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  What I did today  (Read 3638416 times)
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Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #870 - Posted 2014-10-29 22:29:27 »

Random prototype/concept picture for a mobile game:



Cheers,

Kev

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #871 - Posted 2014-10-30 09:11:59 »

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.
no no, just basics. for a better feeling for the genral behaviour. atm it's more like try and error and compare the source code to what happend. i ll put up some questions on a new thread. o/
Offline Riven
Administrator

« JGO Overlord »


Medals: 1371
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #872 - Posted 2014-10-30 09:51:53 »

http://www.java-gaming.org/topics/libstruct/34282/msg/323446/view.html#msg323446
http://www.java-gaming.org/topics/libstruct/34282/msg/323450/view.html#msg323450

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Slyth2727
« Reply #873 - Posted 2014-10-30 17:53:47 »

Tested my memory skills; I haven't done any graphics programming in about 5 months! I wanted to see if I could remember hwo to write a phong lighting shader, and to my surprise I got one working without any Google searches. For some reason I couldn't get any ambient stuff working, which is weird. But here it is, specular equation included: http://goo.gl/9p16Po

I probably messed something up (the specular highlight is crazy, I couldn't make it look semi realistic), also I guessed on what the view vector for the site was. But it looks fine...

Edit: I was being stupid about the specular thing. http://goo.gl/vVA3SZ
Offline pitbuller
« Reply #874 - Posted 2014-10-30 21:34:58 »

Tested my memory skills; I haven't done any graphics programming in about 5 months! I wanted to see if I could remember hwo to write a phong lighting shader, and to my surprise I got one working without any Google searches. For some reason I couldn't get any ambient stuff working, which is weird. But here it is, specular equation included: http://goo.gl/9p16Po

I probably messed something up (the specular highlight is crazy, I couldn't make it look semi realistic), also I guessed on what the view vector for the site was. But it looks fine...

Edit: I was being stupid about the specular thing. http://goo.gl/vVA3SZ

You forgot to normalize interpolated normal. Also your light vector isn't normalized. View vector is also wrong.(should be from camera to vertex)
Offline Slyth2727
« Reply #875 - Posted 2014-10-30 22:27:00 »

Better?
http://goo.gl/G7CL90
Offline pitbuller
« Reply #876 - Posted 2014-10-30 23:52:43 »


Yeah now it look plausible and code seems to be fine.
Offline pitbuller
« Reply #877 - Posted 2014-10-31 18:44:39 »

Implemented temporalAA. I do resolve before transparent and post process so its fully artifact free. This also help temporal smoothed screenspace global illumination because now input and output is temporally stable.
Offline CopyableCougar4
« Reply #878 - Posted 2014-10-31 23:28:04 »

I have a couple things so far. I may add to this list if I can plow through all that I planned for.

  • Implemented a hovering effects system for components
  • Draggable panels
  • Parsing renderable interface objects from XML/JavaScript (with the ability to add Java classes to call stuff from
  • Iterating through a nodes child with the help of my nifty (but simple)
    ChildIterator
  • Caching multiple font faces in my GLFont structure Smiley

Not much progress so far, but more to come Smiley

CopyableCougar4

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

Github: http://github.com/CopyableCougar4
Offline theagentd
« Reply #879 - Posted 2014-11-01 03:32:30 »

Implemented temporalAA. I do resolve before transparent and post process so its fully artifact free. This also help temporal smoothed screenspace global illumination because now input and output is temporally stable.
Did you see my post on temporal SRAA? http://www.java-gaming.org/topics/temporal-subpixel-reconstruction-anti-aliasing/34555/msg/326409/view.html#msg326409

Myomyomyo.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline CopyableCougar4
« Reply #880 - Posted 2014-11-01 23:38:13 »

This will be updated, but I spent a little while today making a ninepatch system for my UI Smiley It's buggy, but it's almost working.

http://pastebin.java-gaming.org/e18df5e2f101c

CopyableCougar4

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

Github: http://github.com/CopyableCougar4
Offline Slyth2727
« Reply #881 - Posted 2014-11-01 23:59:54 »

Got my new arch install actually working, and got some real linux ASM code going. Learned a bit about shellcoding. Fun stuff; It's nice to know what's going on at the lowest level in a system. Paired with the electronics knowledge I've been gaining, I almost think I could piece together a real computer from scratch with nothing but a bunch of logic gates.. If I wanted to rip my hair out putting all the wires together Tongue
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #882 - Posted 2014-11-02 00:28:59 »

@Slyth

Check this sucker out:

http://www.electronixandmore.com/projects/relaycomputertwo/index.html

Pics and videos at the bottom.
Offline lcass
« Reply #883 - Posted 2014-11-02 10:54:13 »

Questions: How often do you guys use for , I use atleast twice every file that has any sort of data.
Also, I have taken a break and am teaching myself electronics.
Offline pitbuller
« Reply #884 - Posted 2014-11-02 14:25:06 »

Implemented temporalAA. I do resolve before transparent and post process so its fully artifact free. This also help temporal smoothed screenspace global illumination because now input and output is temporally stable.
Did you see my post on temporal SRAA? http://www.java-gaming.org/topics/temporal-subpixel-reconstruction-anti-aliasing/34555/msg/326409/view.html#msg326409
Yeah. Also Unreal prensetation https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf and Ubisoft ones http://advances.realtimerendering.com/s2014/drobot/HRAA_notes_final.pdf

In Harldand we have very high triangle count >2-3M and about 50% of that is skinned. So any technique that would need extra pass is out off question. Also I am too busy to make anything too sophisticate that also would run on large set of hardware. So I just decided to ditch all camera jittering at all so and use temporal antialiasing just help with temporal shading aliasing and let the fxaa smooth the geometry aliasing. When I get some free time I will put some effort to actually make some high quality antialiasing instead of just temporally stable.
Offline theagentd
« Reply #885 - Posted 2014-11-02 15:21:38 »

Implemented temporalAA. I do resolve before transparent and post process so its fully artifact free. This also help temporal smoothed screenspace global illumination because now input and output is temporally stable.
Did you see my post on temporal SRAA? http://www.java-gaming.org/topics/temporal-subpixel-reconstruction-anti-aliasing/34555/msg/326409/view.html#msg326409
Yeah. Also Unreal prensetation https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf and Ubisoft ones http://advances.realtimerendering.com/s2014/drobot/HRAA_notes_final.pdf

In Harldand we have very high triangle count >2-3M and about 50% of that is skinned. So any technique that would need extra pass is out off question. Also I am too busy to make anything too sophisticate that also would run on large set of hardware. So I just decided to ditch all camera jittering at all so and use temporal antialiasing just help with temporal shading aliasing and let the fxaa smooth the geometry aliasing. When I get some free time I will put some effort to actually make some high quality antialiasing instead of just temporally stable.
It's possible to avoid this. You can create an MSAA G-buffer and render to that. Then only shade the first sample, and only use the extra samples as TSRAA coverage samples. This eliminates the extra pass, at the cost of some memory and bandwidth usage of course. This is relatively easy to implement, as the only thing you need to change in your lighting is to read from an MSAA texture. You don't need to actually output multiple samples or anything like that. Jittering can be achieved by simply changing the sample you read (for 4xTSRAA, switch between the 1st and 3rd sample each frame).

It's also worth noting that even with the second pass, it's not a significant problem. Since you only need to render to a single GL_R16F render target (+ depth of course) and don't need to sample any textures (except possibly the diffuse one for alpha testing), rendering speeds noticeably.

Myomyomyo.
Offline Slyth2727
« Reply #886 - Posted 2014-11-02 17:59:27 »

@Slyth

Check this sucker out:

http://www.electronixandmore.com/projects/relaycomputertwo/index.html

Pics and videos at the bottom.

Dayum.. Definitely going to read through this when I have the time. Thanks for sharing it!
Offline lcass
« Reply #887 - Posted 2014-11-02 21:08:03 »

@Slyth

Check this sucker out:

http://www.electronixandmore.com/projects/relaycomputertwo/index.html

Pics and videos at the bottom.

Dayum.. Definitely going to read through this when I have the time. Thanks for sharing it!
seems like a lot of relays, those inductors could easily loose quite a bit of power and heat up. I guess if used in a large design its very obvious what they do however I would most likely use a small capacitor used to trigger a transistor or a dual nor storage gate. Very good article to read through though.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #888 - Posted 2014-11-02 21:11:10 »

Well obviously transistors are superior, but then you don't have the clickity-clack!
Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #889 - Posted 2014-11-03 12:40:23 »

Questions: How often do you guys use for , I use atleast twice every file that has any sort of data.

Check out lambdas. Look for google for the functions map, filter, fold and the like. Also, if you think it's cool, check out functional programming Cheesy

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline kingroka123
« Reply #890 - Posted 2014-11-03 19:19:42 »

Got my shell program running windows command prompt commands (not really shown in screenshot but it works!):

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #891 - Posted 2014-11-03 19:38:20 »

i followed this guys http://research.michael-schwarz.com/publ/2010/vox/ and wrote simple mesh voxelizer on the cpu :

input mesh :


boolean cubes :


hard edge marching cubes :


smooth marching cubes :
Offline theagentd
« Reply #892 - Posted 2014-11-04 02:50:32 »

i followed this guys http://research.michael-schwarz.com/publ/2010/vox/ and wrote simple mesh voxelizer on the cpu :
Code for this?! Does it take arbitrary models? How fast is it? SAUCE?!?! It'd be cool if I could use this for global illumination cone tracing, but I never felt like implementing a voxelizer myself.

EDIT: OMG IT RUNS ON THE GPU?!

Myomyomyo.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #893 - Posted 2014-11-04 11:00:27 »

- hell not on the gpu yet Smiley .. it's just a voxelizer, not a sparse-morton-octree Tongue
- awesome sauce!
- on the cpu it's slower than oldschool voxelization (http://web.eecs.utk.edu/~huangj/papers/polygon.pdf), but generates "thinner" results. on the gpu, no idea.
- yes, arbitary models (triangle-list)
- which part of the code are you interested in ?
Offline nerb
« Reply #894 - Posted 2014-11-04 11:18:53 »

Bought and started reading a book on regexp's, and then spent the rest of the day pondering why I hadn't done this sooner.  Smiley
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #895 - Posted 2014-11-04 13:01:52 »

Bought and started reading a book on regexp's, and then spent the rest of the day pondering why I hadn't done this sooner.  Smiley

And when using them: http://regexpal.com/

EDIT: (1 << 8) medals! level up!
Offline hwinwuzhere
« Reply #896 - Posted 2014-11-04 14:18:52 »

EDIT: (1 << 8) medals! level up!

My OCD won't let me give you another medal for this awesome achievement Sad

There are two kinds of people in this world: Those who can extrapolate from incomplete data,
Offline lcass
« Reply #897 - Posted 2014-11-04 16:10:46 »

- hell not on the gpu yet Smiley .. it's just a voxelizer, not a sparse-morton-octree Tongue
- awesome sauce!
- on the cpu it's slower than oldschool voxelization (http://web.eecs.utk.edu/~huangj/papers/polygon.pdf), but generates "thinner" results. on the gpu, no idea.
- yes, arbitary models (triangle-list)
- which part of the code are you interested in ?
_basil you amaze me , you churn out these works of art on a daily basis.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #898 - Posted 2014-11-04 18:16:49 »

thanks alot lcass! Smiley .. but it's not as simple. i've been tinkering on the boiler plate, the basics and math for a couple years by now. now things got solid enough to emit actual stuff. o/
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #899 - Posted 2014-11-05 03:49:56 »

After forgetting details one too many times, I finally wrote out full procedure for not getting burned by eclipse when importing random projects off of github:

https://gist.github.com/BurntPizza/a6d7ae1d1bb74f65c5c9
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