What keyword would you like to search for? ") totCount = 0 total = 0 validResponses = 0 for x in range(0,lines): workingNumber = float(isNumber(months[x])) if(keyword in future[x]): if(workingNumber >= 0): totCount = totCount + 1 else: workingNumber = 0 total = total + workingNumber averageMonths = divByZero(total,totCount) print("The average months of coding for keyword:",keyword,"is",'%.3f'%(averageMonths))[/code] i can't tell if i should stop programming under the influence or only program under the influence because i am looking at this now and i don't fucking get why i did this the way i did. i feel like there had to have been a less convoluted way of going about this but it works as intended so i'm not going to rewrite it for such a minor assignment
Don't know if any of you are doing [URL="http://adventofcode.com/2017"]AoC 2017[/URL], but I am (a bit behind because I'm traveling for work) and would love feedback/critique. I have four stars so far. [url]https://github.com/Sidneys1/AdventOfCode17/[/url]
I hope you guys don't mind these daily-ish updates. Progress is going well and I'm excited. [vid]https://giant.gfycat.com/PresentTatteredGhostshrimp.webm[/vid] Physics: [vid]https://giant.gfycat.com/WigglyHotAmericanrobin.webm[/vid] I added a new node type that inverts the movement you apply to it, creating an interesting challenge for the player. I can't really visualize my finger easily so I didn't demonstrate it in the video, but it works as you expect. A lot more effort got put into code today with a big refactor and a new rule system that adjusts puzzles which are are impossible to solve. For example it can find four 'anchor' nodes with two crossed lines, which you can't move, and change one of the nodes into a 'normal' node. The long-term plan is to create interesting 'sets' of generator rules, node and line types, and game modes. The game then changes 'set' every few puzzles. One set might be what I've shown so far with a red background and a timer, but the next set could have a "limited moves" rule, no timer, different nodes and a different color. I imagine it's like 'levels' in a roguelite, you progress through different themes and the game becomes more difficult.
Welcome to part whatever of Kybe's magical graphics programming quest. Today we're going to shade our models! Lets start with a happy little cube! [img]https://i.imgur.com/DTkgbGg.png[/img] What the fuck. Okay let's draw the edges in white and test that we can actually draw in something other than neon green. [img]https://i.imgur.com/ZF8KeRx.png[/img] So my polygon filling algorithm isn't right. Back to work. Edit: This is not what the z-buffer should look like. [img]https://i.imgur.com/SOA6wdx.png[/img] Edit: I... I don't even know how. [img]https://i.imgur.com/0VLFj7L.png[/img]
[QUOTE=Asgard;52951501]I hope you guys don't mind these daily-ish updates. Progress is going well and I'm excited. [vid]https://giant.gfycat.com/PresentTatteredGhostshrimp.webm[/vid] Physics: [vid]https://giant.gfycat.com/WigglyHotAmericanrobin.webm[/vid] I added a new node type that inverts the movement you apply to it, creating an interesting challenge for the player. I can't really visualize my finger easily so I didn't demonstrate it in the video, but it works as you expect. A lot more effort got put into code today with a big refactor and a new rule system that adjusts puzzles which are are impossible to solve. For example it can find four 'anchor' nodes with two crossed lines, which you can't move, and change one of the nodes into a 'normal' node. The long-term plan is to create interesting 'sets' of generator rules, node and line types, and game modes. The game then changes 'set' every few puzzles. One set might be what I've shown so far with a red background and a timer, but the next set could have a "limited moves" rule, no timer, different nodes and a different color. I imagine it's like 'levels' in a roguelite, you progress through different themes and the game becomes more difficult.[/QUOTE] Damn those are some unique game mechanics, what engine are you using?
I've been playing around with React Native a lot lately, and finally getting the hang of it. I'm making an app for NewPunch. Current stuff implemented: - Post quotes - Mentions - Emotes in posts - YouTube videos - Normal videos - Image viewer (With zoom) The current video player, is kinda funky, so I will make my own controls for it at some point. [vid]https://files.danskkodning.dk/file/5a28e22b5ac23[/vid]
[QUOTE=Llamalord;52953590]Damn those are some unique game mechanics, what engine are you using?[/QUOTE] Thank you! I'm using Unity
I don't understand anything at all anymore. [img]https://i.imgur.com/hvjtlNb.png[/img]
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