I think I mentioned my little shader parser last time, which generates JSON or vulkan objects to be used for rendering at runtime from input shader files. If I haven't, I can cover it quick if there's any interest I guess. It's mostly to make it so I don't have to compile in which shaders I use per object type, instead letting my change and update them at runtime. I can also use the JSON as a shortcut for re-loading previously parsed files, too.
I'm still running into more stuff that's almost a blocker, though. Like I want to be able to make it possible to switch between deferred, forward, and forward tiled rendering relatively easily. But this also requires changing the input/outputs per shader. Plus, I want to have 2 global "reserved" bindings, 1 for UBO data that is program-wide and 1 for things like the MVP matrices that are required by nearly everything. All of this means I have to keep really careful track of my binding locations and set usage conflicts, and I'd probably have to write one version of the shaders per rendering technique (and possibly different versions per subpass, I think)
so I guess my weekend project is generative shaders, lol. really all im planning on doing is removing the need to explicitly specify set+binding info in a shader like so:
[cpp]
layout(set = 0, binding = 0) uniform sampler2D textureSampler;
layout(set = 0, binding = 1) uniform {
// stuff
} buffer;
[/cpp]
and reverting to OpenGL's style, almost, where it's just "uniform X". Then when getting ready to compile the shader I'll have to add "chunks" of code together (like subpass inputs, global bindings, vertex data ins/shader stage outs) to generate a complete shader. This way I'll be able to set the bindings and sets used as I see fit, and ensure that there aren't any conflicts. From there, I'll be able to parse those generated shaders to generate the normally compiled-in objects/data I need to render with those shaders. It should be pretty neat, I'm excited to get to work on it since I've never really done stuff like that before :D
This is going extremely well.
[img]https://i.imgur.com/RLeq9W9.png[/img]
I haven't posted here in ages (still) but I've been working on a roguelike over my winter break in Java using Lanterna for terminal emulation and Artemis-odb for the Entity Component System
Almost nothing front-end to show for it yet :v: just some NPCs with placeholder AI (random walking), and Line-of-Sight/FOV
And yet I have all these files :P
[t]https://i.imgur.com/NdgVSSp.png[/t]
I finally understand how to do ECS though and holy SHIT it makes so many things easier
[editline]29th December 2017[/editline]
I should probably move all components and systems to their own packages...
The bot had a long conversation with a guy from India.
It got weird fast.
[img]https://i.imgur.com/jd7NCez.png[/img]
After a bit, he started getting suspicious.
[img]https://i.imgur.com/Etxtog0.png[/img]
The bot asked him over and over where he's from, and he was a bit annoyed.
[img]https://i.imgur.com/yVxnDgz.png[/img]
[img]https://i.imgur.com/19AJsbR.png[/img]
Any good tools for learning angular? I wouldn't mind supplementing my income doing with UpWork, and Angular seems popular.
[QUOTE=Relaxation;53016731]Any good tools for learning angular? I wouldn't mind supplementing my income doing with UpWork, and Angular seems popular.[/QUOTE]
angular.io has great documentation..
Pluralsight has a ton of courses on it..
[vid]https://giant.gfycat.com/BrownIllustriousDiamondbackrattlesnake.webm[/vid]
[editline]30th December 2017[/editline]
Today/last night I finished up player-following camera, and item pickup/dropping!
Also maps/chunks are not arranged/sized statically so there can be tiny maps and huge maps :D
Somewhat considering making all item-containers just sub-maps, so you can pick up live enemies and put them in your backpack-room
Did another 5 hour Live-Coding session at day 3 of 34c3, here's a short impression:
[media]https://www.youtube.com/watch?v=xwAj3wwsCI0[/media]
In case you're interested in the music: [url]https://www.mixcloud.com/Alexeyan/project-poltergeist-live-34c3-techno-psytrance-electro-industrial/[/url]
[IMG]https://i.imgur.com/UlyaZjY.png[/IMG]
EDIT:
Water machine
[t]https://i.imgur.com/qFtxGic.png[/t]
If anyone is interested in parametric, 3D-printable LEGO, a colleague is working on this: [url]https://github.com/LEGO-Prototypes/parametric-lego[/url]
I just found out how easy it is to get prices from the official runescape oldschool GE price tracker
[IMG]https://i.imgur.com/pLJafHi.png[/IMG]
[sp]the prices are literally hidden in a variable on the page[/sp]
now to just write a quick script to grab the prices
I am working on a algo-trading-type project where my program alerts me to the best times to buy and sell OSRS items using ... wait for it ... machine learning!
Hoping to eventually be able to use the profits to finance an in-game bond for membership
[QUOTE=RocketSnail;53023474]I just found out how easy it is to get prices from the official runescape oldschool GE price tracker
[url]https://i.imgur.com/pLJafHi.png[/url]
[sp]the prices are literally hidden in a variable on the page[/sp]
now to just write a quick script to grab the prices
I am working on a algo-trading-type project where my program alerts me to the best times to buy and sell OSRS items using ... wait for it ... machine learning!
Hoping to eventually be able to use the profits to finance an in-game bond for membership[/QUOTE]
If I recall correctly you can get some of the GE data as JSON if you send a query parameter
[QUOTE=aurum481;53023628]If I recall correctly you can get some of the GE data as JSON if you send a query parameter[/QUOTE]
I NEED that if you can elaborate. Right now I am stuck trying to access webpage javascript variables with scrapy/beautiful soup (which I know is an HTML parser, so I would be surprised if I could get this to work)
the second option is, right now, I have access to the entire webpage html. I would have to manually parse the javascript code in the script tags to grab the dates and prices as they are appended to the array
I am familiar with the OSBuddy API if that is what you are recalling. I am not so excited about that because there is no price history, from what I saw in my research it was just live trade prices (so I would have to manually log the prices each day vs using the official GE website and its available 6 months of price data)
[editline]2nd January 2018[/editline]
Decided to manually parse the javascript code, just finished!
[QUOTE=RocketSnail;53023785]I NEED that if you can elaborate. Right now I am stuck trying to access webpage javascript variables with scrapy/beautiful soup (which I know is an HTML parser, so I would be surprised if I could get this to work)
the second option is, right now, I have access to the entire webpage html. I would have to manually parse the javascript code in the script tags to grab the dates and prices as they are appended to the array
I am familiar with the OSBuddy API if that is what you are recalling. I am not so excited about that because there is no price history, from what I saw in my research it was just live trade prices (so I would have to manually log the prices each day vs using the official GE website and its available 6 months of price data)
[editline]2nd January 2018[/editline]
Decided to manually parse the javascript code, just finished![/QUOTE]
Forgot that there was a whole API. I think you'll find everything that you need here. Just need to change the "m=itemdb_rs" to "m=itemdb_oldschool"
[url]http://runescape.wikia.com/wiki/Application_programming_interface[/url]
[QUOTE=RocketSnail;53023474]I just found out how easy it is to get prices from the official runescape oldschool GE price tracker[/QUOTE]
Generally before starting you should look if there are available APIs or libraries. I've found that making a specialized html scraper is easy with a few tools but ultimately a headache
Got the 6mo price history for an item
[QUOTE]
[IMG]https://i.imgur.com/a7vfoEo.png[/IMG][/QUOTE]
Whipped up a scrapy spider to get each of the most traded items
[QUOTE][img]https://i.imgur.com/CnMZyVe.png[/img][/QUOTE]
Now to save the data as a CSV for consistency, and to learn pandas/numpy/matplotlib :)
[quote][IMG]https://i.imgur.com/tPrk7qy.png[/IMG][/quote]
my machine learning first prediction! the purple is the true price and the red is a linear regression prediction (hence the straight line)
Here is the full graph
[quote][img]https://i.imgur.com/YqtJ4TB.png[/img][/quote]
You should get it to analyze the QA streams and do predictions off that too (like the BGS bubble).
[QUOTE=RocketSnail;53023474]
I am working on a algo-trading-type project where my program alerts me to the best times to buy and sell OSRS items using ... wait for it ... machine learning!
[/QUOTE]
What dimensions are you including in your samples?
I am pretty new to ML so I'm assuming dimensions are features?
In the above examples I was using date as the only feature, hoping the algorithm could catch on to a pattern
after some frustration (all of the sklearn models I was trying were producing the same linear prediction!) I researched other techniques
now I have added many more features:
[quote]
[IMG]https://i.imgur.com/fyk8Tf9.png[/IMG]
[/quote]
This is the same linear regression model, except that it is only making a single point prediction instead of making a line
As you can see (black dot), it is only a few GP away from the actual price :)
I listed the new features that I am using underneath the graph
[quote][IMG]https://i.imgur.com/GJNlz6j.png[/IMG][/quote]
By changing the model I was able to get a near perfect prediction (of course this is just Coal, but other most-traded items in the GE saw similar accuracy)
I can make the models even more accurate by adding more features (180 day avg, for example, BUT that would mean that a lot of the data would be false (the day that I am predicting for would be the ONLY day that has a true 180 day average). As it stands, the oldest 30 days do not have accurate avg_30_days/min_30_days variables because there isn't enough data on the previous days!
[QUOTE=RocketSnail;53023959]Got the 6mo price history for an item
Whipped up a scrapy spider to get each of the most traded items
Now to save the data as a CSV for consistency, and to learn pandas/numpy/matplotlib :)[/QUOTE]
I can confirm from personal experience that the feather is highly traded. I've made millions buying at 2 gp and selling for 3 gp.
Someone just created an issue on one of my repos (DiamondDogs) asking for a license file, since I didn't have one and they want to use some of my code to help their project. That's already pretty neat, and also pretty cool of them to ask me to add a license before just using the code. This was my first issue created on one of my repos, and thankfully it was an easy one to close lol
But what was even cooler for me is that they plan to use VulpesRender as their interface to Vulkan, which is even more gratifying and exciting. Its a little bit stressful, since I'm worried my code will be too buggy, but that also hopefully means that I'll find bugs more since someone else is using my code :D
Well all today I worked on finishing a model scorer to help me choose the best of around 10 models using mean squared error and mean absolute error.
I feel very confident about the performance of the model, at least when I tested it with predicting today's price
I picked the best model from the scorer, and made my first purchase (Steel). Tomorrow we'll see if the model I selected is accurate or not!
Looks like we just got newpunched? Rest in pieces all the dead image and video links ;_;
Link me to them and I'll see what I can do
Hmm … I got logged out, and had no option to log back in to my old account, only create a new one. Previous account should have the same name, maybe with a capital 'S'
Welp, it looks like the image/video links are being fixed up, i imagine you guys are running some script over the database to find all the old stuff and fix it up?
At least in waywo I can't find anything broken outside of the various quotes and their contents which might be an acceptable loss as long as the content itself still works out, but you do seem to have some "interesting" issues like quotes pointing to undefined such as in RocketSnail's post above though?
I think I'm going to miss the aesthetic and specific usage of the old forum, but that's just a habitual thing. This one will feel nicer in the long run.
I hope.
Decided to get back into some VR development again and so I spent some time creating custom shaders that fit well for rendering huge scenes in VR.
In the image you can see single-pass rendered terrain complete with detail maps, procedural+instance rendered clouds, GPU-generated trees and some really cheap atmospheric scattering created by careful skybox authoring + fading geometry into the skybox (skybox fog).
The world is 32x32km and currently runs at 110 fps on my GTX 1070 with renderscale set to 1.5x and MSAA at 8x.
https://puu.sh/yUMmW.gif
And an aerial shot:
https://puu.sh/yUMz8.jpg
Now to implement some flight mechanics!
Facepunch Awfully White
If you're concerned about the rather lacking theme the site uses, that one is really close to the oldpunch theme.
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