[IMG]http://i.imgur.com/GJcqCHN.png[/IMG]
[B]v57 - July 2015[/B]
[B]Highlights from the [URL="http://facepunch.com/showthread.php?t=1468605"]previous thread[/URL]:[/B]
[QUOTE=fewes;47859053]I ended up rewriting almost every single class in my project but I managed to do it in the end: Undo/redo functionality:
[vid]http://puu.sh/i9qdi.webm[/vid]
Works by storing copies of the world in an undo and redo buffer. Makes it incredibly easy to add support for new types of objects; just have to modify the copy constructor. Eventually I think this system might become a performance hog depending on how big scenes are loaded but it'll do for now. Gonna work on level saving/loading next since I've serialized the world now, should be a piece of cake.[/QUOTE]
[QUOTE=bunguer;47859092]A little more progress, the hero finally gets to die:
[vid]http://giant.gfycat.com/BossyHardtofindBlacknorwegianelkhound.webm[/vid]
also, been trying to give more importance to killing a boss, however it needs some more work:
[vid]http://a.pomf.se/hndota.webm[/vid][/QUOTE]
[QUOTE=Karmah;47863140]Fixed point lights, the reflections were 200% bad, now they are 200% rad
Ambient lighting + directional solar lighting (no shadows yet) + 2 point lights
[t]http://i.imgur.com/d9NQZrp.png[/t]
Just point lights illuminating the scene
[t]http://i.imgur.com/0rO3zzs.png[/t]
[video]http://a.pomf.se/vngvzm.mp4[/video]
(tell me to stop posting at any time, I'm just having so much fun working with lighting)
Next up, spot lighting, then shadow mapping![/QUOTE]
[QUOTE=Gamerman12;47863739][media]https://www.youtube.com/watch?v=MFGCG4Hz9gQ[/media]
messing around with some basic sounds/general gameplay showing off my [sp]hardcore disc throwing skills[/sp]
gotta get that [URL="https://www.youtube.com/watch?v=IuGO6WHcruU"]tycho[/URL] out of my game eventually, but for now its some good placeholder music[/QUOTE]
[QUOTE=AtomiCal;47867392][url=www.krillbite.com/jobs.php]We're looking for a programmer to join our team located in Norway[/url]
We've made a game called Among the Sleep.
[img]http://i.imgur.com/95Rz4fl.png[/img][/QUOTE]
[QUOTE=Ziks;47870004][vid]http://files.facepunch.com/ziks/2015/June/03/2015-06-03-1651-31.mp4[/vid][/QUOTE]
[QUOTE=AtomiCal;47872486]Made some dynamic light and shader glow thingy stuff asdf for our omni flowers
[vid]https://d.maxfile.ro/glumiznhjh.mp4[/vid][/QUOTE]
[QUOTE=PortalGod;47875341]now that I actually got it working, can I get some cc? which of these do you guys think looks best?
no texture, rounded heightmap ([img]http://www.facepunch.com/fp/ratings/tick.png[/img]):
[t]http://i.imgur.com/cKKEEZD.png[/t]
yes texture, rounded heightmap ([img]http://www.facepunch.com/fp/ratings/funny2.png[/img]):
[t]http://i.imgur.com/dqdZute.png[/t]
yes texture, normal heightmap ([img]http://www.facepunch.com/fp/ratings/information.png[/img]):
[t]http://i.imgur.com/yeaOudY.png[/t]
or just disagree for normal lighting or something else entirely
personally, I think I like the first one if I messed with it a little[/QUOTE]
[QUOTE=chimitos;47880068]Since my website is a little barren, I'm going through [I]all[/I] of my old programming projects.
[img]http://i.imgur.com/8yR4lRR.gif[/img]
I'll keep you updated :)[/QUOTE]
[QUOTE=Karmah;47885976]I finished fixing most of the bugs I could find, so I think I'm finished with lighting.
I can now spawn in as many lights as I want in real time from the editor->entities tab.
For example, I made a new test map which has 13 different lighting sources between 4 different categories of lights.
[t]http://i.imgur.com/RE4k7Uo.png[/t]
I still can't believe that I'm able to do this sort of thing. Around this time last year I couldn't even figure out in my head how it would be possible to project 3D coordinates onto a 2D plane.
Now, I really need to learn frame buffer objects, specifically how to apply them back to a scene, so that I can apply some anti-aliasing and any other filters in general.
That is my goal for today.
[B]Edit:[/B]
The reason why there are 2 "orbs" of light for each point light is because the lights are off the ground. The big circle is the immediate surface being illuminated, and the smaller one is the specular reflection[/QUOTE]
[QUOTE=polkm;47888629]I'm working on smoothing out the physics combat and dungeon generator. I made a short gameplay video of it all together.
[video=youtube;ivRdjAJRwd8]https://www.youtube.com/watch?v=ivRdjAJRwd8&feature=youtu.be[/video][/QUOTE]
[QUOTE=fewes;47889555]Now all you have to do is add Levan Polkka in the background...
After successfully implementing a depth buffer I decided it would be cool to try and use it for a pseudo-3D effect and the result looks quite good I think:
This:
[img]http://puu.sh/iehuN.jpg[/img]
Turned into this:
[img]http://puu.sh/iehvs.jpg[/img]
[vid]http://puu.sh/iehH5.webm[/vid]
Works by offsetting the position and scale of objects based on their depth before rendering them, however the renderer handles all that so their actual positions stay the same.
To help convey the 3D effect I made a special class which renders trapezoids that "extend" back into the environment (the floor in the pictures). Everything is depth tested with previous depth data when rendered so things can intersect based on their depth and because of this it even supports order-independent draw sorting now!
Still a lot of things to sort out, plus I need to completely redo the light shader so it uses the depth buffer instead of the 3-channel mask I have right now.[/QUOTE]
[QUOTE=WillKirkby;47897884]Successfully rendering out the chunk data from LEGO Worlds. It lets you see some of the quirks in the terrain generation rather nicely.
[t]http://kirk.by/s/peVEdnS.png[/t] [t]https://i.imgur.com/W0nPZq1h.jpg[/t]
This has taken about 4 days of reverse-engineering. The game has been out since Monday (6 days ago).
It was trickier than usual because they didn't align the data to byte boundaries - i.e. there'll be a 5-bit integer, and the next data will immediately follow it, it won't be padded by 3 bits to reach a byte boundary.[/QUOTE]
[QUOTE=RickDork;47900449]2149
regular gameplay -
[video=youtube;mghwpzJ9fuA]http://www.youtube.com/watch?v=mghwpzJ9fuA[/video]
ending level - warning: moments of flashing lights/colors!!! and spoilers for a game that I may never actually release!
[video=youtube;d2wkJfrBpv4]http://www.youtube.com/watch?v=d2wkJfrBpv4[/video][/QUOTE]
[QUOTE=Contron;47921716]Added sounds (again, taken from Half-Life) with a working Doppler effect, and fixed up the collision system so stuff doesn't get stuck anymore (which indirectly means the player and other simulated entities can now ride things).
[vid]http://cloud.connorhaigh.com/documents/nevada/sounds.webm[/vid]
Self-hosting might be the best idea, or you could use Dropbox? I know it suspends your account if there's too much traffic, but I'm not sure how much.[/QUOTE]
[QUOTE=MadPro119;47940348]There is a trailer on the Itch.io page but I don't think I can put it on google play.
[media]https://www.youtube.com/watch?v=dVAuy3tBtIY[/media]
also hahahha
[img]http://i.imgur.com/vdZ2zBD.png[/img]
Josh Smith (free lance writer) knows exactly what I will be doing with my money![/QUOTE]
[QUOTE=Megolas;47940350]So I've been reworking the terrain generation in my game - everything here is extremely WIP, created in 2 days only.
I got the general shape of the land I want - Behold! AUSTRALIA (Completely procedurally generated!)
[IMG]http://i.imgur.com/BmhtfMO.png[/IMG]
(The land isn't flat, the coloring is relative, so the mountains make everything else seems flat)
The river are randomly generated as well, and pool in low points or pour into the oceans.
The next point is to generate a wind map - this part is undone, I'm working on it:
[IMG]http://i.imgur.com/vzdjaPi.png[/IMG]
(The color represents the angle of the wind in HSV, and there is a bit of artifacting around the borders. I'm not calculating the wind's speed yet, as the temperature map isn't nearly done, won't even showcase it yet)
Next, I use the wind map, rivers and coastlines to generate a rainfall map:
[IMG]http://i.imgur.com/th3wW7E.png?1[/IMG]
(Doesn't factor in wind as much as it should (yet) and doesn't factor in temperature at all)
Once I finish the temperature map and tweak all the calculations of wind and rainfall (And coastline depth) I'll use that info to make biomes as well.
Other than the rivers, everything is easily ported to the 3D voxel terrain I used (Scratched that whole Voronoi polygons thing, wasn't dynamic enough - months of work thrown to the trash :suicide:).
I've made some procedurally generated trees (Only spruce and pine so far) which are ready to be scattered wherever necessary, more trees on the way.
Oh, and some of the generation process is multithreaded, so the game doesn't freeze when its generating the map - generation takes about 15 seconds as of now.
So... What do you think?
EDIT: Woohoo, page king...[/QUOTE]
[QUOTE=>_> Ubercake;47946427]modding space cadet pinball
[IMG]http://i.imgur.com/oJd5moZ.png[/IMG]
I also wrote a thing (in javascript!) that extracts the textures from the .dat file
[IMG]http://i.imgur.com/EH23q9a.png[/IMG][/QUOTE]
[QUOTE=ruarai;47946462]Does anyone know of any other examples similar to this? It's a visualisation of the coefficient tables that I hacked out of my DCT implementation, which I'm sure has to have been done before.
[IMG]http://i.imgur.com/zuLYed4.png[/IMG][/QUOTE]
[QUOTE=Zyx;47949926]Finally found out how to do rotations around an objects local axis. Missiles now actually point towards their target - More or less.
[vid]https://dl.dropboxusercontent.com/u/99717/OpenGL/MassRocketSlaughter.webm[/vid]
Also, I like this effect:
[vid]https://dl.dropboxusercontent.com/u/99717/OpenGL/FollowTheRockets.webm[/vid]
Feel free to try it out:
[url]https://dl.dropboxusercontent.com/u/99717/OpenGL/TD%20Game.zip[/url] (You may have to unzip it to make it work)
[B]Controls[/B]
WASD: Move around
Z: Toggle mouse lock
Enter: Spawn an enemy
Mouse: Look around
Left mouse button: Create a tower on the selected tile
Escape: Quit[/QUOTE]
[QUOTE=layla;47951081]I made a new room renderer that only generates visible faces and makes it easier to cut arbitrary holes into floors and walls. I was testing it out and accidentally made minecraft.
[vid]http://files.facepunch.com/layla/2015/June/14/2015-06-14_00-58-25.mp4[/vid][/QUOTE]
[QUOTE=Trumple;47955319]A little while ago, I mentioned that I'd been working on a little project. In-between, lots of Uni work popped up and I never got around to releasing it. It's pretty much been completed for the past month or so, but just finishing up the final bits took a little time which I didn't have.
If you'll remember, I made that little internet controlled car a few months ago. The fun was really in making it, and seeing other people use it. So a housemate and I came up with another idea.
First of all, we picked up this bad boy for a tenner:
[IMG]https://dl.dropboxusercontent.com/u/10518681/Screenshots/img_type.jpg[/IMG]
It came with no user manual, but we could figure out our way around it without too much hassle. It's surprisingly advanced for a bit of 1983 tech. It has a spell checker, supports justification and right/left/center align, can erase letters types, and has all sorts of other cool features. I couldn't figure out how to set the WiFi up though :~)
We set to hacking it apart in order to reverse engineer it. At this point, we didn't really know what we'd do with it, only that it'd involve our newly acquired typewriter. With both of us final-year electronics engineering students, we had a few ideas on how to start reverse engineering it.
Firstly, we looked at any obvious I/O sockets with a logic analyser. The typewriter itself has a ROM expansion bay on the back, with one pre-existing ROM "package" already inserted in. Presumably this was how firmware was updated before the internet came around. Removing the pre-existing ROM package disabled certain functionality of the typewriter, such as the LCD screen, so we assumed that the ROM package contained the real brains of the typewriter. Investigation with a logic analyser proved futile, and we couldn't get anything meaningful.
We spent a few days mulling over the options and angles of attack, and concluded that the easiest way would be to emulate the keyboard electronically. We tore out the keyboard, and were pretty confused by what we found. The keyboard itself was mostly just a PCB, with rubber domes to interface between the PCB and the plastic keys. Finding out how to stimulate the PCB was out of the question, so we instead turned our attention to the ribbon cable leading to the embedded keyboard from the rest of the control electronics. The ribbon cable carries all the signals used by the keyboard, so in theory it should be possible to do everything we need to do from here - it would just be a little harder to hack it. Again, we fired up the logic analyser and had a look at what signals were coming and going from the keyboard. The results were very difficult to interpret. We didn't even know where ground was on this thing (and we still never figured that one out so we had to use a grounding plate located within the machine!). Plus, all the signals were inverse polarity, which is common in the electronics world but it did throw us for a while.
After a few days, we'd built up a rough idea of the inputs and outputs sent along the ribbon cable. As it turns out, I noticed that the keyboard seemed to be employing the use of a matrix in order to minimize the number of cables required. The way this works is straightforward enough: rows are electrically connected to all of the columns via switches. When the key on the keyboard is pressed, the row becomes electrically connected to a particular column. That way, when you set a row high, you look for signals on all of the columns. The column that is also high is the column that corresponds to the key pressed. The row that is driven high corresponds to the row they key is on. Now you have a row for the key and a column for the key, and so you can derive what key was pressed. Sorry for the poor explanation, you can read about this [URL="http://pcbheaven.com/wikipages/How_Key_Matrices_Works/"]here[/URL].
So far we knew the keyboard was a matrix keyboard, and we knew the output pins (you can tell because the logic analyser showed them all pulsing one after the other). So it was a matter of:
1. Mapping the output/input pin combination to each particular key. This was a repetitive task in which we simply bridged the connection between all known output pins to all known input pins and mapped the combinations to the key that was typed. We built up a mapping of the combinations to keys.
2. Emulating the functionality of the keyboard switches by programming an AVR and manipulating the appropriate outputs such that it appeared to the control circuitry that a key was pressed. This involved highly accurate timing, and took quite a while to get working correctly
[img_thumb]https://dl.dropboxusercontent.com/u/10518681/Camera/IMG_20150216_000326.jpg[/img_thumb]
^Housemate and I working late on mapping it all out
After much wizardry and hackery, we finally got the AVR emulating the functionality of the keyboard, and it was able to type letters we required. We decided that we'd let Twitter control what was typed, and provide a live feed, so you can type on a typewriter from anywhere in the world :v:
We made a UART link between the AVR and a Raspberry Pi, and my housemate wrote a script to gather tweets from a twitter account (@typeranter) on the Pi, and forward them to the AVR, which would then control the typing, newlines, etc.
I'll go into more detail if anyone is interested, but for now you can see what we've done here:
You can either Tweet @typeranter to type something, or send it via the website below:
[URL="http://www.typeranter.com"]www.typeranter.com[/URL]
[IMG]http://orbit.bitnode.co.uk:54321/stream[/IMG]
(^livestream. As before, streamed using [URL]https://github.com/OliverF/mjpeg-relay[/URL] )
Have fun, keep it clean :)[/QUOTE]
[QUOTE=Megolas;47956700]Well, I gave up on the wind intersections thing, after 300 iterations it had minimal changes that didn't impact anything... I'll need to rethink of a way to do it or abandon it altogether...
Anyway - wind now slows down over hills and mountains, and has a pretty major (25%) gradual slowdown upon reaching a coast: (I changed the seed, the island is no longer an Australia abomination)
[IMG]http://i.imgur.com/KXxIWzY.png?1[/IMG]
I know you guys always say that if we bother you'll say so, but its a third post today, feel free to shut me up :v:[/QUOTE]
[QUOTE=CmdrMatthew;47976165][vid]https://imgrush.com/Z9n4eaDMtH5Q.mp4[/vid]
[vid]https://imgrush.com/iRPuhLcWmxg9.mp4[/vid]
Been working on the game some more. Got some basic weapons and AI working.
Also spent some time adding controller support and fixing up splitscreen.[/QUOTE]
[QUOTE=Karmah;47992856][B]Media heavy post coming through!
[/B]
Today I've revamped my texturing system!
Previously, every single object bound its own texture to the current context, but now I've introduced a middle-man which checks the requested texture against the currently bound ones, preventing duplicates and conserving memory.
Additionally, I've built a system to support animated textures!
[vid]http://a.loveisover.me/gdaxre.mp4[/vid]
Which means I can now support animated normal maps/bump maps:
Before (without normal map) vs After (with normal map)
[vid]http://i.imgur.com/YZBiUoW.webm[/vid][vid]http://i.imgur.com/sa7yrUB.webm[/vid]
The texture isn't that great, plus I had to use a filter to make my own normal map, but I think it works properly.
Bonus:
[vid]http://i.imgur.com/EXdHfiJ.webm[/vid]
In theory I could now make an animated skybox, but I think later on I want to do day/night cycles, so I'll manage the sky differently and probably with other effects[/QUOTE]
[QUOTE=Tamschi;48004614]I expanded a bit on the "maybe" idea from yesterday: [code]using System;
using System.Collections.Generic;
namespace Uncertain_Test
{
static class Program
{
static void Main(string[] args)
{
var possibilities = new Dictionary<string, Uncertain>(){
{"definitely", new Uncertain(1)},
{"probably", new Uncertain(.75f)},
{"maybe", new Uncertain(.5f)},
{"unlikely", new Uncertain(.25f)},
{"absolutely not", new Uncertain(0)}
};
foreach (var p in possibilities)
{ WritePossibility(p.Key, p.Value); }
foreach (var left in possibilities)
{
WritePossibility(left.Key + " not", !left.Value);
foreach (var right in possibilities)
{
WritePossibility(left.Key + " and " + right.Key, left.Value & right.Value);
WritePossibility(left.Key + " or " + right.Key, left.Value | right.Value);
WritePossibility(left.Key + " xor " + right.Key, left.Value ^ right.Value);
}
}
}
private static void WritePossibility(string name, Uncertain value)
{
Console.Write(name + ": " + value + " =>");
for (int i = 0; i < 5; i++)
{
Console.Write(" ");
if (value) { Console.Write("YES!"); }
else { Console.Write("NO!"); }
}
Console.WriteLine();
}
}
}[/code]
Result: [code]definitely: P = 1 => YES! YES! YES! YES! YES!
probably: P = 0,75 => YES! YES! YES! YES! YES!
maybe: P = 0,5 => NO! NO! NO! YES! NO!
unlikely: P = 0,25 => YES! NO! YES! NO! NO!
absolutely not: P = 0 => NO! NO! NO! NO! NO!
definitely not: P = 0 => NO! NO! NO! NO! NO!
definitely and definitely: P = 1 => YES! YES! YES! YES! YES!
definitely or definitely: P = 1 => YES! YES! YES! YES! YES!
definitely xor definitely: P = 0 => NO! NO! NO! NO! NO!
definitely and probably: P = 0,75 => YES! NO! YES! YES! YES!
definitely or probably: P = 1 => YES! YES! YES! YES! YES!
definitely xor probably: P = 0,25 => NO! NO! NO! NO! NO!
definitely and maybe: P = 0,5 => YES! YES! YES! NO! NO!
definitely or maybe: P = 1 => YES! YES! YES! YES! YES!
definitely xor maybe: P = 0,5 => YES! YES! NO! NO! NO!
definitely and unlikely: P = 0,25 => YES! NO! NO! YES! YES!
definitely or unlikely: P = 1 => YES! YES! YES! YES! YES!
definitely xor unlikely: P = 0,75 => NO! YES! YES! YES! YES!
definitely and absolutely not: P = 0 => NO! NO! NO! NO! NO!
definitely or absolutely not: P = 1 => YES! YES! YES! YES! YES!
definitely xor absolutely not: P = 1 => YES! YES! YES! YES! YES!
probably not: P = 0,25 => NO! YES! NO! NO! NO!
probably and definitely: P = 0,75 => YES! NO! NO! NO! YES!
probably or definitely: P = 1 => YES! YES! YES! YES! YES!
probably xor definitely: P = 0,25 => NO! NO! NO! NO! NO!
probably and probably: P = 0,5625 => NO! NO! NO! YES! YES!
probably or probably: P = 0,9375 => NO! YES! YES! YES! YES!
probably xor probably: P = 0,375 => NO! NO! NO! NO! YES!
probably and maybe: P = 0,375 => NO! YES! YES! NO! YES!
probably or maybe: P = 0,875 => YES! YES! YES! YES! YES!
probably xor maybe: P = 0,5 => YES! YES! YES! YES! YES!
probably and unlikely: P = 0,1875 => YES! NO! NO! NO! YES!
probably or unlikely: P = 0,8125 => YES! YES! NO! YES! YES!
probably xor unlikely: P = 0,625 => YES! YES! YES! YES! NO!
probably and absolutely not: P = 0 => NO! NO! NO! NO! NO!
probably or absolutely not: P = 0,75 => YES! YES! YES! YES! NO!
probably xor absolutely not: P = 0,75 => YES! YES! YES! NO! NO!
maybe not: P = 0,5 => YES! NO! YES! YES! YES!
maybe and definitely: P = 0,5 => NO! NO! NO! NO! YES!
maybe or definitely: P = 1 => YES! YES! YES! YES! YES!
maybe xor definitely: P = 0,5 => YES! YES! YES! NO! NO!
maybe and probably: P = 0,375 => YES! NO! NO! YES! NO!
maybe or probably: P = 0,875 => YES! YES! YES! NO! NO!
maybe xor probably: P = 0,5 => YES! YES! NO! NO! NO!
maybe and maybe: P = 0,25 => NO! NO! NO! NO! NO!
maybe or maybe: P = 0,75 => YES! YES! YES! NO! YES!
maybe xor maybe: P = 0,5 => YES! NO! NO! YES! NO!
maybe and unlikely: P = 0,125 => YES! NO! NO! NO! NO!
maybe or unlikely: P = 0,625 => NO! YES! NO! YES! YES!
maybe xor unlikely: P = 0,5 => YES! YES! NO! NO! YES!
maybe and absolutely not: P = 0 => NO! NO! NO! NO! NO!
maybe or absolutely not: P = 0,5 => NO! NO! NO! NO! YES!
maybe xor absolutely not: P = 0,5 => NO! YES! NO! NO! NO!
unlikely not: P = 0,75 => NO! YES! YES! YES! NO!
unlikely and definitely: P = 0,25 => YES! NO! NO! YES! YES!
unlikely or definitely: P = 1 => YES! YES! YES! YES! YES!
unlikely xor definitely: P = 0,75 => NO! YES! YES! NO! YES!
unlikely and probably: P = 0,1875 => NO! YES! NO! NO! NO!
unlikely or probably: P = 0,8125 => YES! YES! NO! YES! YES!
unlikely xor probably: P = 0,625 => NO! NO! NO! NO! YES!
unlikely and maybe: P = 0,125 => NO! NO! NO! NO! NO!
unlikely or maybe: P = 0,625 => YES! YES! NO! YES! NO!
unlikely xor maybe: P = 0,5 => YES! NO! YES! YES! YES!
unlikely and unlikely: P = 0,0625 => NO! NO! NO! NO! NO!
unlikely or unlikely: P = 0,4375 => NO! NO! NO! NO! YES!
unlikely xor unlikely: P = 0,375 => YES! NO! NO! NO! NO!
unlikely and absolutely not: P = 0 => NO! NO! NO! NO! NO!
unlikely or absolutely not: P = 0,25 => YES! NO! NO! YES! NO!
unlikely xor absolutely not: P = 0,25 => NO! NO! NO! NO! NO!
absolutely not not: P = 1 => YES! YES! YES! YES! YES!
absolutely not and definitely: P = 0 => NO! NO! NO! NO! NO!
absolutely not or definitely: P = 1 => YES! YES! YES! YES! YES!
absolutely not xor definitely: P = 1 => YES! YES! YES! YES! YES!
absolutely not and probably: P = 0 => NO! NO! NO! NO! NO!
absolutely not or probably: P = 0,75 => NO! YES! YES! YES! YES!
absolutely not xor probably: P = 0,75 => YES! YES! YES! YES! YES!
absolutely not and maybe: P = 0 => NO! NO! NO! NO! NO!
absolutely not or maybe: P = 0,5 => YES! YES! NO! NO! YES!
absolutely not xor maybe: P = 0,5 => NO! NO! YES! YES! YES!
absolutely not and unlikely: P = 0 => NO! NO! NO! NO! NO!
absolutely not or unlikely: P = 0,25 => NO! NO! NO! YES! NO!
absolutely not xor unlikely: P = 0,25 => NO! NO! NO! NO! NO!
absolutely not and absolutely not: P = 0 => NO! NO! NO! NO! NO!
absolutely not or absolutely not: P = 0 => NO! NO! NO! NO! NO!
absolutely not xor absolutely not: P = 0 => NO! NO! NO! NO! NO!
Drücken Sie eine beliebige Taste . . .[/code]
I'll [I]probably[/I] release this eventually but it's [I]definitely not[/I] difficult to do this yourself (if you have any use for it :v:).[/QUOTE]
[QUOTE=Foda;48005609]hooked up the raptor animations:
[vid]http://fat.gfycat.com/ReflectingAdvancedBushsqueaker.webm[/vid][/QUOTE]
[QUOTE=`impulse;48013584]I spent some time learning about how managed DLLs work, and got Rant working in Unreal by making a quick and (very) dirty interface!
[img]https://miyuki.impulsh.moe/Skkaow[/img][/QUOTE]
[QUOTE=PelPix123;48028184]Years and years ago I implemented a relief mapping system in Source and it had full silhouette with no off-angle aliasing, banding, crawling, or shape aliasing. A system so perfect that it even CLIPS WITH THE FLOOR PROPERLY.
[video=youtube;GkAxw0PgI8k]http://www.youtube.com/watch?v=GkAxw0PgI8k[/video]
Problem is: I have no idea how I did it. I don't know whether I read this somewhere and implemented it or came up with it myself. has anyone ever seen anything like this? it worked even if you noclipped into the plane and it worked from the sides/back and on non-flat planes.[/QUOTE]
[QUOTE=PelPix123;48028368]and it supported vr and webcam head tracking
edit:
shit sorry
edit:
[IMG]http://media.moddb.com/images/mods/1/10/9576/c17_city_day_02b0012.2.jpg[/IMG]
Here it's even clipping with the walls and water properly. What even was this shader. Oh god I TOTALLY FORGOT about the ground-level soft fog we had too in the sewers.
edit:
and SSS skin:
[IMG]http://media.moddb.com/images/mods/1/10/9576/gear_parallax_test0010.jpg[/IMG]
Eventually we started fully replacing the rendering engine with a deferred engine and then the mod died.[/QUOTE]
[QUOTE=Nigey Nige;48035902]Alright, we've all had our fun with the code boxes. Content time:
You can see here the difference between MLS3 (my old project) and MLS4 (my new project - possibly the first ever unfinished game to have three unfinished sequels).
[img]http://i.imgur.com/RxEKorT.png[/img]
[img]http://i.imgur.com/ZLCWRlh.png[/img]
Obviously there's a lot of ground to make up, but systems that took me weeks to set up last time have only taken me two days this time, so hopefully it won't take more than a month to get back to where I was. I think the biggest issue with MLS3 was identity. It didn't know whether it wanted to be a toy, a game or a sandbox, or whether it should run on a procedurally-generated course or have a big designed galaxy. Basically I couldn't decide between The Sims in Space, or Sideways FTL. Lesson here is to choose first and stick to the plan.
This time I'm going with a top-down perspective because ladders are hard, and because I want to basically make a narrative-driven free-roaming FTL-like game. My strength is in writing rather than porging, so I'm gonna try and get a fun game skeleton up and going as soon as possible, then get cracking with a good story. /blog
[img]http://i.imgur.com/IU6hfmx.jpg[/img]
[editline]23rd June 2015[/editline]
also I want to switch to libgdx like someone suggested but I'm too far in now and can't be fucked migrating old code. Someone remind me to use it for my next project kthx[/QUOTE]
[QUOTE=TylerNocks;48037611]Just a little bit of UE4 fun.
[IMG]http://i.imgur.com/zk0vLpG.gif?1[/IMG][/QUOTE]
[QUOTE=xDarkFieldx;48052854]Trying my hand at making a mobile physics game. You play as a cube-shaped martial arts master that strikes enemies when you tap on them, and get a couple seconds of slowmo to plan out a combo:
[vid]http://webm.host/c7b64/vid.webm[/vid][/QUOTE]
[QUOTE=Havok Lagnado;48063193]For the past few weeks I've been getting into 3D transformations and the specifics of the trig functions and the unit circle. I've learnt about vectors and a few other maths goodies along the way, which I'm quite proud of given I'm studying the lowest level of maths at secondary.
I started with [URL="http://s18.postimg.org/65x5qhq3t/spinmerightround.png"]this[/URL], basic wire-frame orthographic rendering.
And I'm now at this:
[IMG]http://s17.postimg.org/ljzauliin/doomsprites.png[/IMG]
[B]Features:[/B]
I plan to write an obj import script when I get around to looking at how the file-type is structured. Currently I have to add each vertice manually in the code, and specify what vertices a face is comprised of. That would take hours for even a simple castle...
If you're wondering why the textures look like absolute ass, the whole thing is software rendered and uses Windows forms for drawing... I plan to move to SDL soon. Also if anyone knows a good book on 3D maths written for a newbie a recommendation would be much appreciated.[/QUOTE]
[QUOTE=Squeegy Mackoy;48071741][img]http://i.imgur.com/6ZvpmoK.png[/img]
I'm making game with tanks that hover. It's called HoverTanks.[/QUOTE]
[QUOTE=Cyberuben;48074065]So uh... retaking this assignment. Going strong!
Please turn down your volume, don't tell me I didn't warn you
[vid]http://scrnsht.me/u/9p/raw[/vid]
I'm playing multiple sounds at the same time (2nd one starting once 1st is half-way, then I just spam some more because I wondered what the waveform would do).
Either way, now quickly implementing 3D sound, and I'm done.[/QUOTE]
[QUOTE=PelPix123;48077112]Video:
[video=youtube;GRf46Hf_8BM]http://www.youtube.com/watch?v=GRf46Hf_8BM[/video]
This is of a mod I'm working on that recreates gameplay of Portal in various stages of development (early-late alpha, early-late beta, etc).
the original system they had was fine, but I like my creative freedom. The new system allows for smoother opening animations and vectored masks and layered effects, as well as decreasing the aliasing on the refraction.
[editline]29th June 2015[/editline]
and the stacked transparency with the closed portal texture fading out works better
[editline]29th June 2015[/editline]
lots of wip textures and animations and especially particles here.[/QUOTE]
[QUOTE=Naelstrom;48077884]I added customizable shaders to slop that read from user config directories.
[vid]http://farmpolice.com/content/videos/30d81474.webm[/vid]
All it needs is a few more default shaders/themes, and some documentation added to the README.md and it'll be ready to go.
For those of you good with glsl could you add to the collection of neato shaders here: [url]https://github.com/naelstrof/slop/tree/experimental/share/slop[/url] ?[/QUOTE]
[QUOTE=Ziks;48086968]Now with sound:
[vid]http://files.facepunch.com/ziks/2015/June/30/2015-06-30-1537-48.mp4[/vid][/QUOTE]
[QUOTE=fewes;48092743]Ladies and gentlemen.
[vid]http://puu.sh/iJeWV.webm[/vid]
Baboom.
[editline]Edited:[/editline]
I told you about Box2D bro
[img]http://puu.sh/iJiE8.gif[/img][/QUOTE]
[QUOTE=Torrunt;48093152]Made a Gatling Gun for my Zombie Game. Since it seems I've lost the original game artist I had to draw it myself. I tried to keep it in the same art style.
[video=youtube;0vMPDLEd59A]http://www.youtube.com/watch?v=0vMPDLEd59A[/video]
After I made it I realized that it's going to be awkward to get the player to crank it, since it can rotate up and down. At the moment he just points his arm in the direction of the crank.[/QUOTE]
[QUOTE=Nigey Nige;48097125]i have content for the highlights. i found a sprite i made once
[img]http://i.imgur.com/XU3G2mM.png[/img][/QUOTE]
[IMG]http://i.cubeupload.com/KK0MIG.png[/IMG]
[B]
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Can we have one quote per user please?
Every month I look at the highlights and realise I've done nothing really exciting that month.
Congrats to everyone in the hightlights, I guess I didn't do much last month, so I kinda deserve not getting in.
But I'll try to get off my fat-ass this month and do some sick game development.
[I][B]You'll see![/B][/I]
I think you'd find that the unhealthy obsession with everything needing to be showcasable results in very little being showcasable.
Some boring work has to be done to create real intrinsic value.
Man, I made so much progress I showed up thrice :v:
On a less flashy note I've been working on some back end stuff like parent/child relations, physics setup as well as refining the way I save my maps. Currently the block for storing sprite objects looks like this:
[code]
Sprites
{
[Barrel_06] [root] [37204968] [PHYS_DEBRIS] [1007, 764.5] [0] [0.25, 0.25] [255, 255, 255, 255] [0.475] [0];
[DragonKnight] [root] [423262486] [PHYS_DYNAMIC] [591, 722] [0] [0.25, 0.25] [255, 255, 255, 255] [0.5] [0];
[SpriteObject_36] [DragonKnight] [1437165192] [PHYS_NONE] [-515, 551] [0] [1, 1] [255, 255, 255, 255] [0.6] [0];
}[/code]
Not sure if it'll turn out messy if I add lots of parameters but I like how simple it is now. Now to fix some physics bugs and start working on an actor/player class.
I wrote a flag system for Rant that lets you set/unset arbitrary flags kind of like a C-style preprocessor.
I added a little twist, though: you don't have to follow your if/ifndef condition directly with the body to be executed. You can place it anywhere after the point where the condition is.
Basic usage is pretty straightforward:
[code][define: A]
[ifdef: A]
[then: A is defined\n]
[else: A is not defined\n]
# -> A is defined[/code]
[code][ifdef: A]
[then: A is defined\n]
[else: A is not defined\n]
# -> A is not defined[/code]
But because of the modular nature of the conditions, you can do some really... interesting things.
[code][define: A]
[ifdef: A]
[then: A is defined\n]
[undef: A]
[else: A is not defined\n]
# -> A is defined
# -> A is not defined[/code]
[code][define: A]
[ifdef: A]
[undef: A]
[then: A is defined\n]
[else: A is not defined\n]
# -> A is not defined[/code]
[code][define: A]
[ifndef: A]
[undef: A]
[then: A is not defined\n]
[define: A]
[else: A is defined\n]
# -> A is not defined
# -> A is defined[/code]
Documentation pages:
[URL="http://berkin.me/rantdocs/functions/define/"]http://berkin.me/rantdocs/functions/define/[/URL]
[URL="http://berkin.me/rantdocs/functions/else/"]http://berkin.me/rantdocs/functions/else/[/URL]
[URL="http://berkin.me/rantdocs/functions/ifdef/"]http://berkin.me/rantdocs/functions/ifdef/[/URL]
[URL="http://berkin.me/rantdocs/functions/ifndef/"]http://berkin.me/rantdocs/functions/ifndef/[/URL]
[URL="http://berkin.me/rantdocs/functions/undef/"]http://berkin.me/rantdocs/functions/undef/[/URL]
[URL="http://berkin.me/rantdocs/functions/toggle/"]http://berkin.me/rantdocs/functions/toggle/[/URL]
[QUOTE=fewes;48098101]Man, I made so much progress I showed up thrice :v:[/QUOTE]
Grats, bro. Always enjoy seeing your progress.
Adding items is realy realy realy boring, but it has to be done
[img]http://i.imgur.com/gBpADzT.png[/img]
It does pay off some
[QUOTE=sarge997;48097776]Congrats to everyone in the hightlights, I guess I didn't do much last month, so I kinda deserve not getting in.
But I'll try to get off my fat-ass this month and do some sick game development.
[I][B]You'll see![/B][/I][/QUOTE]
Can you believe out of all the cool shit I worked on, this is the first time I've been in the highlights? I thought your stranded unity thing was very pretty and memorable if it means anything.
Oh neat, I made the highlights :D
So, my latest little thing, I wrote another pathtracer.
As a 3DS homebrew.
Running on the CPU.
It's hella slow.
[video=youtube;J-97SiRcIkY]https://www.youtube.com/watch?v=J-97SiRcIkY[/video]
(ignore the bells at 0:09, my local church likes to ring them every quarter-hour, even at 2:30am....)
At 16 and 256 passes respectively it looks like this (rendered on my PC because I've not learned 3DS file I/O yet):
[img]https://i.imgur.com/rMmOINd.png[/img] [img]https://i.imgur.com/RjAd39Z.png[/img]
And yes, I coded the math so that it can render in stereo, but I disabled that for the video above.
I enable/disable it with preprocessor logic so as not to slow down mono rendering unnecessarily.
"hello world"
I drew more cartridges + bullets and did some concept work on how to render and animate magazines
[img]https://40.media.tumblr.com/8e98d3565b56779554083a0b2e241dca/tumblr_inline_nqud2hJ4PG1rgvn4n_540.png[/img]
Does this look passable at the moment? If you really zoom in on bullets they look pretty weird :v:
I'm currently translating my documentation to German.
[img]http://i.imgur.com/ilqKWT5.png[/img]
I'm scared
[QUOTE=Winner;48098520]9MB gzipped btw, it expands to 42MB[/QUOTE]
Which begs the question: Should that [I]really[/I] be transmitted in a human-readable format?
[t]http://i.imgur.com/q2nGFpo.png[/t]
Figured out how to change the looks of controls, I just need to figure out how to make it so when the user presses next I can change what's on the form.
Happy with how it goes though - done all in C#, creates a .json file with the info I get from the user, packages it in a .gma and publishes it to the workshop in one moment.
Just debating whether to store all the .gmas in a documents folder created by my project or to let the user declare the output path.
[QUOTE=Nookyava;48100650][t]http://i.imgur.com/q2nGFpo.png[/t]
Figured out how to change the looks of controls, I just need to figure out how to make it so when the user presses next I can change what's on the form.
Happy with how it goes though - done all in C#, creates a .json file with the info I get from the user, packages it in a .gma and publishes it to the workshop in one moment.
Just debating whether to store all the .gmas in a documents folder created by my project or to let the user declare the output path.[/QUOTE]
[img]http://i.imgur.com/5l6ZEwM.png[/img]
[QUOTE=Tamschi;48100417]Which begs the question: Should that [I]really[/I] be transmitted in a human-readable format?[/QUOTE]
I can't be the only one who personally [b]loves[/b] writing binary save/load schemes for data structures. :v:
[QUOTE=Ott;48100903][img]http://i.imgur.com/5l6ZEwM.png[/img][/QUOTE]
That doesn't apply here (as much), since later pages should have more content.
I wonder if a tab control with hidden registers would work.
[QUOTE=Tamschi;48101048]That doesn't apply here (as much), since later pages should have more content.
I wonder if a tab control with hidden registers would work.[/QUOTE]
I'll have to try that out, thanks, I didn't think of that!
So GPU voxelization works. Kind of.
[img]http://i.imgur.com/T2TkjBv.png[/img]
The actual voxelization part is working fine. The issue is that the different projections don't converge correctly. The voxels probably seem wrong in size. That's because they are but that's just a projection issue, it's not even going to be part of the finished product.
[editline]2nd July 2015[/editline]
I just realized how shitty this looks. I didn't even make the generated cubes be cubes, they're like retarded tie fighters atm.
[QUOTE=ruarai;48101401][vid]http://zippy.gfycat.com/GleefulComposedAgama.webm[vid][vid]http://zippy.gfycat.com/DecisiveSmoggyDiamondbackrattlesnake.webm[vid]
Refactored my triangle gradient compression algorithm, now it runs at O(n) from the earlier O(why). So doing things like 2^16 vertices is okay. Also, you can see the underlying barycentric coordinates of the first video in the second video.[/QUOTE]
Wow that is a really neat idea, did you think of it yourself? It's beautiful how it turned out too.
[editline]asdf[/editline]
I really want to see comparisons to other compression algorithms. Differences in artifacts and file size.
[video=youtube;_deuQcw4SxM]https://www.youtube.com/watch?v=_deuQcw4SxM[/video]
The trailer for our game we made at university. Today we have a showcase day where people from the industry or just random people can come look, we're currently fixing bugs.
So I wanted to send HTML formatted message through Skype, however the API doesn't support it and the only way to do it is to hold ctrl+shift while sending the message...
[img]http://i.imgur.com/fgJmssO.png[/img]
At least it works :v:
[QUOTE=ruarai;48101401][vid]http://zippy.gfycat.com/GleefulComposedAgama.webm[/vid][vid]http://zippy.gfycat.com/DecisiveSmoggyDiamondbackrattlesnake.webm[/vid]
Refactored my triangle gradient compression algorithm, now it runs at O(n) from the earlier O(why). So doing things like 2^16 vertices is okay. Also, you can see the underlying barycentric coordinates of the first video in the second video.[/QUOTE]
idea for you - instead of using gradients, make each triangle have a flat color, sampled from where the triangle's center is in the image. I'm just curious to see how it would look.
[QUOTE=WillKirkby;48101986]idea for you - instead of using gradients, make each triangle have a flat color, sampled from where the triangle's center is in the image. I'm just curious to see how it would look.[/QUOTE]
Probably not too great, since that would work better with a different placement optimisation system.
[QUOTE=Nookyava;48101087]I'll have to try that out, thanks, I didn't think of that![/QUOTE]
It works pretty well, you just have to disable some stuff to make it impossible to switch pages with ctrl-tab.
Learning MySQL and php. Won't be seeing much of me in the coming weeks. I'll be over at Web Dev WAYWO though!
[QUOTE=Winner;48097707]let's talk about scaleability
[t]http://i.imgur.com/JTHLexG.png[/t]
yes, that's a 9MB json object[/QUOTE]
[img]http://i.imgur.com/UHiKP4N.png[/img]
I am yet to decide if this was a good idea.
Yes! I have made it into the highlights! That was all I ever wanted when I started programming. No more code for me, thanks.
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