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  What I did today  (Read 3540324 times)
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Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #1830 - Posted 2015-03-01 00:36:10 »

Hmmmm. It's not evolution if you have a goal.

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1831 - Posted 2015-03-01 00:40:57 »

yea i thought so too. ... maybe it is when you have a goal but no idea how to get there.
Offline Drenius
« Reply #1832 - Posted 2015-03-01 01:12:36 »

@ags1, basil_: In a world where being as blue as possible improves survival skills, everything will at some point look blue, so it kinda is, isn't it?...

Had to make an implementation of the Heapsort algorithm for school and got a bit off topic after finishing it and playing with ways to get anything like an interesting result, which lead me to generate 1000 random numbers 0 to 1000 and then count the indices where
a[i]==i+1
...
This number, although highly variable seems to almost always be between 10 and 60...

Edit: 38.3 in average.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline CopyableCougar4
« Reply #1833 - Posted 2015-03-01 06:42:33 »

Spent my day doing the problems on codingbat.com and writing a few helper classes around java's XML DOM to make my life easier.

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline Slyth2727
« Reply #1834 - Posted 2015-03-01 07:21:07 »

Did some basic 2D bloom. I think it brightens the game up quite a bit. Pun intended.

With:
http://puu.sh/ghvFx/2720d0c38f.jpg
Without:
http://puu.sh/ghvGO/94e37f6095.jpg
Offline Jono
« Reply #1835 - Posted 2015-03-01 12:56:13 »

38.3 in average.

(1.0-0.001)^999 = 0.368063488

999 adjacent pairs, with each second item having a 1/1000 chance of matching the prior. Sorry, couldn't hold back.
Offline theagentd
« Reply #1836 - Posted 2015-03-01 13:14:08 »

Did some basic 2D bloom. I think it brightens the game up quite a bit. Pun intended.

With:
http://puu.sh/ghvFx/2720d0c38f.jpg
Without:
http://puu.sh/ghvGO/94e37f6095.jpg
I don't think that's how bloom works. I can't really see the difference except the brightness.

Myomyomyo.
Offline MrMapcom

Junior Devvie


Medals: 4
Exp: 3 years



« Reply #1837 - Posted 2015-03-01 16:29:14 »

Did some basic 2D bloom. I think it brightens the game up quite a bit. Pun intended.

With:
http://puu.sh/ghvFx/2720d0c38f.jpg
Without:
http://puu.sh/ghvGO/94e37f6095.jpg
I don't think that's how bloom works. I can't really see the difference except the brightness.

It should be making light brighter and kind of "overflowing" but not just making everything be bright.
Offline Slyth2727
« Reply #1838 - Posted 2015-03-01 18:04:44 »

I don't think that's how bloom works. I can't really see the difference except the brightness.

I still have to adjust some of the variables, but if you zoom in you can see the glow. I added this (bloom * 1.75 * dot(final.xyz, lum)) to the final color with lum being vec3(0.2125, 0.7154, 0.0721) and bloom being a guassian blur of that particular pixel. Everything is done in one pass. Is that what bloom is supposed to be? I just messed around a bit and thought this pulled off the effect nicely enough.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1839 - Posted 2015-03-01 18:40:33 »

try something like (bloom * 1.75 * dot(final.xyz * 2.0 - vec3(1.0), lum))
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Slyth2727
« Reply #1840 - Posted 2015-03-01 19:28:37 »

That returns a negative value actually because when I add it to final it's really really dark. All I see is the bright bits where the light accentuates the fake normal mapping of each character.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1841 - Posted 2015-03-01 19:38:59 »

mhm yes was thinking the same.

the idea is just to do
max( vec3(0.0), color.rgb * someScale - vec3(someValue))
to fetch only pixels which contribute to the bloom.

if you do HDR rendering you could do a simple
max( vec3(0.0), color.rgb - vec3(1.0) )
to filter all pixels which are shooting over white.

don't worry, it might be more true to "how do bloom work in a camera-lens" but the way you did it is also nice. looks like a "foggy" blur, which is a good artistic tool. Smiley
Offline Slyth2727
« Reply #1842 - Posted 2015-03-01 19:49:29 »

Well I was trying to do everything in a single pass, but I can certainly do it in 2 passes to get the method you're talking about. It wouldn't take that much work. I also heard a method where you multiply texColor.xyz * texColor.a if you're just using textures. But later I'll most likely implement your method and post it here. Thanks Smiley
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1843 - Posted 2015-03-01 19:53:38 »

aye, it's most likely a two-to-three-pass thing. 1. fetch pixels contributing, 2. blur that, 3. add to final image.
Offline theagentd
« Reply #1844 - Posted 2015-03-01 22:00:51 »

In addition to a lot of bug fixing on WSW, I did some compute shader experiments.

Basically I developed a generic compute shader for "simulating" some super basic heat conductivity. No actual graphics for it yet though. The idea is to supply the compute shader with a massive list of tiles. Each tile has a heat value (temperature/energy/whatever), the tile indices of its 4 neighbors and the conductivity coefficients to those neighbors. Heat spreading between tiles is simulated using something similar to a gaussian blur, with the weights modified by conductivity. My current performance tests look promising. At 60 updates per second I can update 64 000 000 tiles. Another way to put it is 3 841 707 432 tiles per second. Now, I wonder what it'll be useful for... =3

Myomyomyo.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1845 - Posted 2015-03-01 22:09:34 »

nice! sounds like lattice boltzmann in action. still super hard to compute in 3d with reasonable space covered.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1846 - Posted 2015-03-02 05:10:35 »

Decided to make a in-game terminal for loading scripts/game objects. So I whipped up a Commodore PET in blender.



Now to UV map and texture it.

Offline Roquen

JGO Kernel


Medals: 518



« Reply #1847 - Posted 2015-03-02 19:10:28 »

Found out unreal is even more free than before:

https://www.unrealengine.com/blog/ue4-is-free
Offline Slyth2727
« Reply #1848 - Posted 2015-03-03 01:02:08 »

Memorized another 8 algorithms for the 2 look OLL piece of the Fridrich Method. Getting pretty fast...
Offline kingroka123
« Reply #1849 - Posted 2015-03-03 01:21:21 »

Got my 2d Gen Moto G last week (and I love it  Grin ). I also am putting the finishing touches on my app, signed up for AdMob and let some friends test it out (they all to seem to love it  Smiley). The last thing I have to do is create a personal bank account for aAdMob Woo!  Pointing
Offline Opiop
« Reply #1850 - Posted 2015-03-03 04:03:11 »

I bought a used Macbook a couple weeks ago which came with 2GB of RAM, which was definitely not enough! So last week I purchased 4GB of RAM, and now it runs so much better. Also am building a resume site for myself to brush up on my web development skills and to prepare myself for my (hopefully) future programming internship at my uncle's work doing backend work.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1851 - Posted 2015-03-03 10:11:23 »

You don't even have to go to GDC to have all your time chewed up by it.  Some info on glNext.  Third  party blog post with link to info: http://renderingpipeline.com/2015/03/some-thoughts-about-the-vulkan-api-glnext-and-the-future-of-opengl/
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1852 - Posted 2015-03-03 18:04:48 »

unity is a changing too: http://unity3d.com/get-unity
Offline EgonOlsen
« Reply #1853 - Posted 2015-03-03 19:59:26 »

Today, i'm celebrating the 5th anniversary of jPCT-AE with a tiny bottle of champagne... Grin

Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #1854 - Posted 2015-03-03 21:08:13 »

Made possibly the final track for Superstatic: https://soundcloud.com/literature-corner/inside-my-mind .
I still need to go back and redux some of the older tracks I made when I was significantly less good at composing but it feels good to be pretty much done.

boo
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1855 - Posted 2015-03-03 23:14:40 »

Got 20 minutes this evening, so added multi-move into Quests of Yore so you can move the whole party in one go when you want to go quick. Also changed it so you can't scroll the view, it follows the selected character.

Cheers,

Kev

Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1856 - Posted 2015-03-04 01:57:04 »

Finished my Commodore PET!


Offline Longarmx
« Reply #1857 - Posted 2015-03-04 02:00:25 »

You don't even have to go to GDC to have all your time chewed up by it.  Some info on glNext.  Third  party blog post with link to info: [link]

Every time I see the project name, I think of Leonard Nimoy Sad The Vulcans were an amazing people though, so I'm sure Vulkan will be as well!

Offline Slyth2727
« Reply #1858 - Posted 2015-03-04 05:54:51 »

Ingame script editing, fully dynamic and reloads the map as soon as you hit the button. I've been up till about 3 every night this week trying to finish this game. It's due Saturday. Wish me luck in nationals.
Edit: I now fully understand the saying "a programmer is simply a machine that turns pizza and caffeine into code". gfdgm,hsdfhhhhh

Offline LiquidNitrogen
« Reply #1859 - Posted 2015-03-04 09:40:20 »

Started adding in equipment and I had to steal the pipes n wires graphics from my other project. Next up I really need to add proper path finding so the guys can get tired from walking around and make proper use of the beds.

https://dl.dropboxusercontent.com/s/n7llhdok86aqu3q/ScreenShot_34.png
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