[IMG]http://i.imgur.com/GJcqCHN.png[/IMG]
[B]v60 - October 2015[/B]
[B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1483860"]previous thread[/URL]:[/B]
[b]Programming kings:[/b]
[quote=voodooattack;48735920]
I've been experimenting with spiking neural networks.. this bastard won't paint the Mona Lisa no matter how hard I try.
[img]https://dl.dropboxusercontent.com/u/27714141/mona-lisa-1.png[/img]
Each network gets a 'paint brush', an algorithm tracks its progress and rates the genome based on image similarity analysis.
There's a twist to this though: each neuron has a physical manifestation (circles in a physics sandbox) and they tend to seek each other out and collide when they spike in unison, forming new connections. You can call it applied Hebbian learning or something.
The screenshot is only for show though, since the simulation slowed down to a crawl when I applied Dijkstra's algorithm to the Voronoi diagram's vertices to produce those fancy-looking synapses. (red is inhibitory, blue is excitatory)
[/quote]
[quote=Flyguy13;48677079]
Here's some stuff I made messing around GLSL shaders over the past few months. (Click the link below them to see the animated/interactive versions)
Ray marched mesh terrain:
[url=http://i.imgur.com/1j6DZDw.png][img]http://i.imgur.com/1j6DZDw.png[/img][/url]
[URL]https://www.shadertoy.com/view/ltjSRD[/URL]
16-Segment display:
[url=http://i.imgur.com/jjn0XGM.png][img]http://i.imgur.com/jjn0XGM.png[/img][/url]
[URL]https://www.shadertoy.com/view/ltfXD2[/URL]
Ray marched non-Euclidean geometry:
[url=http://i.imgur.com/E3vpTVu.png][img]http://i.imgur.com/E3vpTVu.png[/img][/url]
[URL]https://www.shadertoy.com/view/4llSWf[/URL]
Distance field based text:
[url=http://i.imgur.com/pCK0zcR.png][img]http://i.imgur.com/pCK0zcR.png[/img][/url]
[URL]https://www.shadertoy.com/view/4lsSzX[/URL]
Twisted ring:
[url=http://i.imgur.com/gmjYbhV.png][img]http://i.imgur.com/gmjYbhV.png[/img][/url]
[URL]https://www.shadertoy.com/view/Xt23z3[/URL]
Ray marching with dithered palette shading:
[url=http://i.imgur.com/mrLhSAY.png][img]http://i.imgur.com/mrLhSAY.png[/img][/url]
[URL]https://www.shadertoy.com/view/MtjGRd[/URL]
[/quote]
[quote=Akacopman;48706007]
Just released a [url=https://github.com/VideahGams/LovePotion/releases]beta build of LövePotion[/url], my LÖVE implementation for 3DS.
Which feels pretty good as I rarely get something to a state that I feel I can release it.
I also ported a LÖVE game called [url=https://love2d.org/forums/viewtopic.php?f=5&t=80549]NumberFucker[/url] to 3DS using it, which you can get [url=https://github.com/VideahGams/NumberFucker3DS]here.[/url]
[url=http://i.imgur.com/Af3dEGG.jpg][img]http://i.imgur.com/Af3dEGG.jpg[/img][/url]
Also, seeing as I mostly lurk here, it feels pretty good to be in the highlights 2 months in a row [img]/fp/emotes2/cool.gif[/img]
[/quote]
[quote=Ziks;48795276]
[media]https://www.youtube.com/watch?v=qO7XAZuART4[/media]
Some recent progress
[/quote]
[quote=elevate;48596801]
I thought it would be fun to program in DOS. This program displays a bitmap file using a VGA card.
[URL]http://pastebin.com/UmZsbytW[/URL]
[img]http://i.imgur.com/Zru0SNt.png[/img]
[/quote]
[quote=Karmah;48662827]
Hell yeah! I got basic cubemap reflections working!
[vid]https://my.mixtape.moe/xscnic.mp4[/vid]
I thought it was going to be a bit more complex to implement, but then I realized I already made things that were needed for this, such as my [b]Specular mapping pass[/b] yesterday, and a Cubemap texture component for storing and using cubemap textures.
So textures that supply a specular map will reflect a cubemap based on, well, how a specular map is read.
Also I did this all by myself, no tutorials! [img]/fp/emotes2/excited.gif[/img]
[/quote]
[quote=voodooattack;48633036]
And here we have two ribosomes (yellow squares) constructing cell walls, and the wall sections are binding to each other as soon as they are produced – no folding is implemented yet. Both ribosomes have virtual machines (stack machines to be precise) executing instructions from their embedded memory to produce the walls.
The nuclei (green hexagons) are dormant and aren't sending any mRNA (with stack machine instructions) to the ribosomes just yet.
My next task is better binding behaviour and more work on the RNA transmission mechanism. I'm taking a lot of liberties, but this is a mock environment and not a real cell.
[media]https://www.youtube.com/watch?v=9zNAGDH8Km4[/media]
[/quote]
[QUOTE=BackwardSpy;48713632]Done a ton more work on my DCPU-16 emulator. Now we have working interrupts, and hardware support! The first piece of hardware I implemented was the [url=https://github.com/gatesphere/demi-16/blob/master/docs/hardware-specs/mojang/nya_lem1802-1-0.txt]LEM1802 Monitor[/url].
This assembly:
[code]; Find a LEM1802.
hwn a ; Put number of connected devices into A.
set i, 0 ; Initialise loop counter.
:find_screen_loop
hwq i ; Query hardware[I].
ife a, 0xf615 ; If it's the monitor...
set PC, found_screen ; Jump to the end.
add i, 1 ; Else, increment I.
set PC, find_screen_loop ; And try again.
:found_screen
set [screen_id], i ; Store the screen's index in screen_id.
; Initialise the LEM1802.
set a, 0 ; MEM_MAP_SCREEN.
set b, 0x8000 ; Map to location 0x8000.
hwi [screen_id] ; Call the interrupt.
set a, 2 ; MEM_MAP_PALETTE
set b, palette ; Map to our custom palette.
hwi [screen_id] ; Call the interrupt.
; Put some text on the screen.
set i, 0 ; Initialise loop counters.
set j, 0
:display_loop
set a, [message+i] ; Load the next character into A.
ife a, 0 ; If it's zero...
set PC, end ; Terminate.
ifg a, 0xff ; If it's a colour code...
set PC, set_colour ; Call set_colour.
bor a, b ; Apply the current colour code.
set [0x8000+j], a ; Copy the character to VRAM.
add i, 1 ; Increment I.
add j, 1
set PC, display_loop ; And move to the next one.
:set_colour
set b, a ; Put the colour code into B.
and b, 0xff ; Mask out the colour.
shl b, 8 ; Move it into the high 8 bits.
add i, 1 ; Move to the next character.
set PC, display_loop ; Continue the loop.
:end set PC, end ; Infinite loop.
:screen_id dat 0xFFFF ; The hardware index of the LEM1802.
; Custom palette with orange, green, and purple as the first three colours.
:palette dat 0x0FD1, 0x02b5, 0x0a5a, 0x0077, 0x0700, 0x0707, 0x0770, 0x0555, 0x0aaa, 0x000f, 0x00f0, 0x00ff, 0x0f00, 0x0f0f, 0x0ff0, 0x0fff
; Colour format: 0x1FB, where F is foreground colour, B is background colour.
:message dat 0x101, "Hello ", 0x120, "WAYWO", 0x101, ", how are you?", 0[/code]
Produces this:
[img]http://vgy.me/GUfHUL.png[/img]
Pretty happy with how this is going.[/QUOTE]
[quote=Karmah;48749222]
It took me 3 days, but I finally managed to get a shadow map to render [img]/fp/emotes2/excited.gif[/img]
[img]http://i.imgur.com/7vbUkQa.png[/img]
It didn't make sense why it wasn't working for so long. Everything that should have been a problem wasn't, and the things that [b]shouldn't[/b] have been a problem were.
So I brute-forced my way through nearly every matrix transformation possibility and eventually I got something that worked.
If it is the [i]right way[/i], I won't know for a while.
This marks the third time I've tried to implement them.
[/quote]
[b]Winners:[/b]
[quote=powback;48710668]
I've been working on a Battlefield: Bad Company 2 map editor. Here's a few screenshots:
[url=http://i.imgur.com/8kE9gIl.png][img]http://i.imgur.com/8kE9gIl.png[/img][/url]
[url=http://i.imgur.com/hNW8HEO.png][img]http://i.imgur.com/hNW8HEO.png[/img][/url]
[url=http://i.imgur.com/z15kqKB.png][img]http://i.imgur.com/z15kqKB.png[/img][/url]
[url=http://i.imgur.com/djI8rut.png][img]http://i.imgur.com/djI8rut.png[/img][/url]
[url=http://i.imgur.com/VYkeuE2.png][img]http://i.imgur.com/VYkeuE2.png[/img][/url]
I need to find a way to parse the shader database file.
Note: Everything is generated from the game files, I have made no manual modifications.
[/quote]
[quote=Ziks;48638743]
[vid]http://files.facepunch.com/ziks/2015/September/08/2015-09-08-1509-12.mp4[/vid]
Some improvements to my roller coaster building addon.
[/quote]
[quote=Asgard;48741529]
Holy tits, textures are working! Told a friend he could slap me if I didn't get it working
[img]http://puu.sh/kkKCK/b41982bffc.jpg[/img]
Slapping is a good motivator
[/quote]
[quote=DarKSunrise;48623057]
[vid]http://files.1337upload.net/Desktop_09.06.2015_-_02.08.00.03.webmhd-a774eb.webm[/vid]
exploiting those cool l4d glows to indicate the selected use object
still kinda poop, need to add masks and probably some kind of transitions
[b]Edited:[/b]
anyway this seems like a good alternative for the crosshair yes
[/quote]
[quote=Ziks;48703702]
[vid]http://files.facepunch.com/ziks/2015/September/17/2015-09-17-1708-18.mp4[/vid]
The camera fucks up about a minute in because the base stations get shaken a bit.
[/quote]
[quote=Sidneys1;48737960]
To whoever was working on that PATH editor, Microsoft finally got their shit together.
[url=http://i.imgur.com/KHlH2Tb.jpg][img]http://i.imgur.com/KHlH2Tb.jpg[/img][/url]
[/quote]
[quote=WillKirkby;48600350]
Dang, I made the highlights 3 times? Noice.
In other news, I got a job! Junior engine programmer at a pretty notable UK game studio, starting later this month :)
[/quote]
[quote=Ziks;48606951]
[media]https://www.youtube.com/watch?v=I0ud4JayYPU[/media]
[/quote]
[quote=Torrunt;48759532]
Added a zombie surfing mini-game to my zombie game.
[media]https://www.youtube.com/watch?v=Fnj8A9fqVWA[/media]
[/quote]
[quote=PelPix123;48608864]
[vid]http://www.pelpix.info/CircusGalopNew-002.mp3[/vid]
Can't have people thinking that [img]/fp/emotes2/v.png[/img]
[/quote]
[quote=polkm;48618325]
[img]http://i.imgur.com/1WRnyJC.gif[/img]
I worked too hard on this
[/quote]
[b]Artists:[/b]
[quote=Foda;48637357]
ignore the droids not moving, it's a test map:
[img]http://i.imgur.com/wQ1fn0y.gif[/img]
[/quote]
[quote=ruarai;48623807]
squares
[img]http://i.imgur.com/3LG0RK8.png[/img]
circles
[img]http://i.imgur.com/CTkMwPj.png[/img]
[/quote]
[quote=DrDevil;48627475]
Got an off by one error somewhere, but it can print!
[media]https://www.youtube.com/watch?v=KYfUQiBeNEw[/media]
[url=https://d.maxfile.ro/otubctjajv.jpg][img]https://d.maxfile.ro/otubctjajv.jpg[/img][/url]
[/quote]
[quote=WillKirkby;48719145]
Have a video!
[vid]http://will.kirk.by/u/videos/newt-motionblur-test-2.mp4[/vid]
[/quote]
[quote=fewes;48738666]
Wow bloom holy shit it's like I've almost caught up with 2005
[img]http://puu.sh/kki5k.jpg[/img]
Also almost somewhat properly working shadows:
[img]http://puu.sh/kkime.jpg[/img]
[/quote]
[quote=ruarai;48679703]
[img]http://i.imgur.com/nnQUH48.png[/img]
Tried it with a hacked-in hexagon shape. Wonder if any other shapes work nicely like this?
[/quote]
[quote=ruarai;48679788]
Also another cool video
[vid]http://zippy.gfycat.com/LikelyMeagerHorse.webm[/vid]
[/quote]
[quote=polkm;48661966]
auto cells, nothing special, but neat
[img]http://i.imgur.com/DWHpEJM.gif[/img]
[img]http://i.imgur.com/FokknOA.gif[/img]
[/quote]
[quote=Why485;48777810]
After a few false starts, I finally found a method that works extremely well for what I wanted out of my engine effect system, and applied the camera shake script I wrote earlier in the week. A little camera shake goes a long way.
For the flame itself, it's now a mesh, using an animated texture ([url=http://i.imgur.com/BCLk7hW.gif]from FS2 Open[/url]), that gets scaled based on engine power.
For the lens flare, I found a really cool workaround to my problems with Unity's lens flares. Lens flare occlusion is really tricky to get right after the PhysX update, so I needed some custom (and more controllable) way to do lens flares. The basis is the classic "draw a quad and make it face the camera" trick. The problem with this method is that you get a lot of ugly clipping with the quad whenever it intersects geometry. The trick to get around this is stupid simple hindsight, but amazingly effective. The quad has preset offset that moves it X units closer to the camera. This allows it to draw over a lot of the geometry that it would normally clip into, and but it'll still be occluded by other ships and other parts of the ship geometry.
When combined with fading the quad when the camera gets too far off-angle, it creates a great looking flare that's visible only when the engine interior is visible, and doesn't clip into any of the ship's own geometry.
Finally, I wrote the emitter part of the camera shake system I started earlier. The engines use camera shake "emitters" that cause the camera to shake based on a shake power value, and a min/max range. It's very simple, but super effective.
[vid]https://dl.dropboxusercontent.com/u/15133164/Capital/Unity%202015-09-28%2001-23-10-92.webm[/vid]
[/quote]
[quote=WillKirkby;48718616]
Added animation support into my pathtracer. Every single property of every object in the scene is defined as a function of time. For each frame, I pre-evaluate the whole scene's state for that frame, and then run my raytests against that static scene. I added motion blur support by sampling multiple time-slices per frame. And then once I've rendered all of my frames, I call ffmpeg to render a video.
Here's a single frame I'm rather fond of, showing motion blur and bokeh:
[url=https://i.imgur.com/2GqXnBk.png][img]https://i.imgur.com/2GqXnBk.png[/img][/url]
And in job news, I started last Monday and I've already been committing bugfixes :D
[/quote]
[b]Useful posts:[/b]
[quote=Funley;48761161]
I've been working on a userscript for [url=https://rohbot.net]RohBot[/url] that automatically finds the most common imperial units in people's messages, converts them to metric and edits the message to display the converted unit in a small popup.
Here's a sample message.
[img]http://i.imgur.com/LvleX3h.png[/img]
And some sample conversions.
[img]http://i.imgur.com/tWVPBQS.png[/img]
[img]http://i.imgur.com/kohaMSL.png[/img]
You can take a look at it [url=https://github.com/Spanfile/RohBot-Imperial-to-Metric-Converter]over here[/url].
[/quote]
[quote=Darwin226;48659357]
How have I not known about this?
[img]http://i.imgur.com/6mwSoqK.png?1[/img]
F7
[/quote]
[QUOTE=Cyberuben;48785723]I'm working on a UI tool that allows non-programmers to design an UI, export it to a file and import it to their game engine (going to write implementations for Unreal, Unity, etc).
The things I want to have covered in the system / tool are basically the following things:
- Element position, size, margin, padding, background, color, scale, effects (such as scale over time etc)
- Menu "views", so that multiple views can be created and later linked together by a programmer
- An interface for programmers to use, so that all parameters of all elements can be updated
- A JavaScript like event system to make the menu functional. Example:
[code]
UI.on(UI_CLICK, "StartButton", [this]() { gameStarted = true; });
[/code]
And last, I want to have the ability to modify the UI over LAN. This could be useful in playtesting sessions, so that when a designer is getting feedback about an element being counter-intuitive or blocking something of the screen, another computer can be used to move that element to another position, so that the game won't have to be recompiled as a new build just to work with the feedback during a playtest session.
If this is done, I hope I have something this easy to use that it I can sell it in asset stores.[/QUOTE]
[b]Comedians:[/b]
[quote=cra0kalo;48692879]
Made fish ESP
[url=http://puu.sh/kd1iY.png][img]http://puu.sh/kd1iY.png[/img][/url]
[img]http://puu.sh/kd16i.png[/img]
[/quote]
[quote=Berkin;48742176]
Watch as it gains sentience and becomes an AI that whispers bad programming advice in your ear at night.
"Oh god, it's 3AM. What the fuck do you want?"
[i]"Uuuuuuse Jaaaavaaaaaaa....."[/i]
[/quote]
[quote=Trumple;48628338]
[vid]https://dl.dropboxusercontent.com/u/10518681/Screenshots/2015-09-06_22-39-25.webm[/vid]
Today I started on a new project I've been meaning to do for a while. First task: aeroplane physics
As you can see, I have mastered the physics of aeroplanes
[/quote]
[quote=Gran PC;48740494]
i'm sorry that my choice of emoticons offended you ( ͡° ʖ̯ ͡°)
[/quote]
[quote=sarge997;48774175]
Jesus Christ no one told me UI work was so scary
[vid]http://webm.host/134da/vid.webm[/vid]
[/quote]
[quote=Berkin;48597798]
I have successfully simulated the human voice.
[vid]https://my.mixtape.moe/ycyjns.webm[/vid]
<span class="spoiler" style="background-color: #333; color: #333; cursor: hand;" onclick="this.style.color = '#fff';"> Maybe not quite. </span>
[/quote]
[quote=proboardslol;48715895]
[media]https://www.youtube.com/watch?v=5Qj8p-PEwbI[/media]
[/quote]
[quote=Berkin;48764496]
Unrelated to the aforementioned project (you're all wrong by the way), I threw something together that I thought up on a caffeine-fueled brainstorming session. I couldn't resist.
[img]http://i.imgur.com/k2fsfY8.png[/img][img]http://i.imgur.com/Q0UwNrG.png[/img][img]http://i.imgur.com/dq9yqlJ.png[/img][img]http://i.imgur.com/3H32ohz.png[/img]
[img]http://i.imgur.com/2VQwOjQ.png[/img][img]http://i.imgur.com/CVHBOLu.png[/img][img]http://i.imgur.com/XvunL0T.png[/img][img]http://i.imgur.com/gJfhENR.png[/img]
[img]http://i.imgur.com/DWHMPld.png[/img][img]http://i.imgur.com/iZdyToJ.png[/img][img]http://i.imgur.com/ziq8CIh.png[/img][img]http://i.imgur.com/fhv0MC8.png[/img]
[img]http://i.imgur.com/qQxPePT.png[/img][img]http://i.imgur.com/UJzlhl5.png[/img][img]http://i.imgur.com/mO6FCLs.png[/img][img]http://i.imgur.com/WXdXMhd.png[/img]
[img]http://i.imgur.com/JzWwQN4.png[/img]
This is fun.
[/quote]
[quote=Berkin;48771571]
Hacker News is enjoying my little weekend project. Someone even complimented the algorithm's support for a "baby shit" color.
[/quote]
[IMG]http://i.cubeupload.com/KK0MIG.png[/IMG]
[B]
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v02: [URL]http://facepunch.com/showthread.php?t=808758[/URL]
v01: [URL]http://facepunch.com/showthread.php?t=774427[/URL]
v00: [URL]http://facepunch.com/showthread.php?t=764346[/URL][/B]
I guess I'm a funny man.
I'll have to make up for my lack of project updates in the near future, once my situation gets better. I have big plans.
Something I made to make my AP Stats life a bit easier.
[code]#include <iostream>
#include <vector>
#include <algorithm>
using namespace std;
double median(vector<double>::iterator &start, vector<double>::iterator &rstart) {
--rstart;
while(true){
if ((start + 1) == rstart)
return (*start + *rstart) / 2;
else if (start == rstart)
return *start;
else {++start; --rstart;}
}
}
void mean(vector<double>::iterator i, const vector<double>::iterator &ending, double &result) {
int j = 0;
for (;i != ending; i++) {
result += *i;
++j;
}
result /= j;
return;
}
int main() {
vector<double> cont;
double j;
while (cin >> j)
cont.push_back(j);
sort(cont.begin(), cont.end());
for(vector<double>::iterator i = cont.begin(); i != cont.end(); i++)
cout << *i << ", ";
cout << endl;
vector<double>::iterator start = cont.begin(), rstart = cont.end();
double med = median(start, rstart);
cout << "The median is " << med << endl;
vector<double>::iterator qend = start, qstart = cont.begin();
double q1;
if ((start + 1) == rstart){
++qend;
q1 = median(qstart, qend);
}
else if (start == rstart)
q1 = median(qstart, qend);
cout << "The first quartile is " << q1 << endl;
qend = cont.end(); qstart = start;
double q3;
if ((start + 1) == rstart) {
++qstart;
q3 = median(qstart, qend);
}
else if (start == rstart)
q3 = median(qstart, ++qend);
cout << "The third quartile is " << q3 << endl;
double iqr = q3 - q1;
cout << "The Quartile Range is " << iqr << endl;
vector<double> outliers;
for(vector<double>::iterator i = cont.begin(); i != cont.end(); i++) {
if (*i < q1 - 1.5 * iqr)
outliers.push_back(*i);
else if (*i > q3 + 1.5*iqr)
outliers.push_back(*i);
else continue;
}
if (outliers.begin() != outliers.end()){
cout << "The range contains the following outliers: ";
for (vector<double>::iterator i = outliers.begin(); i != outliers.end(); i++)
cout << *i << ", ";
cout << endl;
}
else
cout << "There are no outliers in the range" << endl;
double meannum;
mean(cont.begin(), cont.end(), meannum);
cout << "The mean is " << meannum << endl;
}
[/code]
Yet to test the mean but everything else is accurate.
Just kinda adding more features to it.
Nothing as amazing as some of the people here make, but I didn't make it planning to keep it to myself.
Nice, highlights 3 months in a row :dance:
As for content, I made this shitty Tox bot today
[IMG]http://i.imgur.com/gN2dTgy.png[/IMG]
ID is 3A7A122C1AD913C96110DFFA7813FE869C67CCE6350B3BE7D24F5832959B4E570F7A567D4FE2 if anyone wants to try and break it I guess
[QUOTE=Akacopman;48803859]Nice, highlights 3 months in a row :dance:
As for content, I made this shitty Tox bot today
[/QUOTE]
What did you make it with?
[QUOTE=LordOfGears2;48803904]What did you make it with?[/QUOTE]
Python
way too many highlights but not enough because my no content didn't make it in
Woohoo, first time in the highlights.
September felt like a week..
you know that feeling when you're tired as shit and a new feature works first time? i love that feeling.
Okay I'll probably do something cool this month.
[I]Probably..[/I]
[QUOTE=sarge997;48805849]Okay I'll probably do something cool this month.
[I]Probably..[/I][/QUOTE]
I want more of your winter survival game, that's cool!
[QUOTE=sarge997;48805849]Okay I'll probably do something cool this month.
[I]Probably..[/I][/QUOTE]
said every person ever.
[IMG]http://i.imgur.com/0MQerZq.gif[/IMG]
I added those dust things... all the floors in this game are dirty or something.
Edit:
[IMG]https://i.gyazo.com/1e81c5a0f1ba44998ba62e667573d072.png[/IMG]
[url]http://indiekeep.com/gametest/[/url]
I made a test version for people to try the platforming I hope it feels good.
Controls are arrow keys and space.
Soooo I just discovered canvas has some basic opengl-like transformation functions... oops! :freakout:
So now I rewrote my camera object.
God damn it, which of you fuks broke the bot
Here's the new ID: BC6ECFF2C007990553C1B76221EA361A4E9CD5BED24380D21D4A356B2D785B5FCDE25359D0C3
I am working real-time road generation :). It's going on nicely but still sucks.
[IMG]http://i.imgur.com/OSDHQ2t.png[/IMG]
Have been working mostly on UI and other necessary backend stuff lately, so not much to show, but we made this spring-thingy:
[vid]http://webm.host/4531d/vid.webm[/vid]
Hey, I want to be honest, doesn't look really good. Should have better "velocity response", right now it's just ON/OFF. You need some smooth kick ass curve.
[QUOTE=Fourier;48809420]Hey, I want to be honest, doesn't look really good. Should have better "velocity response", right now it's just ON/OFF. You need some smooth kick ass curve.[/QUOTE]
I appreciate honest feedback! You mean something like a slower start and slower ending? Or you also mean perhaps something taller?
[QUOTE=bunguer;48809578]I appreciate honest feedback! You mean something like a slower start and slower ending? Or you also mean perhaps something taller?[/QUOTE]
A (significantly) higher arc that takes more time for the same distance and a camera that lags only a little bit (so following less smoothly than the normal one) would be good.
[editline]2nd October 2015[/editline]
The current arc is so low I'd more associate it with a very flat speed boost ramp than a spring.
[vid]http://files.facepunch.com/ziks/2015/October/02/2015-10-02-1716-01.mp4[/vid]
Adding a bit of fog seems to help a lot, and in VR it makes the scale of the world feel even more convincing.
[QUOTE=Ziks;48809920]Adding a bit of fog seems to help a lot, and in VR it makes the scale of the world feel even more convincing.[/QUOTE]
It seems quite strong right now, though. Like an actual weather-effect.
[QUOTE=Tamschi;48809838]A (significantly) higher arc that takes more time for the same distance and a camera that lags only a little bit (so following less smoothly than the normal one) would be good.
[editline]2nd October 2015[/editline]
The current arc is so low I'd more associate it with a very flat speed boost ramp than a spring.[/QUOTE]
Thanks! It kinda makes sense that you associate with something like that, it was originally thought out to be some kind of medieval cannon. We'll work on it, the big challenge in the curve is how we handle height since we can't place the camera very high due to optimizations we must do (mobile constraints) and it would look ugly.
[QUOTE=krix;48809969]It seems quite strong right now, though. Like an actual weather-effect.[/QUOTE]
True, mostly to hide unloaded chunks
I'm super curious to see what your game looks like if it used marching cubes. :v:
[QUOTE=Isaac96;48806368][IMG]http://i.imgur.com/0MQerZq.gif[/IMG]
I added those dust things... all the floors in this game are dirty or something.
Edit:
[IMG]https://i.gyazo.com/1e81c5a0f1ba44998ba62e667573d072.png[/IMG]
[url]http://indiekeep.com/gametest/[/url]
I made a test version for people to try the platforming I hope it feels good.
Controls are arrow keys and space.[/QUOTE]
Jumping onto the spinning platforms is quite "clampy". Your falling platforms fall quite fast. With little warning. I think you might want to slow down the actions a bit. Everything was running a little fast and it made it difficult to control the character.
Otherwise. Looking good! Keep it up!
I gradually updated my MGS V/Fox Engine tools over the past month. They support about 20% of the file formats at the moment.
[url]https://github.com/Atvaark/GzsTool[/url]
[url]https://github.com/Atvaark/FtexTool[/url]
[url]https://github.com/Atvaark/FoxEngine.TranslationTool[/url]
[url]https://github.com/Atvaark/FoxTool[/url]
I'm finishing up shadow mapping on my engine, the shadows projection are not of the light's size yet and the color is all wrong, but you can see it sort of working on this picture at least
[IMG]https://i.imgur.com/tav4o4H.png[/IMG]
It took me forever to transform from fragment coordinates back to world coordinates again, and it's kinda expensive, I have to do 3 inverse matrix calculations, and 4 matrix multiplications [B]per fragment[/B] but oh well it's all patched up with the equivalent of duct tape right now I just have to turn it into proper code.
[QUOTE=KaPow!;48810411]I'm finishing up shadow mapping on my engine, the shadows projection are not of the light's size yet and the color is all wrong, but you can see it sort of working on this picture at least
[IMG]https://i.imgur.com/tav4o4H.png[/IMG]
It took me forever to transform from fragment coordinates back to world coordinates again, and it's kinda expensive, I have to do 3 inverse matrix calculations, and 4 matrix multiplications [B]per fragment[/B] but oh well it's all patched up with the equivalent of duct tape right now I just have to turn it into proper code.[/QUOTE]
I can confirm that shadow mapping is indeed butts. That being said the butt is well worth it in the end. However that is a lot of matrix math per fragment. I only multiply the lights P & V together every vertex, and then every fragment multiply that matrix by the current fragments position.
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