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  What I did today  (Read 3667274 times)
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Offline kingroka123
« Reply #840 - Posted 2014-10-26 19:56:32 »

Added connected textures to my side project.


Also, does anybody else find themselves adding a semi-colon to the end of a sentence instead of a period?
[Edit]
Added Layers, changed picture
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #841 - Posted 2014-10-26 20:12:42 »

Also, does anybody else find themselves adding a semi-colon to the end of a sentence instead of a period?

Sometimes, I try to run school documents. The struggle is real.

Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #842 - Posted 2014-10-26 21:15:20 »

Also, does anybody else find themselves adding a semi-colon to the end of a sentence instead of a period?

Far too many times.

boo
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #843 - Posted 2014-10-27 17:01:09 »

Some random sprites from lunch today, felt like some pixel art troopers:



Cheers,

Kev

Offline kingroka123
« Reply #844 - Posted 2014-10-27 23:56:30 »

Did some work on my console library:
Click to Play


Added some animation and simpler project set up. Tongue
Offline lcass
« Reply #845 - Posted 2014-10-28 00:31:31 »

Not too java related but finished work on a small c++ library that is designed to minimise the amount of ram used , for use on extremely small systems or cough* perfectly reasonable hidden applications cough*. Neat little library.
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #846 - Posted 2014-10-28 01:07:00 »

Finished the title screen in Battledroid today. One down, 6 to go.

Cas Smiley

Offline Slyth2727
« Reply #847 - Posted 2014-10-28 03:19:31 »

At this point I'm commenting because for some reason I want to keep my post per day number above 1.
On topic, I worked a bit on a live video streaming demo for a friend. Fun stuff.

The second Arch reinstall didn't go well. I messed up the drivers again. Not sure how I keep managing to do this, it's actually simple. I hate integrated intel/radeon (2 graphics cards[well technically the intel isn't really a card perse, but... oh gosh it's late I need to go to bed.]) laptops.
Offline jmguillemette
« Reply #848 - Posted 2014-10-28 03:47:55 »

Ok.. i guess ill start updating here too Smiley

today i worked a bit on my game engine. here is a vid..
i still have lots to fix and add but its getting there..
(raytracing, text, loading of 3d models, textures, shaders.. all work in its current state)

I was just adding a skybox model here (there is a broken seem.. the pic needs to be a higher res... but you get the idea)


<a href="http://www.youtube.com/v/W_fH33__eks?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/W_fH33__eks?version=3&amp;hl=en_US&amp;start=</a>

-=Like a post.. give the author a medal!=-
Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #849 - Posted 2014-10-28 04:43:36 »

Got a somewhat usable connected tile system, but it doesn't work in a few fairly common scenarios.  It'll work for now, but it'll need to be fixed/rewritten in the future.

https://www.dropbox.com/s/g2boexp0i154odp/Screenshot%202014-10-28%2000.41.21.png?dl=0

boo
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline GameQuester

Senior Devvie


Medals: 9
Projects: 2



« Reply #850 - Posted 2014-10-28 18:14:32 »

Did some art for my game Star Four today. This is kind of a mashine room thing.

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #851 - Posted 2014-10-28 21:29:33 »

finished up a round on depth darkening and ambient occlusion. started using the normal g-buffer in the end.

solid :


+ basic vertex occlusion :


+ mesh refinement :


+ depth darkening :


+ fake light :
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #852 - Posted 2014-10-28 22:58:32 »

Optimised GLText rendering and layout so it tends towards being zero cost. Seems a bit mundane compared to basil_'s exciting life.

Cas Smiley

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #853 - Posted 2014-10-29 00:56:19 »

Added the beginnings of a half-decent readme for my ghost lang project: https://github.com/BurntPizza/ghost
Don't laugh!
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #854 - Posted 2014-10-29 01:18:55 »

On the subject of language, I'm looking at Clojure as being the solution of all the world's ills.

Cas Smiley

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #855 - Posted 2014-10-29 01:28:36 »

It is quite neat. Gamedev specific, have you seen this? https://nightmod.net/
Offline kpars
« Reply #856 - Posted 2014-10-29 03:00:42 »

Noticed I had 99 medals. Currently awaiting the 100th. Cheesy

- Jev

EDIT: Thanks!
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #857 - Posted 2014-10-29 08:42:32 »

Optimised GLText rendering and layout so it tends towards being zero cost. Seems a bit mundane compared to basil_'s exciting life.

Cas Smiley
oh no no. when i look on my ttf font renderer, it still runns on immediate mode. Shocked just cannot get my head around a system which handles arbitrary text input each frame and draws a vbo - while being faster than immediate. Emo
Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #858 - Posted 2014-10-29 08:45:30 »

@basil_

Very impressive! Any chance we could see a version with textures/colours too?

Cheers,

Kev

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #859 - Posted 2014-10-29 08:49:01 »

Added the beginnings of a half-decent readme for my ghost lang project: https://github.com/BurntPizza/ghost
Don't laugh!
this is very nice! nice clean code, thanks for sharing Smiley
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #860 - Posted 2014-10-29 08:58:32 »

@basil_

Very impressive! Any chance we could see a version with textures/colours too?

Cheers,

Kev
aye. not any soon tho', my mesh-dealing-class doesn't have any UV attributes yet and my texture-dealer doesn't read a damn file of the harddrive yet. i'm storing the occlusion in plain vertex-color at the moment, which is useful for artistic aspects but not for proper lightning (content dependent)...

i hope one day i understand how to get from triangle+UV coords to world-pos/normal and bake the rays properly into a texel. not near that at all Smiley
Offline pitbuller
« Reply #861 - Posted 2014-10-29 10:12:03 »

Would you be so kind that you would share that motion blur code as reference?

http://www.java-gaming.org/?action=pastebin&id=1115

There's lots of things going on in other shaders though. I have 4 other shaders that do motion blur related work. Two of them are used to calculate the maximum and minimum motion vectors of each tile, the third shader dilates the tiles and checks if the resulting min and max vectors have similar weight (if they do, it outputs (2048, 2048) to signal the motion blur shader that it should use the fast path), and then a fourth shader generates the packed (linear depth, motion vector length) texture. It's not easy to implement unless you already have motion vectors and linear depth textures lying around. =P

You could propably optimize the plain color blur by using bilinear or anistrophic filtering and get away with lower amount of actual samples.
Offline CopyableCougar4
« Reply #862 - Posted 2014-10-29 10:19:17 »

Optimised GLText rendering and layout so it tends towards being zero cost. Seems a bit mundane compared to basil_'s exciting life.

Cas Smiley
oh no no. when i look on my ttf font renderer, it still runns on immediate mode. Shocked just cannot get my head around a system which handles arbitrary text input each frame and draws a vbo - while being faster than immediate. Emo

Mine's probably nothing compared to Cas, but here's mine: https://github.com/CopyableCougar4/Font-Rendering/blob/master/src/com/digiturtle/ui/GLFont.java

Every character is stored as a VBO, and a string of text can be cached in a Display List Smiley

CopyableCougar4

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

Github: http://github.com/CopyableCougar4
Offline theagentd
« Reply #863 - Posted 2014-10-29 16:21:27 »

You could propably optimize the plain color blur by using bilinear or anistrophic filtering and get away with lower amount of actual samples.
I doubt that this would be a good idea. I've already tried this with other applications, and it's surprisingly slow and limited.

I noticed that anisotropic filtering could be used when sampling depth textures for shadow mapping with GL_COMPARE_REF_TO_TEXTURE, which caused it to do up to 16 bilinear depth tests (which totals 64 taps) in a line. Even with just a small amount of anisotropic filtering, it seems like textureGrad() is much slower than texture() when doing texture lookups (~4-5 textureGrad()s are slower than 16 texture()), so for PCF I scrapped the idea.

On the other hand, I do use anisotropic filtering for particle motion blur. I modify the gradients using textureGrad() and do a single texture lookup for each pixel. Since particles use texture filtering and mipmaps, this looks decent and automatically clamps the maximum blur kernel size to the amount of anisotropic filtering enabled, but it has some limitations. The biggest one is the limited precision of the anisotropic filtering direction. It seems like the anisotropic filtering only works for a limited number of angles, my guess is 32 or 64 discrete angles. For particles, this works pretty well, but I would not want to use it for motion blur, as this could cause weird seams in the blur.

For the main algorithm, I can't use any filtering at all as that would blur over depth discontinuities. For the optimized blur, I also don't want to mix in the center sample (I want to use my anti-aliased center sample), so bilinear filtering is kind of a bad there too.

Myomyomyo.
Offline Riven
Administrator

« JGO Overlord »


Medals: 1371
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #864 - Posted 2014-10-29 16:42:06 »



How stable is the shading (in model space) when the camera position/angle/fov changes arbitrarily?

What is your framerate? (on which hardware?)


It's a shame 'depth darkening' adds this dark halo around objects, IMHO the (very last?) trigger for my brain to scream 'fake!' (see lamp, armrests, gong).

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Offline pitbuller
« Reply #865 - Posted 2014-10-29 17:41:26 »

On the other hand, I do use anisotropic filtering for particle motion blur. I modify the gradients using textureGrad() and do a single texture lookup for each pixel. Since particles use texture filtering and mipmaps, this looks decent and automatically clamps the maximum blur kernel size to the amount of anisotropic filtering enabled, but it has some limitations. The biggest one is the limited precision of the anisotropic filtering direction. It seems like the anisotropic filtering only works for a limited number of angles, my guess is 32 or 64 discrete angles. For particles, this works pretty well, but I would not want to use it for motion blur, as this could cause weird seams in the blur.

Nice idea, need to test it out. Have you tested extruding particle geometry towards motion vector?  I use this for sparks and other fast moving/emissive particles but it doesn't work at all if particle sprites can have arbitary rotation.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #866 - Posted 2014-10-29 18:16:54 »



How stable is the shading (in model space) when the camera position/angle/fov changes arbitrarily?

What is your framerate? (on which hardware?)


It's a shame 'depth darkening' adds this dark halo around objects, IMHO the (very last?) trigger for my brain to scream 'fake!' (see lamp, armrests, gong).
occlusion is baked into vertex-colors, so once computed, it's as fast as any vertex coloring (or any other single value vertex attribute). it's purely depending the geometry, no view dependence.

that scene contains ~500k triangles, ~250k vertices, ~350k unique vertex-normal pairs (normal-autosmoothing), precalculating 64 rays per pair on a hemisphere (~20 mil. rays) takes ~13 sec. on my nvidia 560ti 488 cores/14 compute units using openCL (40 sec. on pure-cpu-reference implementation using 4 cores of a intel i7 3.4ghz). nothing near realtime. it is very responsive to the quality of the triangle-BVH and maximum ray distance.

i still want to try tracing shadow rays per pixel instead of comparing a shadow-map just for fun. looks like that can run pretty ok in realtime.

frametime, resolution around 1080p 16:9 with depth darkening, 4x msaa, 16 bit hdr and per sample tonemapping is stable around 12ms (~80 fps). tho' that is really variable since all the nifty things can be switched off or reduced. i use two times (high and low frequency) 32 rays per pixel for ssao, which is way too much (~4 ms frame-time alone). rendering at half-resolution and upsampling depth-weighted is getting it to ~2.5ms.

you're right. the depth darkening is, as expected very dependent on the view. lots of tweaking required to get rid of the halos while keeping a nice depth-perception. it's all fake Smiley
Offline Riven
Administrator

« JGO Overlord »


Medals: 1371
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #867 - Posted 2014-10-29 18:47:33 »

Ah, mystery solved. I was already wondering how you could possibly end up with this result:

purely with SSOA, given that the desk behind the chair is not in the depth buffer.

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Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #868 - Posted 2014-10-29 21:50:29 »

speaking of mystery .. i'm still banging my head agains LibStruct trying to get the raytracer to fly with it. any chance you share some tutorials ?
Offline Riven
Administrator

« JGO Overlord »


Medals: 1371
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #869 - Posted 2014-10-29 21:52:11 »

You're asking me to make a dozen tutorials, hoping one of them matches your needs? Smiley

If you show me some code, I most likely can spot the misconception in a few minutes.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
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