• What are you working on? February 2012
    3,497 replies, posted
  • Avatar of nekosune
  • I have two applications submitted so far, and a third will be done by the time the deadline comes around. A compass (probably wont get through) A syncing e-reader (more likely) and TBA
  • [QUOTE=Lord Ned;34794335]Awesomium uses ARGB instead of RGBA color. When you get the renderbuffer, you can specify it to swap order. [cpp] awe_renderbuffer_copy_to(pRender, pBuffer, width * 4, 4, true, false);[/cpp][/QUOTE] I know that, but like I said it would be difficult to fix without having a noticeable performance hit. I'll dig into Slick2D and figure something out.
  • Avatar of icantread49
  • [QUOTE=nekosune;34795628]I have two applications submitted so far, and a third will be done by the time the deadline comes around. A compass (probably wont get through) A syncing e-reader (more likely) and TBA[/QUOTE] i have to resubmit mine, apparently i fucked up the signing process and didn't sign with RIM's key, only my own
  • Avatar of ShaunOfTheLive
  • [QUOTE=chimitos;34795512]My SD card broke... There goes a few hours of work. Oh well.[/QUOTE] Wow, how did you do that? I thought SD cards were basically unbreakable. (They don't have the weakness of having a separate connector like USB drives do)
  • Avatar of HiredK
  • [QUOTE=ROBO_DONUT;34790609]Well, first of all, if you're going to do bloom, you shouldn't just downsample and linearly interpolate. What you need to do is downsample to a few different resolutions, then [i]apply a separable Gaussian blur[/i], then combine the results. The Gaussian blur is the important part. The downsampling is done for two reasons: 1. It greatly reduces the number of fragments you need to filter. 2. It allows you to exploit spatial locality when you need to sample over a larger area. (much better cache hit/miss ratio, huge performance impact) For you to benefit from the downsampling step, you must ensure that your blur is [i]not[/i] writing out to a full-resolution buffer. It is the resolution of the [i]target[/i] that determines how many fragments are processed, not the [i]source[/i]. The downsampling/mipmapping is worthless if you are filtering at full-screen resolution anyway. Second, you're only giving us a small fraction of the information we'd need to figure out what's going on. We can't help without having the whole picture.[/QUOTE] Thanks for the tips, I finally got it working by changing the downsampling size from 512.0f to (render_w * 0.25f) and it worked like a charm.... probably a ratio related problem. I'm applying a gaussian convolution pass only once giving me the result below: [img]http://i42.tinypic.com/ixs5g9.png[/img] Now is using different resolution for the bloom pass really necessary? I mean one pass is already pretty close to the real deal.
  • Avatar of supersnail11
  • [QUOTE=shill le 2nd;34796515]Wow, how did you do that? I thought SD cards were basically unbreakable. (They don't have the weakness of having a separate connector like USB drives do)[/QUOTE] It snapped? [editline]20th February 2012[/editline] I know the SD cards I have are pretty flimsy.
  • Avatar of ShaunOfTheLive
  • [QUOTE=TerabyteS_;34793939]I'm trying to learn how to create associations between objects in OOP. Say I have this diagram: [img]http://gabrielecirulli.com/p/20120221-002555.png[/img] Basically, any Workplace may have any number of Employees but an Employee may not work at more than one Workplace at the same time. What is the correct way to implement this in an object-oriented programming language? My guess is that the Workplace class should manage an array (or possibly a dynamic list) of Employee instances and expose methods to add or remove employees, which would naturally map them to said array. An Employee object, on its side, would have to be added to a Workplace object. Now that I think of it, though, there's a problem with the fact that the relationship from Employee to Workplace is not enforced in that multiple Workplaces could have the same instance of Employee added to them. How could I avoid that situation? Is my whole idea correct?[/QUOTE] It's basically correct, yeah. Maybe your Employee should have a pointer back to its parent Workplace, and when Workplace adds an Employee, it has to ask the Employee whether its parent pointer is null. Or maybe that's a horrible idea. EDIT: [quote=supersnail11]It snapped?[/quote] Well, disregarding the fact that you're a self-professed "HUGE idiot", I can't imagine a situation in which a force could be applied to a thin card that would snap it. Well, maybe if you roll over it with a chair wheel and the pressure in the middle is too much, but I would think that since it's flat, that wouldn't affect it. Although I have broken CDs that way.
  • Avatar of supersnail11
  • [QUOTE=shill le 2nd;34796557] Well, disregarding the fact that you're a self-professed "HUGE idiot", I can't imagine a situation in which a force could be applied to a thin card that would snap it. Well, maybe if you roll over it with a chair wheel and the pressure in the middle is too much, but I would think that since it's flat, that wouldn't affect it. Although I have broken CDs that way.[/QUOTE] [img]http://dl.dropbox.com/u/23280705/thankyouandgoodnight.png[/img] I'm talking about long and thin ones, like the ones sony devices use. [t]http://lh4.ggpht.com/thenaeap/R5fQ0vbqSHI/AAAAAAAAABU/szFMWBBN0_0/s800/dscn3918.jpg[/t] These could certainly snap in half.
  • Avatar of Lord Ned
  • [QUOTE=Map in a box;34796029]I know that, but like I said it would be difficult to fix without having a noticeable performance hit. I'll dig into Slick2D and figure something out.[/QUOTE] I don't get a noticeable performance hit from the byte swapping?
  • Avatar of Bang Train
  • [QUOTE=TerabyteS_;34793939]I'm trying to learn how to create associations between objects in OOP. Say I have this diagram: [img]http://gabrielecirulli.com/p/20120221-002555.png[/img] Basically, any Workplace may have any number of Employees but an Employee may not work at more than one Workplace at the same time. What is the correct way to implement this in an object-oriented programming language? My guess is that the Workplace class should manage an array (or possibly a dynamic list) of Employee instances and expose methods to add or remove employees, which would naturally map them to said array. An Employee object, on its side, would have to be added to a Workplace object. Now that I think of it, though, there's a problem with the fact that the relationship from Employee to Workplace is not enforced in that multiple Workplaces could have the same instance of Employee added to them. How could I avoid that situation? Is my whole idea correct?[/QUOTE] A set can enforce the no duplicate employees. Thats not really an OO design issue, but an implementation issue.
  • [QUOTE=HiredK;34796516]Now is using different resolution for the bloom pass really necessary? I mean one pass is already pretty close to the real deal.[/QUOTE] I think they usually apply a gaussian blur during each upsampling pass to hide the bilinear upsampling artifacts. Instead of upsampling the whole thing all at once using bilinear, they blur, upsample, blur, upsample, blur. It's sort of a refinement you can make. There's no need for it if you're happy with the results you've got now.
  • [QUOTE=Lord Ned;34796693]I don't get a noticeable performance hit from the byte swapping?[/QUOTE] Are you using Slick2D and awesomium?
  • Avatar of Catdaemon
  • I've started implementing a tile engine. I'm beginning to regret using the [url=http://www.mapeditor.org/]tiled[/url] map format now.. it's shit. I'm working off some parser someone wrote for SFML 1 (I'm using 2) and I keep running into brick walls with it. I've managed to get it to work kinda but I'm getting this: [img]http://img.meteornet.net/uploads/k0j9r/ss.png[/img] Anyone have any idea what this might be caused by? I have one big tile map image in memory and I'm setting the sprites to subrects of it :/ Edit: Nvm, fucking sfml and its obscure technicalities. [img]http://img.meteornet.net/uploads/9tp1k7/ss.png[/img]
  • Avatar of icantread49
  • [QUOTE=icantread49;34796227]i have to resubmit mine, apparently i fucked up the signing process and didn't sign with RIM's key, only my own[/QUOTE] used new keys, resubmitted, should be good to go! unfortunately i couldn't edit the previous "release" so i renamed the product and made a new product, i hope that doesn't fuck things up
  • Avatar of nekosune
  • [QUOTE=icantread49;34797387]used new keys, resubmitted, should be good to go! unfortunately i couldn't edit the previous "release" so i renamed the product and made a new product, i hope that doesn't fuck things up[/QUOTE] Couldnt you just add a new release to that product?
  • Avatar of icantread49
  • [QUOTE=nekosune;34797569]Couldnt you just add a new release to that product?[/QUOTE] yeah but then i would have had to mess with changing the version, and i didn't wanna screw up my perfectly signed BAR file that took me so long to figure out :v:
  • Avatar of nekosune
  • [QUOTE=icantread49;34797605]yeah but then i would have had to mess with changing the version, and i didn't wanna screw up my perfectly signed BAR file that took me so long to figure out :v:[/QUOTE] Aren't you using eclipse plugins? All you have to do with that to generate a bar iis register Thekey rim gave you with it. Then right click on project. Blackberry tools --) sign for app world
  • Avatar of icantread49
  • [QUOTE=nekosune;34797962]Aren't you using eclipse plugins? All you have to do with that to generate a bar iis register Thekey rim gave you with it. Then right click on project. Blackberry tools --) sign for app world[/QUOTE] no i'm deploying a marmalade playbook BAR and then manually signing it with RIM's SDK tools
  • Avatar of nekosune
  • [QUOTE=icantread49;34797991]no i'm deploying a marmalade playbook BAR and then manually signing it with RIM's SDK tools[/QUOTE] Ouch. Well good luck then.
  • Avatar of ZenX2
  • I've been doing some research (aka playing ADOM/Nethack :v:) to help me with writing the inventory, attributes, etc. in my roguelike.
  • Avatar of icantread49
  • [QUOTE=nekosune;34798009]Ouch. Well good luck then.[/QUOTE] thanks. i already managed to sign it properly and it's pending review, so hopefully it all works :D
  • Avatar of Catdaemon
  • Now with correct images! :v: [img]http://img.meteornet.net/uploads/l0h6lq/ss.png[/img]
  • Avatar of chimitos
  • [QUOTE=shill le 2nd;34796515]Wow, how did you do that? I thought SD cards were basically unbreakable. (They don't have the weakness of having a separate connector like USB drives do)[/QUOTE] It's not physically broken, a better word would be bricked. It's corrupted one to many times for me to bother with it.
  • [QUOTE=Catdaemon;34798056]Now with correct images! :v: [img]http://img.meteornet.net/uploads/l0h6lq/ss.png[/img][/QUOTE] Are you making something like Space Station 13? It looks like it a bit.
  • Avatar of Naelstrom
  • [QUOTE=Naarkie;34798240]Are you making something like Space Station 13? It looks like it a bit.[/QUOTE] Is it bad that I'm trying to make a Space Station 13 clone when I've never actually played it? (Doesn't work on Linux, runs like shit on Windows.) I just really like the idea. I would love some input and advice on it, hell I'd love it if someone worked on it with me. [url=http://j.mp/xpiSSc]Would you be so kind?[/url]
  • Avatar of Legend286
  • [QUOTE=HiredK;34789534]I'm having a little issue with HDR,. This is the wanted result, only works if I render it directly to a screen quad [img]http://i41.tinypic.com/2mxjznt.png[/img] However if I bind the output to a buffer I get a weird artifact... (I tried to change the buffer to GL_RGBA16F and to clamp/unclamp it but no luck) not sure what's causing it, anyone seen that before? [img]http://i42.tinypic.com/jif8s6.png[/img][/QUOTE] Ew, box blur. You should use gaussian weighting for it instead. And the tearing is probably caused by the quad you're drawing it to (the diagonal slice happened to me before with XNA, it's a bug with the texcoords of the quad I was drawing to...) The rest is probably also caused by the same thing.
  • Avatar of Seiteki
  • [QUOTE=Naelstrom;34798537]Is it bad that I'm trying to make a Space Station 13 clone when I've never actually played it? (Doesn't work on Linux, runs like shit on Windows.) I just really like the idea. I would love some input and advice on it, hell I'd love it if someone worked on it with me. [url=http://j.mp/xpiSSc]Would you be so kind?[/url][/QUOTE] Grid-based movement for starters. Needs a semi-realistic atmosphere system, to allow all sorts of hijinks. Basically, go ask the people in the SS13 thread here what elements are needed for a game like that.
  • Avatar of lexic
  • [QUOTE=shill le 2nd;34796557]Well, disregarding the fact that you're a self-professed "HUGE idiot", I can't imagine a situation in which a force could be applied to a thin card that would snap it. Well, maybe if you roll over it with a chair wheel and the pressure in the middle is too much, but I would think that since it's flat, that wouldn't affect it. Although I have broken CDs that way.[/QUOTE] I had a SD card that broke along its seam before. Anything can happen when cheap knockoffs are involved.
  • Avatar of Kopimi
  • [img]http://i.imgur.com/EdHOX.jpg[/img] i have begun to be making a heads up display for vidoe game in unreal engine