[IMG]http://i.imgur.com/GJcqCHN.png[/IMG]
This month's theme is: Nige
[B]v63 - January 2016[/B]
[B]Highlights from the [URL="https://facepunch.com/showthread.php?t=1495934"]previous thread[/URL]:[/b]
Berkin writes a program to take selfies:
[QUOTE=Berkin;49249949][img]http://i.imgur.com/CxxTsZB.jpg[/img]
Oops[/QUOTE]
WillKirkby makes a mosaic out of plastic beads, then takes a photograph and posts it. Not strictly WAYWO but it looks nice.
[QUOTE=WillKirkby;49254633]Just some doodling with procedural gradient patterns and pathtraced geometry:
[t]https://i.imgur.com/NspBa26.png[/t][t]https://i.imgur.com/EFeBzpX.png[/t][t]http://i.imgur.com/wSj3HZJ.png[/t][/QUOTE]
aaro1450 invents a cool voxel game with random terrain and caves! This could be big fellas
[QUOTE=aaro1450;49263697]Made some pretty major changes to my voxel engine. Now it uses 3D perlin noise combined with the existing 2D noise to create caves. Some of the results look pretty cool.
[t] https://dl.dropboxusercontent.com/u/31559628/CavesTerrainBlog.png [/t]
[t] https://dl.dropboxusercontent.com/u/31559628/CaveSystemsComplete.png [/t][/QUOTE]
AntonioR celebrates NYE early:
[QUOTE=AntonioR;49270977]This video shows my dynamic 2D light system:
- light is a textured quad/polygon
- Box2D is used to get all the sprites inside the light polygon by either using light as a sensor, or using b2World::QueryAABB()
- for convex shapes visible edges are calculated using a dotproduct of light and edge normals
- for concave shapes(which can only be chains in Box2D) all edges are considered visible that are inside the light
- shadow polygons are created by extending visible edges
- using polygon clipping library called Clipper a "difference" operation is performed between the light polygon and shadows to get the final light polygon
- UV mapping is performed on the resulting vertices
- the resulting polygon is rendered as a GL_TRIANGLE_FAN
As you can see no raycasting is performed, which you usually find in tutorials.
[url]http://antonior-software.blogspot.hr/2015/12/dynamic-2d-light-and-shadows.html[/url]
[video=youtube;b1xP75VsOc8]https://www.youtube.com/watch?v=b1xP75VsOc8[/video]
"Soft" shadows are generated by rendering the lights on a FBO smaller than the screen size and rendering it on the final scene with a blur shader.[/QUOTE]
Darkwater124 experiences WAYWO at its finest:
[QUOTE=Darkwater124;49271277][QUOTE=cra0kalo;49270377]I don't get it either, i just don't get it either at all[/QUOTE]
I feel like I'm missing an insider meme here[/QUOTE]
Baboo00 posts the finished version of Crumpled Paper Explorer 2016:
[QUOTE=Baboo00;49292591]Finished up my level generator!~
Recap of what it is: I took on an independent study project with a 3 month timeline. The goal was to make a naturalistic looking cave level generator in UE4 with procedural meshes. I've never worked with procedural meshes so it made for a very stressful but rewarding project and ahhhh I'm finally done!
[img]http://i.imgur.com/jL6zJgl.png?2[/img]
[video=youtube;kWo03eQEkNo]https://www.youtube.com/watch?v=kWo03eQEkNo[/video]
I'm going to put this up for you all to play with after my finals end. There's a ton of parameters and I'll have to make an interface for tweaking them. The level in the video is unusually linear, but normally they snake around and cycle depending on the parameters. Also I'm really strongly considering making some kind of game around this.
edit: Ahhhh, here's a whole playlist of levels and stuff on my school youtube account.
[url]https://www.youtube.com/playlist?list=PLBXSi1T31i6xl4UXzAimFe-ykt9UMkAu5[/url][/QUOTE]
i_speel_good makes a computer in their computer so they can computer while they computer:
[QUOTE=i_speel_good;49299598][vid]https://vt.tumblr.com/tumblr_nycbzcUY5q1tlldti_480.mp4[/vid]
I created this Computer Terminal for my game from scratch.
It supports multiple applications with parameters and can change things in the environment of the game.
I started coding about 3 years ago and have been using Unity for about a year and a half, it's incredible the stuff you can make with just a few years worth of learning basic algorithmic.[/QUOTE]
cartman300 installs a cool texture mod for Minecraft:
[QUOTE=cartman300;49333358][img]http://i.imgur.com/EcKTSu7.png[/img]
Infinite terrain, yay!
I need better textures.[/QUOTE]
Fourier puts that Fine Art degree to good use:
[QUOTE=Fourier;49364473]Rated Zing because Green combined with Red is Yellow.[/QUOTE]
Gamerman12 works hard to remove the vehicles from Mario Kart:
[QUOTE=Gamerman12;49404221][vid]https://dl.dropboxusercontent.com/u/1400138/ShareX/2015/12/2015-12-28_02-32-07.mp4[/vid]
many headaches and moons later and splitscreen works! sorta. it's hard to transition code from a singleplayer game to a multiplayer one and then to a splitscreen game, as a lot of stuff gets lost in translation. I'm getting there though!
Honestly the hardest part was figuring out the input with InControl. Once I got that down it was golden.[/QUOTE]
Fucking triangles
[QUOTE=plutgamer;49405267]Little bit late to the triangle party, but here is mine
[img]http://i.imgur.com/b5FdbZV.png[/img]
I wrote a graphics abstraction layer so I can easily port my engine to DirectX (and maybe Vulkan) later. It currently consists of a system of managed DLLs.
`Continuum.Backend.dll` is the interface DLL, it contains all the interfaces needed to use graphics, like an `IGraphicsDevice` which is the parent of all resources, and `IVertexBuffer<TVertex> where TVertex : struct, IVertex` which is a strongly typed vertex buffer.
Then there are implementation DLLs, like `Continuum.Backend.OpenGL4.dll` which uses OpenTK and OpenGL 4.0 to implement the backend interfaces.
The engine and mods can then just use the interface DLL without bothering with the implementation, and the implementation can be injected at runtime by using reflection.
Possibly a bit over-engineered, but I think it's going to be worth it in the long run.[/QUOTE]
Boomer678 asks WAYWO to come up with a better username:
[QUOTE=boomer678;49415506][vid]http://files.catbox.moe/16b6a8.mp4[/vid]
I really need a name for my multiplayer game and I can't think of anything
It's a fast paced arena-like platformer
If anyone has a name suggestion you can submit it here [URL="http://goo.gl/forms/RjkHSdN5l0"]http://goo.gl/forms/RjkHSdN5l0[/URL]
Why is it so hard to come up with a good name?[/QUOTE]
In fine WAYWO tradition, Berkin successfully designs a program that makes things worse:
[QUOTE=Berkin;49424100]I was writing a shader to imitate the look of JPG compression artifacts when I accidentally created an edge detection algorithm instead.
[IMG]http://i.imgur.com/3RLdBbn.png[/IMG][/QUOTE]
Nige is hungover and makes a new WAYWO (pictures not available)
Previous threads-
v62: [URL]https://facepunch.com/showthread.php?t=1495934[/URL]
v61: [URL]https://facepunch.com/showthread.php?t=1492071[/URL]
v60: [URL]https://facepunch.com/showthread.php?t=1487934[/URL]
v59: [URL]https://facepunch.com/showthread.php?t=1483860[/URL]
v58: [URL]https://facepunch.com/showthread.php?t=1479064[/URL]
v57: [URL]http://facepunch.com/showthread.php?t=1473935[/URL]
v56: [URL]http://facepunch.com/showthread.php?t=1468605[/URL]
v55: [URL]http://facepunch.com/showthread.php?t=1463536[/URL]
v54: [URL]http://facepunch.com/showthread.php?t=1458662[/URL]
v53: [URL]http://facepunch.com/showthread.php?t=1451047[/URL]
v52: [URL]http://facepunch.com/showthread.php?t=1444284[/URL]
v51: [URL]http://facepunch.com/showthread.php?t=1439640[/URL]
v50: [URL]http://facepunch.com/showthread.php?t=1434825[/URL]
v49: [URL]http://facepunch.com/showthread.php?t=1428297[/URL]
v48: [URL]http://facepunch.com/showthread.php?t=1421857[/URL]
v47: [URL]http://facepunch.com/showthread.php?t=1414018[/URL]
v46: [URL]http://facepunch.com/showthread.php?t=1405898[/URL]
v45: [URL]http://facepunch.com/showthread.php?t=1398111[/URL]
v44: [URL]http://facepunch.com/showthread.php?t=1390172[/URL]
v43: [URL]http://facepunch.com/showthread.php?t=1381509[/URL]
v42: [URL]http://facepunch.com/showthread.php?t=1370992[/URL]
v41: [URL]http://facepunch.com/showthread.php?t=1357303[/URL]
v40: [URL]http://facepunch.com/showthread.php?t=1341293[/URL]
v39: [URL]http://facepunch.com/showthread.php?t=1330406[/URL]
v38: [URL]http://facepunch.com/showthread.php?t=1260790[/URL]
v37: [URL]http://facepunch.com/showthread.php?t=1255512[/URL]
v36: [URL]http://facepunch.com/showthread.php?t=1250048[/URL]
v35: [URL]http://facepunch.com/showthread.php?t=1244189[/URL]
v34: [URL]http://facepunch.com/showthread.php?t=1236566[/URL]
v33: [URL]http://facepunch.com/showthread.php?t=1229762[/URL]
v32: [URL]http://facepunch.com/showthread.php?t=1222442[/URL]
v31: [URL]http://facepunch.com/showthread.php?t=1215128[/URL]
v30: [URL]http://facepunch.com/showthread.php?t=1209342[/URL]
v29: [URL]http://facepunch.com/showthread.php?t=1202224[/URL]
v28: [URL]http://facepunch.com/showthread.php?t=1194900[/URL]
v27: [URL]http://facepunch.com/showthread.php?t=1187755[/URL]
v26: [URL]http://facepunch.com/showthread.php?t=1181032[/URL]
v25: [URL]http://facepunch.com/showthread.php?t=1174646[/URL]
v24: [URL]http://facepunch.com/showthread.php?t=1167397[/URL]
v23: [URL]http://facepunch.com/showthread.php?t=1160420[/URL]
v22: [URL]http://facepunch.com/showthread.php?t=1151723[/URL]
v21: [URL]http://facepunch.com/showthread.php?t=1144771[/URL]
v20: [URL]http://facepunch.com/showthread.php?t=1137375[/URL]
v19: [URL]http://facepunch.com/showthread.php?t=1123599[/URL]
v18: [URL]http://facepunch.com/showthread.php?t=1099026[/URL]
v17: [URL]http://facepunch.com/showthread.php?t=1090922[/URL]
v16: [URL]http://facepunch.com/showthread.php?t=1082035[/URL]
v15: [URL]http://facepunch.com/showthread.php?t=1062318[/URL]
v14: [URL]http://facepunch.com/showthread.php?t=1044832[/URL]
v13: [URL]http://facepunch.com/showthread.php?t=1028402[/URL]
v12: [URL]http://facepunch.com/showthread.php?t=1000894[/URL]
v11: [URL]http://facepunch.com/showthread.php?t=969139[/URL]
v10: [URL]http://facepunch.com/showthread.php?t=949277[/URL]
v09: [URL]http://facepunch.com/showthread.php?t=935572[/URL]
v08: [URL]http://facepunch.com/showthread.php?t=919721[/URL]
v07: [URL]http://facepunch.com/showthread.php?t=899530[/URL]
v06: [URL]http://facepunch.com/showthread.php?t=878114[/URL]
v05: [URL]http://facepunch.com/showthread.php?t=862848[/URL]
v04: [URL]http://facepunch.com/showthread.php?t=842121[/URL]
v03: [URL]http://facepunch.com/showthread.php?t=829486[/URL]
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]Question of the month:[/b] how can Nige transform his unity project into booze money
[img]http://i.imgur.com/QpX57co.png[/img]
I like buses
New alpha build for my game: [URL]https://drive.google.com/open?id=0B7gxzNT5h_s3OGN1ajZfem9paDQ[/URL]
Tightened up the controls a bit, fixed up the tutorial cause it sucked (and probably still sucks but at least it's better now), removed and reordered levels, I think music is new in this build, and I did some other stuff I don't remember.
Oh, and I made analytics not be optional because otherwise I have no way of telling how many people actually played my game. Last time I only got analytics for 2 people and they only played the first 2 or 3 levels, out of like 15 (and the first 2 were tutorial levels). But I don't know if anyone disabled analytics collection so who knows what levels people played.
Check it out!
2016 new car smell
[vid]http://dl.dropboxusercontent.com/s/b88899clv9zzpr4/Snapchat-5553829256632108324-Snapchat-555382925663.webm?dl=0[/vid]
This is how I spent my new year's eve: making a [I]"Happy new year!"[/I] commit.
You can hear the fucking fireworks in the background lmao.
Got my new class syllabus. Computer Organization and Architecture. My last few classes have been non-theoretical, no math at all. My next class' notes look super interesting, like stuff I [B]don't[/B] actually know already. very excited. Chp 1 notes talks about decidability and halting problem, etc.
[editline]1st January 2016[/editline]
Like I feel like I'm finally getting to the "science" part of computer science.
Implemented a working depth buffer and particle drag.
I have no idea if the drag is physically accurate but it looks correct. Physics souldn't be done in variable time steps anyways.
[vid]https://dl.dropboxusercontent.com/s/0rcwiu2w2yv1ae5/2016-01-01_19-12-48.webm?dl=0[/vid]
Huzzah! I fixed and finished my idea for particle systems!
My idea was essentially to merge the concept of shadows and particle systems together.
In a nutshell, I take a shadowmap from the perspective of a particle system's origin point, and use that depth data to limit particles from passing through other objects.
(Now recording using nVidia shadow play, getting much better frame rates!)
[vid]https://my.mixtape.moe/xmydmc.mp4[/vid]
Since doing this check is as simple as doing a texture lookup, I'm going to quickly modify this system to simulate rain, and do an effect on collision like a splash or something.
[editline]1st January 2016[/editline]
Part way there [url]https://my.mixtape.moe/tsprwk.mp4[/url]
[QUOTE=Pelf;49434047]New alpha build for my game: [URL]https://drive.google.com/open?id=0B7gxzNT5h_s3OGN1ajZfem9paDQ[/URL]
-changes-
Check it out![/QUOTE]
The first mission set is grayed out for me, not sure if that's intentional. Maybe the reason why I find the gameplay so difficult is because it's Mission Set 2?
The tutorial throwing all the controls at you and then leaving you to fend for yourself is... difficult. The first level isn't that bad, but for someone who has never played games where they have to orbit I imagine it would be extremely hard. I vaguely remember some stuff from Kerbal Space Program and I think that helped me a bit. Then in the second level you throw them into a crash course with the comet they're orbiting and add 3 more comets. I rage quit at this point.
I could just be exceptionally awful at controlling orbits.
Wrote a tutorial on how to make a Downwell-like trail effect [url]https://github.com/adonaac/blog/issues/9[/url]
[img]http://vgy.me/aSm9yz.gif[/img]
[url]https://streamable.com/8jad[/url]
Discovered something kind of neat. Sticks have an assigned player ID and if i change that to a player not in the server it just drops the stick on the ground. (Or throws it quite far if you're swinging your arms)
Going to add a thing to knock the stick out of people's hands if they're hit hard enough. Could lead to some interesting gameplay.
Sprinting animation, second pass.
(Warning: Music)
[vid]https://my.mixtape.moe/ilcqja.mp4[/vid]
Wish I could record without destroying the framerate. The animation is a lot smoother than this, I swear.
[QUOTE=Karmah;49435165]Huzzah! I fixed and finished my idea for particle systems!
My idea was essentially to merge the concept of shadows and particle systems together.
In a nutshell, I take a shadowmap from the perspective of a particle system's origin point, and use that depth data to limit particles from passing through other objects.
(Now recording using nVidia shadow play, getting much better frame rates!)
[vid]https://my.mixtape.moe/xmydmc.mp4[/vid]
Since doing this check is as simple as doing a texture lookup, I'm going to quickly modify this system to simulate rain, and do an effect on collision like a splash or something.[/QUOTE]
You should make the raindrops cast translucent shadows. That would be awesome. Like, have a separate texture that goes along with the shadow map that stores the translucency of the occluder and let an amount of light through depending on the includer instead of discarding the pixel completely.
I might as well start writing highlight worthy programs... as I did tell you several threads ago then I didn't deliver anything :smith:
[QUOTE=Anven11;49436146]You should make the raindrops cast translucent shadows. That would be awesome. Like, have a separate texture that goes along with the shadow map that stores the translucency of the occluder and let an amount of light through depending on the includer instead of discarding the pixel completely.[/QUOTE]
At some point maybe. I just quickly tacked it on to the rendering loop without even putting it in the shadow pass.
That being said I haven't even tried to do translucent objects yet like glass.
[QUOTE=Berkin;49436110]Sprinting animation, second pass.
(Warning: Music)
[vid]https://my.mixtape.moe/ilcqja.mp4[/vid]
Wish I could record without destroying the framerate. The animation is a lot smoother than this, I swear.[/QUOTE]
You could always use the render feature in blender with the default AO option?
[QUOTE=laserpanda;49435979][url]https://streamable.com/8jad[/url]
Discovered something kind of neat. Sticks have an assigned player ID and if i change that to a player not in the server it just drops the stick on the ground. (Or throws it quite far if you're swinging your arms)
Going to add a thing to knock the stick out of people's hands if they're hit hard enough. Could lead to some interesting gameplay.[/QUOTE]
This already looks awsome! I really like the idea of your hockey-stick movement. Is this made in Unity?
[QUOTE=Tamschi;49432647]Will you make wallpaper versions of these once you have the final levels?[/QUOTE]
Probably, if I can find a Unity superscaling screenshotter that doesn't make artifacts like this:
[t]https://pbs.twimg.com/media/CXnJJGbWwAEZ_Zg.png:large[/t]
[editline]1st January 2016[/editline]
I'm considering also having this be the loading screen for the level you're playing on, or something like that
It's more simple of a thing than this forum usually gets up to, but [url=http://forum.xda-developers.com/windows-10/development/wip-tilandis-tilecreator-proxy-t3283942]I've posted my crap-ass replacement for someone else's program on XDA today[/url]! Good to kick off the new year with a release :toot:
Tilandis. It's held up by duct tape and chicken wire, and I wrote half of it intoxicated. In other words, it's an XDA project. :v:
lmao I love the description for my highlight. I've half programmed a few things to fix the "crumpled paper" appearance, I just have to get off my lazy ass and work out the bugs.
Here's something I'm doing now in UE4 because I'm sick of making 2d games. Most of the stuff is placeholders bc I just started a few days ago. Also sorry for the shit recording quality.
[media]https://www.youtube.com/watch?v=Wmd8Kb_cgzY[/media]
[QUOTE=roastchicken;49435552]The first mission set is grayed out for me, not sure if that's intentional. Maybe the reason why I find the gameplay so difficult is because it's Mission Set 2?
The tutorial throwing all the controls at you and then leaving you to fend for yourself is... difficult. The first level isn't that bad, but for someone who has never played games where they have to orbit I imagine it would be extremely hard. I vaguely remember some stuff from Kerbal Space Program and I think that helped me a bit. Then in the second level you throw them into a crash course with the comet they're orbiting and add 3 more comets. I rage quit at this point.
I could just be exceptionally awful at controlling orbits.[/QUOTE]
The first mission set being grayed out is intentional but I probably should have just removed it. Someone else tested it too and said it was really difficult and that the learning curve was really steep so I'll have to figure out some new beginning levels.
Thanks for checking it out.
And finally the rockets explode... ink... [I]???[/I]
[vid]https://dl.dropboxusercontent.com/s/ua3j25wb50ckgmn/2016-01-02_04-37-43.webm?dl=0[/vid]
[editline]2nd January 2016[/editline]
Maybe if I increase the lifetime of the particles and leave it on for 2 minutes it will become modern art.
Just had my first memory leak, and it was the most simple mistake ever:
[code]this.SomeEntity.Graphic.Texture = new Texture("someFilePath");[/code]
Instead of using the texture cache thingy I explicitly wrote to prevent this from ever happening
[code]this.SomeEntity.SetGraphic(@"someFilePath");[/code]
And now it's 3am :v:
[QUOTE=ZestyLemons;49439197]Just had my first memory leak, and it was the most simple mistake ever:
Instead of using the texture cache thingy I explicitly wrote to prevent this from ever happening
And now it's 3am :v:[/QUOTE]
Yeah, I did the opposite with XNA once. XNA disposes assets loaded with a ContentManager automatically, but Visual Studio kept saying I needed to dispose my assets myself simply because they implemented IDisposable. Cue segmentation faults.
I made another glitch shader concept that uses a better-defined technique and doesn't destroy the colors as badly.
[img]http://i.imgur.com/Rxitpvs.png[/img]
[URL="https://www.shadertoy.com/view/4dtGzl"]https://www.shadertoy.com/view/4dtGzl[/URL]
[QUOTE=Berkin;49439642]I made another glitch shader concept that uses a better-defined technique and doesn't destroy the colors as badly.
[img]http://i.imgur.com/Rxitpvs.png[/img]
[URL="https://www.shadertoy.com/view/4dtGzl"]https://www.shadertoy.com/view/4dtGzl[/URL][/QUOTE]
That definitely looks like something you see in movies when things glitch out on the screen.
Especially the broken-interlacing-kind-of-thing-
Add some chromatic abberation
[editline]2nd January 2016[/editline]
Reminds me of my shaders: [t]http://i.imgur.com/1OZEoiB.jpg[/t] [t]http://i.imgur.com/C7KPaoi.jpg[/t] [t]http://i.imgur.com/OJu2LJ0.jpg[/t] [t]http://i.imgur.com/HNg3gjR.jpg[/t][t]http://i.imgur.com/V9hGTHT.png[/t]
[QUOTE=Map in a box;49440175]Add some chromatic abberation
[editline]2nd January 2016[/editline]
Reminds me of my shaders: oh shit images [/QUOTE]
What ever happened to that project? I always liked how that looked because the weather channel always freaks me out :v:
[QUOTE=amcwatters;49426664]-snip-
On a somewhat related note, I still have no idea how Bungie made such highly performant crepuscular rays back in 2001/2004. I have never seen such performant rays since then. I've never read any articles on deconstructing their approach, either. It feels like a technique lost with time, or the individual(s) who wrote it.[/QUOTE]
A bit late, but could you find a screenshot of exactly what you're talking about?
I've played though Halo 1 and 2 many times but I can't place where the sun-ray effect shows up.
[QUOTE=thatbooisaspy;49440878]What ever happened to that project? I always liked how that looked because the weather channel always freaks me out :v:[/QUOTE]
Its finished. One of my only finished projects, as well.
[editline]2nd January 2016[/editline]
Or well, I need to add severe weather alerts and whatnot but for the most part its done, anyway.
[editline]2nd January 2016[/editline]
The inspiration for the project:
[media]https://www.youtube.com/watch?v=V2DQOtNkpeQ[/media]
TWC really brings out the UI nerd in me
Sorry, you need to Log In to post a reply to this thread.