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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-24 08:07:52
Successfully wrote a complete keyboard driver with an stdin stream + a few input functions (getch, getchar, gets). Implemented a little shell with a couple commands too! I think I'll work on paging next so my stdin and stuff actually mean something..

Check out the code for it if you wish: https://github.com/CMatri/casteOS

Edit: Cool new things

2  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-05-23 20:10:46
That sounds awesome! I'm really interested in that, where do you even begin learning about it?

http://wiki.osdev.org/Expanded_Main_Page Smiley

What reference do you Use?)
My personal code reference for OS development – is KolibriOs and Linux Kernel (maybe FreeDOS, BSD) ^^.

All the projects on this page: http://wiki.osdev.org/Projects
It's like the Arch Wiki of os dev, it has literally anything and everything you'll ever need + more

Edit: uploaded my code: https://github.com/CMatri/casteOS
Will continue to commit my new features probably.
3  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-23 05:52:39
This is pure happiness.

4  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-05-23 03:00:22
Slyth, that sounds really interesting. Details?

Well it's pretty basic right now. Just your basic GDT/IDT/ISR, 32 bit kernel. I'm working on keyboard input as I'm typing this. After that I'll implement some sort of filesystem, mostly likely some FAT variant.
5  Discussions / Miscellaneous Topics / Re: What are your current personal projects? on: 2015-05-22 20:03:37
I'm developing an operating system
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-22 02:37:52
Made some progress on my OS. Added a GDT and IDT almost successfully. Still some bugs to work out...
But I've got a working cross compiler, vga text, pretty good libc, and some other features Smiley all in a week. Feeling good about this new project. I like OS development me thinks.
7  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-11 22:24:12
Got some cool stuff working in XShot. Now I just have to get through the pain I am having with loading resources from the JAR where it works in Eclipse, but not as a JAR.

Here's a gif:
Click to Play


Is this just for fun? Because puush does this and more. I'd happily switch to your program if you implemented better features though. But.. idk if hooking keyboard events is possible in Java. You could certainly try though.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-04 20:27:57
Thanks. Seems like the apartment's mostly okay, and it doesn't look like all hope is out for the summer job, although it won't be what I expected and it seems like it's not as much as it initially was. Well, better than nothing...

As long as you've got some source of income, you'll be fairly better off than a lot of other people. I'm sure there are plenty of jobs available for programmers though, especially talented ones?
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-04 02:29:23
Lost my summer job and the apartment I plan on living in in a few a weeks had break-in.

That really sucks man.. I'm sorry about that. I hope you're feeling better, that must've been a pretty tough blow.
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-05-01 05:07:15
I actually finished a game Smiley
May release it here soon. I'm content. It's also 1 am.
11  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-28 04:05:13
Played around a little with making a Minecraft 'hacked client'. Even though the code is horrendous, it's still fun to play around with it. Here's what I've got after messing with it after a couple days (just finished the basic rear view mirror thing).

12  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-25 18:28:53
New solve times for the 3x3 cube.. I'm getting slightly better, haven't really worked on it recently. My personal best is now 23 seconds Smiley so close to sub 20!



Related to programming, I'm going to states with my game in about a week.. I really need to work on it some more.
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-16 04:46:41
Learned a bunch more about compilers and how they turn nasty code into nice, optimized ASM. Very beneficial for my RE skills!
14  Game Development / Game Play & Game Design / Re: SSAO Problem on: 2015-04-14 01:01:28
This is giving me a similar, albeit much more grainy, output... I must be doing something wrong when I'm storing the normals or depth. All the math for the actual SSAO seems perfect from what I can tell. I thought I had to use the view space normals, tried multiplying the normal by the inverse of the projection matrix to get that, and it still didn't work correctly. Maybe I'm not using the correct depth?

I store normals and depth like

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gl_FragColor = vec4(v_normal, v_position.z / v_position.w);


where v_position is

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v_position = u_projViewTrans * u_worldTrans * vec4(a_position, 1.0);


and I have also introduced a LinearizeDepth function, so now I know for sure that depth is linearized. But, still no dice. Also, when I use my other code, not using the normals to do the falloff, I still get banding, as expected.
So, either I've got to find a different way to get rid of self occlusion, or I've got to fix some error with my normals... Ideas, theagentd? Thanks a bunch for all your help btw.
15  Game Development / Game Play & Game Design / Re: SSAO Problem on: 2015-04-13 21:16:17
Just got some more time to work on this recently. Here's my code now:

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// in Java, here's the vec2 I pass in for u_frustumCorner:

Vector3 tmpFrustCorner = new Vector3(1, 1, 1).prj(cam.projection.cpy().inv());
Vector2 frustCorner = new Vector2(tmpFrustCorner.x / -tmpFrustCorner.z, tmpFrustCorner.y / -tmpFrustCorner.z);

// in shader

vec3 CalcPos(float depth)
{
   float linearDepth = depth;
   return vec3((v_texCoords * 2.0 - 1.0) * u_frustumCorner, -1) * linearDepth;
}

void main() {
   vec4 normDepth = texture2D(u_normalDepthTexture, v_texCoords);
   float linearDepth = normDepth.a;
   vec3 position = CalcPos(normDepth.a);
   vec3 normal = normDepth.xyz;
   //mat3 rotMat = CalcRotMat(normDepth.xyz);
   
   float occlusion = 0.0;
   for (int i = 0; i < u_sampleKernelSize; ++i) {
      vec2 sample = poisson16[i] * u_radius + v_texCoords;
      float depthAtPixel = texture2D(u_normalDepthTexture, sample).a;
      vec3 viewSpaceSample = CalcPos(depthAtPixel);
     
      float rangeCheck= abs(linearDepth - depthAtPixel) < u_radius ? 1.0 : 0.0;
      occlusion += (depthAtPixel <= linearDepth ? 1.0 : 0.0) * rangeCheck;
   }
   
    gl_FragColor = vec4(1.0 - (occlusion / float(u_sampleKernelSize)));
}


And here's the result:



It looks like it's actually doing something here... Am I doing something wrong, or am I just encountering a common artifact that can be fixed somehow?
Thanks.
16  Games Center / WIP games, tools & toy projects / Re: 2D Terrarian engine on: 2015-04-13 20:40:41
Note that doing it without shaders isn't necessarily a good thing. But it looks nice, good job.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-09 03:26:51
Received my 4x4 in the mail, and after a few hours solved it intuitively. Now off to find faster methods of solving it.
Programming wise, implemented particles into my game as a nice addon, which is due for the state competition in a couple weeks. It's mostly done from regionals, but there are just... bugs... mountains and mountains of slimy, multilegged, mutant bugs that seem to love reproducing like rabbits.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-07 18:57:45
Bought a 4x4 cube online, can't wait to get it and start messing around with it Smiley Smiley
19  Game Development / Game Play & Game Design / Re: SSAO Problem on: 2015-04-03 22:50:15
Thanks for the response. I'll fix those problems, they seem pretty easy. I understand the implementation a lot better now.
When you say 'frustum corner' can I use any of them? I was under the assumption that there's 8. I see you have a vec2 there.. I think I'm thinking of the wrong frustum corners...
20  Game Development / Game Play & Game Design / SSAO Problem on: 2015-04-03 00:24:14
I've got a problem with an SSAO shader I'm working on. For some reason, it doesn't seem to do anything at all. I'm correctly getting the position and linear depth (see pics below), but unfortunately it's not outputting anything.. Whole screen is white. You can assume that I've debugged it to the point that it's definitely the shader code, not something CPU side.

I store the depth and normals in one texture then linearize the depth in the SSAO shader. Here's the main code:

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void main() {
   vec4 normDepth = texture2D(u_normalDepthTexture, v_texCoords);
   vec3 position = CalcPos(normDepth.a);
   //mat3 rotMat = CalcRotMat(normDepth.xyz);
   
   float occlusion = 0.0;
   
   for(int i = 0; i < u_sampleKernelSize; i++)
   {
      vec3 sample = u_sampleKernel[i];
      sample = sample * u_radius + position;
     
      vec4 offset = u_proj * vec4(sample, 1.0);
      offset.xy /= offset.w;
      offset.xy = offset.xy * 0.5 + 0.5;
     
      vec4 sampleColor = texture2D(u_normalDepthTexture, offset.xy);
      float sampleDepth = sampleColor.a;
      float linearSampleDepth = (2.0 * u_projAB.x) / (u_cam.y + u_cam.x - sampleDepth * (u_cam.y - u_cam.x));
     
      if(abs(position.z - linearSampleDepth) < u_radius)
      {
            occlusion += (linearSampleDepth <= sample.z) ? 1.0 : 0.0;
        }
   }
   
    gl_FragColor = vec4(1.0 - (occlusion / float(u_sampleKernelSize)));
}


and CalcPos if necessary:

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vec3 CalcPos(float depth)
{
   float linearDepth = (2.0 * u_cam.x) / (u_cam.y + u_cam.x - depth * (u_cam.y - u_cam.x));
   vec4 pos = u_invProj * vec4(v_texCoords * 2.0 - 1.0, linearDepth, 1.0);
   return pos.xyz / pos.w;
}


I haven't implemented noise or kernel orientation yet, I just want to get the basics working.

Reconstructed position:



Depth (non linear):



I'd appreciate any help. Thanks Smiley
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-04-02 00:19:04
Installed OSX on my laptop and got a 25 second Rubiks solve. Pushing to sub 20!
22  Game Development / Newbie & Debugging Questions / Re: LWJGL - Shadow issue and need tips on: 2015-03-27 02:28:37
Well yes, but you're going to need to have those standard buffers (normal, depth, so on) for all advanced effects that require sampling in a kernel. Light shafts, soft shadows, and others.
23  Game Development / Newbie & Debugging Questions / Re: LWJGL - Shadow issue and need tips on: 2015-03-27 00:03:01
SSAO is the go to method. It's really easy to implement and relatively cheap. Just kidding. It really hurts performance if done incorrectly.
24  Game Development / Newbie & Debugging Questions / Re: Best tutorials on the basics? on: 2015-03-24 04:29:55
There's a bunch of "Which lib do I choose?" threads as well if you want to check them out. What you're doing right now, however, is useless because you're giving us no context as to where you are experience-wise. Details, maybe?
25  Game Development / Newbie & Debugging Questions / Re: Best tutorials on the basics? on: 2015-03-24 03:45:53
google.com

I'm serious.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-03-23 04:36:15
Bought my first car, a 1999 Plymouth Breeze with around 100k miles for the low price of $2,000! Now I just have to find insurance for it. Can't wait to be raped financially by insurance companies. Being a teenage boy definitely has it's drawbacks sometimes...

Congrats Smiley I should probably get off my butt and get my license as well. I'm fully qualified at this point, I just haven't gone and done the tests.. Not looking forward to paying for all that though.
27  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 21:20:48
Yeah fortunately I did find an exe and decompile it to get the base code. Unfortunately the variable names are crap but right now I'm trying to use the PDB to get them back as well. I now have everything backed up in the cloud and an external drive.
28  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 06:11:31
Well the nightmare is over! I retried decompiling, and tried a different exe I hadn't checked before... And there we go. Code saved. Of course the decompiler outputted some funky names for variables but other than that, everything is intact. I am so relieved right now. Wow. Off to github.
29  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 05:55:54
I'll look into some more data recovery software but I'm not hopeful... Unfortunately when I tried to run the code for the first time after the crash it produced some exe for some reason that's unexecutable. I've given up really.

EDIT: I SEE LIGHT I REPEAT I SEE LIGHT WILL UPDATE SHORTLY
30  Discussions / Miscellaneous Topics / Re: Crash - Corrupt File, Months of Work Lost on: 2015-03-20 05:32:05
I said in the op that I wasn't. I know. Don't lecture me on it. I'm retarded.
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