• What are you working on? v67 - March 2017
    3,527 replies, posted
I've been poking at my ([url]https://ldjam.com/events/ludum-dare/40/vroom-vroom-kaboom[/url]) LD40 jam for post-jam improvements and polish since last. Amongst them changing the instructions so turns need not be issued when you only logically have one way to go (left or right), as well as working on a level editor to make life easier for both developers (and allow players to make their own levels). [vid]http://odin.prfn.se/u/veryeditor-2017-12-15_18.47.35.webm[/vid]
[QUOTE=chonks;52979893]I feel like you shouldn't be explicitly describing your company's unpatched security flaws online lol[/QUOTE] Oh fuck oh fuck we're gonna be poor
[video=youtube;CE54vyihZnk]https://www.youtube.com/watch?v=CE54vyihZnk&feature=youtu.be[/video] For anyone who can't see it cuz lol copyright: [video=youtube;3515tdMYoT8]https://www.youtube.com/watch?v=3515tdMYoT8[/video] Keep on keepin on til I actually release something...one of these days...
[QUOTE=paindoc;52980058]Can you say what sort of 3D printing stuff you're doing? I've moved (somewhat thankfully) away from the world of 3D printing since I finished my slicer, but if you happen to have questions or stuff to ask about that sort of thing feel free to PM me. If I can't help, someone else at my company can[/QUOTE] I work on GrabCAD Print. I don't really touch our slicers since we have dedicated teams for that, I work mostly on the software side.
Saw this neat gif in a [url=https://twitter.com/bigblueboo/status/937341158128197632]tweet[/url] and decided to quickly recreate it as a shader: [img]https://my.mixtape.moe/tfpcka.png[/img] [url=https://www.shadertoy.com/view/ltlfW2]Shadertoy link[/url]
I'm marginally not too ill that I can't do anything at the moment, so I've been hopping back onto spacegame intermittently Previously I'd written a packet reliability and ordering layer that worked on a client <-> client level. Each client would ask the server to broadcast a packet, and all clients would receive this packet. There wasn't a way to direct a packet to a specific client if it got lost, as the whole reliability layer was implemented only on the client, the server had absolutely 0 knowledge of it Now instead, clients only handle a reliable datastream with the server, no other clients. Client 1 will send a packet to the server, and after the server has received it, it will store it and then send it to client 2, using the same reliability system. So if a packet gets lost on the way from the server to client 2 (from client 1 initially), the server has the necessary information to be able to fulfill requests for packets or packet fragments, without asking client 1 Neat! I also implemented some optimisations: Previously clients would request fragments of packets individually, eg if a packet was split into 1000 fragments, that was 1000 requests. Now the client is able to request ranges of fragments, which is a big saving for chunks of data that are definitely too large to send all at once On top of that, I previously had an ack system that was per fully transmitted packet, which was designed to allow the sender to throttle packets if the receiver wasn't acking (ie you're exceeding the available bandwidth). Now instead of acking per packet, it acks intermittently saying eg "I've received packet 50, 87, 103" etc. This works fine as its only used for throttling I also implemented a few other things a while back, so here's some pictures: List of planets in the system on the right, can be interacted with [IMG]https://i.imgur.com/3w1lwuo.png[/IMG] Dynamic collapsing with nice stars to tell you whats collapsed [IMG]https://i.imgur.com/Vi0790R.png[/IMG] [IMG]https://i.imgur.com/tJs24SM.png[/IMG] [IMG]https://i.imgur.com/SNlIu15.png[/IMG] I probably won't be around too much as I'm still extremely ill 100% of the time which sucks, but I'm off for a referral soon so hopefully someone can figure out what's going on :v:
Just finished documenting everything I've implemented so far. [url]http://www.nexusjs.com/[/url] Damn, but it was a gruelling process.
I switched my build platform from Windows/Mac/Linux to Windows Universal Platform on Unity3D but every bloody build gives me errors, Is there some setting I need to change? I have Visual Studio installed just keep getting a failed build, no detailed error.
[QUOTE=Canary;52986066]I switched my build platform from Windows/Mac/Linux to Windows Universal Platform on Unity3D but every bloody build gives me errors, Is there some setting I need to change? [B]I have Visual Studio installed just keep getting a failed build, no detailed error.[/B][/QUOTE] Are you sure you're building from the Build Settings window and not Visual Studio? It "Might" be the scripting backend. I don't have the Windows Universal Platform installed but you can try switching it to or from .NET/IL2CPP [IMG]https://i.imgur.com/5EHoop0.png[/IMG] Is there a good reason why you're using Windows Universal Platform?
[QUOTE=Sam Za Nemesis;52987123]Mom I'm shadering again [IMG]https://cdn.discordapp.com/attachments/235139177715335169/392344321761869824/unknown.png[/IMG] [IMG]https://cdn.discordapp.com/attachments/235139177715335169/392343936200343552/unknown.png[/IMG] Just need a way to smooth out banding between two raycast iterations, the noise operation is also pretty sluggish and I might move to a texture[/QUOTE] I've had a lot of luck with a pre-generated fmb noise table that's modified to be seamless multiplied by a simplex pass that's done at runtime. The result is pretty fast and doesn't look shabby at all.
[QUOTE=Sam Za Nemesis;52987123] Just need a way to smooth out banding between two raycast iterations, the noise operation is also pretty sluggish and I might move to a texture[/QUOTE] Use dithering!
I do plenty of PHP at home and do ASP.Net MVC at work. I'm looking to start a new project on AWS. What language/MVC framework would be good to sink my teeth into for maximum job skill exposure? Java/Spring? Python/Django? Rails? Node/Express?
Java mvc is an awful time
[QUOTE=AtomiCal;52987239]Are you sure you're building from the Build Settings window and not Visual Studio? It "Might" be the scripting backend. I don't have the Windows Universal Platform installed but you can try switching it to or from .NET/IL2CPP [IMG]https://i.imgur.com/5EHoop0.png[/IMG] Is there a good reason why you're using Windows Universal Platform?[/QUOTE] Yeah tried both, sometimes it just crashes so it's probably my laptop still waiting for my workstation to get sent here and I'm forced to use this old crap, thanks for the help. Oh the reason is for the competition Microsoft is hosting to win funding and more.
[QUOTE=proboardslol;52987668]I do plenty of PHP at home and do ASP.Net MVC at work. I'm looking to start a new project on AWS. What language/MVC framework would be good to sink my teeth into for maximum job skill exposure? Java/Spring? Python/Django? Rails? Node/Express?[/QUOTE] Express is a really small thing you can pickup pretty quickly, useful to know. I'm assuming you're not looking to learn a library like React or a framework like Angular? If you are, definitely look at React or Vue for a view library and look at Angular (not AngularJS) for a framework. There are tons of front end work available for people with these skillsets. It depends on what kind of job you're looking for to target what you should learn really. Check out job websites like StackOverflow. You can also hit up [url]https://careers.blizzard.com/;[/url] they have a ton of SWE jobs across all disciplines so it will give you a good idea what you need for a certain spot.
[IMG]https://i.imgur.com/mhadkfY.png[/IMG] Working on a full server administration system with multiple compatibility for Minecraft, Source etc. Currently finished all modules but the ban list module, which I will be doing tomorrow. So far everything that request data is AJAX and updated every thirty seconds. Just redesigning the layout a bit using Bootstrap 4.
Found a solution to my build error on UWP, it was Easy Save 2 from the Unity Asset store doing it but updating to the latest version fixed it. Such a simple problem to fix.
[QUOTE=Proclivitas;52989080]Express is a really small thing you can pickup pretty quickly, useful to know. I'm assuming you're not looking to learn a library like React or a framework like Angular? If you are, definitely look at React or Vue for a view library and look at Angular (not AngularJS) for a framework. There are tons of front end work available for people with these skillsets. It depends on what kind of job you're looking for to target what you should learn really. Check out job websites like StackOverflow. You can also hit up [url]https://careers.blizzard.com/;[/url] they have a ton of SWE jobs across all disciplines so it will give you a good idea what you need for a certain spot.[/QUOTE] I'm using angular at work and at home, but am open to other frameworks
[QUOTE=jwhm;52989479][IMG]https://i.imgur.com/mhadkfY.png[/IMG] Working on a full server administration system with multiple compatibility for Minecraft, Source etc. Currently finished all modules but the ban list module, which I will be doing tomorrow. So far everything that request data is AJAX and updated every thirty seconds. Just redesigning the layout a bit using Bootstrap 4.[/QUOTE] Use websockets instead of ajax
No use long polling Edit why am i dumb
no no no, even better! [code] setTimeout(function(){ window.location.reload(1); }, 5000); [/code] :vs:
What's more popular as far as freelance work, angular or react?
[t]https://i.imgur.com/oi34xM4.png[/t] I'm working on express + angular + semantic UI
[QUOTE=Relaxation;52992817]What's more popular as far as freelance work, angular or react?[/QUOTE] They are both incredibly popular. I don't think you could go wrong with either, we use both at my work.
So for my senior project we're making a Space Trading Game. Basically X3 + Mount & Blade, but really more like just Mount & Blade in space around Saturn, since the game is 2.5D and the combat is 2.5D. Instead of Mount & Blade's combat, it'll zoom in to a twin-stick shooter in an asteroid field. Also like Mount & Blade, factions will be able to go to war with each other and capture each other's [del]castles[/del], I mean, space-stations. More importantly, the plan is for the world map to have a real economy system too, ie: prices for all goods are determined by supply and demand. I'm working on that part right now. Here's my plan/currently implemented system: A Base has an inventory of resources contained at it and a list of Buildings that are on the Base. A building is basically just a function that operates on the inventory, so a FarmBuilding withdraws 2 Dirt and 2 Water from the inventory and deposits 1 Food. Every, let's say minute, a Base will execute each of its buildings on its inventory, this is 1 Tick. (Currently it just ticks them in order, I probably should make this smarter, so if there's a building that consumes Dirt and Water, and it tries to Tick before the Dirt production Building, it will try to Tick again after the Dirt production building, but w/e) If I loop through all of the Buildings in a Base and aggregate their inputs and outputs, I basically get the Supply&Demand produced by that Base every Tick. I just realized, that this can be thought of a vector with 1 dimension per existing item type and buildings are then transformation matrices. Not sure if thinking of it like that would help me later? Anyway, I have this list of Supply&Demand per Resource at each base. If it's negative, that means its demand, if its positive, that means its supply. There's a Singleton Market object and it keeps a list of buy and sell orders. An Order is just a record of the Base that placed the Order, the Resource it wants to buy or sell, and the amount of the Resource. The Market object periodically loops through each buy Order and tries to fill it from the closest sell Orders (eventually I'll need to do this by price & distance). Once a sell Order is filled by the Market, it is destroyed and a new Order is sent to the selling Base. It has the destination Base and Resource (and amount). This is what I have implemented so far. Now for what is planned: Each Base has a counter for the number of delivery ships that are docked at it. If it has orders in its delivery queue and ships available, it will... solve the traveling salesman problem..? Maybe, but lets do it stupidly for now. First, Orders will be grouped by destination, so if [I]Titan[/I] is buying 1 Silicon and 1 Titanium, they will be delivered by the same ship. Then, for each Destination's Orders in the Delivery Queue, it will load a delivery ship with as much Resources as fit on the ship. Then this ship is instantiated (and associated with Order(s) it is carrying?). The Delivery Ship has a Behavior Tree AI. It tries to go directly to its destination and unload all of it's cargo there, before returning to its planet of Origin. Things I still need to figure out: How to derive prices for goods from this system? What does it mean when a delivery ship is destroyed by pirates (or the player)? Will this be performant enough to be playable? We're planning to have around 50 Bases on the map. Inter-faction trade will be complicated by the inter-faction wars? In theory, factions shouldn't trade with each other if they're at war. A simple solution might be that trade happens as normal, but Delivery Ships are now "Smugglers" and the price on the market reflects that.
[QUOTE=Proclivitas;52993763]They are both incredibly popular. I don't think you could go wrong with either, we use both at my work.[/QUOTE] Really considering learning it so I can pick up some side jobs on UpWork. What's the typical Angular stack look like? Node.js, Express, and Mongodb?
[QUOTE=Relaxation;52994026]Really considering learning it so I can pick up some side jobs on UpWork. What's the typical Angular stack look like? Node.js, Express, and Mongodb?[/QUOTE] Depends on the company as well. We use .NET/SQL Server.
[vid]https://giant.gfycat.com/KlutzyWarmLiger.webm[/vid] IT'S ALIVE! and it's doing most of the things that I planned in my previous post. Still need to aggregate orders per destination Base and load Delivery ships to capacity. Currently it just sends one per order, which is silly.
[QUOTE=Kybalt;52994629][vid]https://giant.gfycat.com/KlutzyWarmLiger.webm[/vid] IT'S ALIVE! and it's doing most of the things that I planned in my previous post. Still need to aggregate orders per destination Base and load Delivery ships to capacity. Currently it just sends one per order, which is silly.[/QUOTE] It seems like you have things under control and you are making progress. I don't have any direct feedback at the moment other than that the idea is pretty awesome. Using scriptable objects is helpful for managing data, which is what your game is all about. Here's a [url=https://www.youtube.com/watch?v=WBJCr89I4XQ] very helpful unite talk about the subject.[/url] If you ever decide to take this one step further and implement multiplayer then I'd suggest [url=https://improbable.io/]spatialos[/url] for such a game
Unexpectedly got a VJ-gig next week at 34c3 (anyone else going?), so I gotta quickly develop some tools to pull it off. Most notably I am developing a crude beat onset detection by capturing audio, grabbing the FFT of it, and then look at the signal energy in a limited frequency-band (5Hz-40Hz). At first I fiddled around with the pulseaudio to grab the audio, but man fuck that api and poettering. So I found out something called pyAudio exists, which wraps up all the nasty shit quite neatly. I am now grabbing the audio samples and calculating the signal energy of the selected frequency band and display it with tkinter. Tomorrow I add a threshold with hysteresis to trigger a "beat" and have it send udp packets to my opengl program. [media]https://www.youtube.com/watch?v=GyzQe9Rqkoc[/media] One idea for actual onset detection is to detect the peak and mean value of the last 10 seconds, and when the signal crosses over 80% of the difference, it counts as a beat. But I will have a lot of time to try out different techniques during 34c3. [editline]22nd December 2017[/editline] One thing I need to handle are break in the beat, like when the beat is gone for several seconds. This would distort my mean and peak levels for the algorithm, so I'd probably have to freeze the change for these values if the level dropped too low.
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