ags1
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Reply #1890 - Posted
2015-03-08 15:12:49 » |
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Remember those little white dots that represented stars yesterday? I turned them into something a little more meaningful.
accidently messed up the generation and made a really huge star (in the real deal you have a better chance of winning the lotto then finding a star this size):
Super super tiny red dwarf:
An upper-sequence-minigiant star, but around as hot as ours irl.
A blue giant:
Note the positions, they are real stars in the real server-side universe (just displayed on the client)
+1 Appreciation for the seeming astronomical accuracy. Are the star type distributions based on galaxy structure (e.g. hot O,b B stars in the spiral arms, in clusters, older stars in the core, etc)?
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KaiHH
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Reply #1891 - Posted
2015-03-08 15:57:07 » |
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Remember those little white dots that represented stars yesterday? I turned them into something a little more meaningful.
That's cool. Becoming Celestia 2.0? 
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lcass
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Reply #1892 - Posted
2015-03-08 21:08:02 » |
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Worked on tile placement today , made it so that each Tile has a specific array of accepted types that can be placed onto it , a wall has only one which is cable holder. For example a SubTile may have the type 3(specific for the cable holder) and you may attempt to place it onto a lattice , lattice accepts type 2 so nothing will be placed. Plus a cable and supply system has been implemented with power being transferable through the ship by cables. An example.  Looks very cool.
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Games published by our own members! Check 'em out!
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lcass
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Reply #1894 - Posted
2015-03-09 16:10:03 » |
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Got jelly from Emmsii and SwordsMiner.   Your third system would fall apart very quickly , the outer planet is moving faster than the inner ones , if that is the required orbit velocity at that radius then the other two will fall into the star , if it is moving too quickly it will fly off into space. Still very cool effects , would be great to see where these space projects go.
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Longor1996
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Reply #1895 - Posted
2015-03-09 17:17:52 » |
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I too, made a galaxy. (ignore the generation artifacts)  (this screenshot was made two years ago)
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The cake is probably a lie... but it's a delicious lie!
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lcass
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Reply #1897 - Posted
2015-03-09 18:50:11 » |
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Just wrote this , thought it looked quite weird, what do you think? 1 2
| cable = (sub != null); electric = (sub != null); |
I very rarely use the syntax like this usually it's a set of if statements for the readability , any performance enhancements to using this, I can guess a few less processor calls.
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Mac70
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Reply #1898 - Posted
2015-03-09 20:35:47 » |
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Just wrote this , thought it looked quite weird, what do you think? 1 2
| cable = (sub != null); electric = (sub != null); |
I very rarely use the syntax like this usually it's a set of if statements for the readability , any performance enhancements to using this, I can guess a few less processor calls. Compiler should take care of duplicate statements and optimize them, but codewise avoiding duplicate statements is (almost always) a good practice.
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Olo
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Reply #1899 - Posted
2015-03-09 23:21:41 » |
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You can make it weirder and do it like this: 1
| cable = electric = (sub != null); |
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-Can you fix it? -No, I can't. But I can bypass it with one of these.
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Games published by our own members! Check 'em out!
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ClaasJG
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Reply #1900 - Posted
2015-03-10 06:44:13 » |
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1
| cable = electric = sub != null; |
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My english has to be tweaked. Please show me my mistakes.
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quew8
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Reply #1901 - Posted
2015-03-10 08:53:57 » |
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...
Your third system would fall apart very quickly , the outer planet is moving faster than the inner ones , if that is the required orbit velocity at that radius then the other two will fall into the star , if it is moving too quickly it will fly off into space. Still very cool effects , would be great to see where these space projects go. I agree. And it can be proven mathematically. If you equate the gravitational force with the centripetal force: F = G*m*M / (r^2) = m*(v^2) / rWhere G is the gravitational constant, m is the mass of the satellite, M is the mass of the sun, r is the radius of the orbit and v is the tangential velocity of the satellite. Cancelling ' m's and ' r's. G*M / r = v^2Since G and M are constant, the speed is inversely proportional to the square root of the radius. The greater the radius, the smaller the velocity. You can use v = w*r to find the angular velocity. G*M / r = (w*r)^2G*M / (r^3) = w^2Hence the angular velocity is inversely proportional to the radius to the power 3 / 2. It seems like you've gone to a lot of effort to make the star types and positions, it'd be a shame if your orbits weren't right.
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Roquen
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Reply #1902 - Posted
2015-03-10 09:25:32 » |
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kepler
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quew8
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Reply #1904 - Posted
2015-03-10 15:16:12 » |
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kepler
Yes but I wanted to show where it comes from. But also, yes Kepler will give you a more complete view of orbits.
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lcass
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Reply #1905 - Posted
2015-03-10 16:45:54 » |
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I would guess if some of the objects have extremely varying mass such as a small neutron star and then two planets , issue there is you now have an object with a huge gravitational affect that would move the barycentre and most likely just end up eating the other planets.
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Olo
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Reply #1906 - Posted
2015-03-10 22:12:56 » |
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I finished ThinMatrix's OpenGL tutorials and immediately went to convert my rouglelike game to 3d. And then everything started to fall aprat. All my code and tought i put into coming up with a way to make my game seem more 3d can now be thrown away, but without it, the whole structure doesn't make sense. Im currently considering to completley start from scratch and drop LibGDX in favor of LWJGL. It's just so overwhelming, and i want to put out some demo or next version of STS, but i keep coming up with new ideas that require me to restructure the whole code. Im sorry guys, this project wont be updated for another month i think :c But hey, when it finally does come out im sure it will look way better  EDIT: Will i be able to (in the future) change the title of my project thread?
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-Can you fix it? -No, I can't. But I can bypass it with one of these.
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Ecumene
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Reply #1907 - Posted
2015-03-10 23:18:03 » |
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It's impossible to have a completely accurate representation of our universe today, without using all of the energy currently in it, ( http://infidels.org/library/modern/richard_carrier/entropy.html) and then some to compute it. But we can make a much smaller one like that. I always thought it'd be cool to have sort of a time travel system in a virtual reality that simulated our universe exactly to a point you wanted to go to, therefore you could know anything in the galaxy by entering a 4D vector to anything in space-time and observing it. Alas, entropy killed my childhood dreams once again... 
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CopyableCougar4
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Reply #1908 - Posted
2015-03-11 01:21:57 » |
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I spent 15 minutes or so fiddling around with JavaFX and making a simple web browser. It so far just loads URLs and refreshes pages, but I hope to add favorites and maybe separate tabs 
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BurntPizza
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Reply #1909 - Posted
2015-03-11 02:14:20 » |
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Was bored so I added a feature to HeroesGrave's Spade editor: EDIT: now with spectral view:
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Longor1996
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Reply #1910 - Posted
2015-03-11 14:15:05 » |
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I registered a bplaced.net account. Now I have no idea what to do with it. So, I uploaded a small design-test: http://longor.bplaced.net/
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The cake is probably a lie... but it's a delicious lie!
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lcass
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Reply #1911 - Posted
2015-03-11 21:31:45 » |
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Changed windows 8 to russian , reloaded , couldnt read russian , panicked , desperately used google translate to figure out what english (united kingdom) is , repeteadly spelt things wrong , over used commas , annoying long sequences, fixed computer , posted on java gaming.org.
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hwinwuzhere
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Reply #1912 - Posted
2015-03-11 21:35:42 » |
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Changed windows 8 to russian , reloaded , couldnt read russian , panicked , desperately used google translate to figure out what english (united kingdom) is , repeteadly spelt things wrong , over used commas , annoying long sequences, fixed computer , posted on java gaming.org.
That's probably the most exiting story I've heard today. 
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There are two kinds of people in this world: Those who can extrapolate from incomplete data,
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Slyth2727
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Reply #1913 - Posted
2015-03-12 00:05:12 » |
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I finally got a sub 30 second rubik's time.. 26.5 to be precise. I had nobody else to share it with so I thought I'd tell you guys! It's good day  Edit: Also just fixed THE most irritating, obscure, and stupid bug I've ever encountered. A string was being sent to a method from another method which was called from JNI (in Lua), so I think that inline string I sent was getting destroyed after the Lua stuff was done and made the game not display anything whenever I rendered that string. Wow. By far the most irritating bug I've ever seen in my life.
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theagentd
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Reply #1914 - Posted
2015-03-12 16:05:31 » |
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I did a lot of stuff today and yesterday, but one of the more fun stuff was adding detection for if the driver is overriding the number of multisampling samples. Basically, I create two small multisampled textures with different sample counts. If both those textures end up having the same sample count when queried, it's an indicator that the driver is ignoring the sample count and setting one based on a user setting in the driver. Since many of my shaders loop over the number of samples, it means that if the driver sets 8 samples but the game settings only have 2, the shaders will only process the first 2 samples, ignoring the rest. With the change, the sample count is updated to the driver's reported sample count if it is determined to be overriden.
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Myomyomyo.
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SHC
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Reply #1915 - Posted
2015-03-12 16:29:16 » |
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Posting in this thread after a lot of days, but today I worked with my OOP GLFW Wrapper.  This is the new wrapper that is going into SilenceEngine to provide multi window support.
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pitbuller
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Reply #1916 - Posted
2015-03-12 21:52:28 » |
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Implemented proper distance based soft shadows for Hardland. Quite happy that it also fixes light leak bugs with thin objects and cascades. Algorithm works like this: Blocker search: First calculate average distance using fixed size grid from pixel to blockers. Calculate kernel size from average distance using light source size and shadow camera parameters. Calculate occlusion using kernel size and spiral pattern. 32 samples using hardware pcf so total of 128 shadow comparision. Comparision screenshot. http://screenshotcomparison.com/comparison/115815Code ended up to be really neat. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
| #define samples 32 #define blockerSearchRadius 6 #define blockerSearchStep 6 float computeShadow( float4 viewPos) { float3 proj = mul(u_viewToShadowMap, viewPos).xyz float distance = 0; float n = 0; [unroll] for (int x = -blockerSearchRadius; x <= blockerSearchRadius; x += blockerSearchStep) { [unroll] for (int y = -blockerSearchRadius; y <= blockerSearchRadius; y += blockerSearchStep) { float4 blockerDepth = u_texture0.Gather(samData, proj.xy, int2(x, y)); float4 diff = saturate(proj.z - blockerDepth); distance += diff.x + diff.y + diff.z + diff.w; float4 n4 = diff > 0.0; n += n4.x + n4.y + n4.z + n4.w; } } if (n == 0) return 1.0; float sunSize = 0.01; float maxPenumbraSizeInMeters = 0.2; float kernelSize = 0.001 + min((sunSize * shadowCameraSizeInMeters.z) * (distance / n), maxPenumbraSizeInMeters); float2 size = (kernelSize / samples) / u_shadowCameraSizeInMeters.xy; float angle = 0; float angleStep = 0.55; float shadowTotal = 0; [unroll] for (int i = 0; i < samples; i++) { angle += angleStep; float2 uv = proj.xy + i * size * float2(cos(angle), sin(angle)); shadowTotal += u_texture0.SampleCmpLevelZero(shadowSampler, uv, proj.z); } return shadowTotal / samples; } |
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Elsealabs
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Reply #1917 - Posted
2015-03-12 23:05:27 » |
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@pitbuller: That looks very nice. The smooth shading looks good, but the game's lighting seems "over-bloomed." Very nice art style.
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pitbuller
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Reply #1918 - Posted
2015-03-12 23:29:39 » |
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@pitbuller: That looks very nice. The smooth shading looks good, but the game's lighting seems "over-bloomed." Very nice art style.
I have heard so many comments about bloom so maybe I should ask our artists to tune it bit down.
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LiquidNitrogen
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Reply #1919 - Posted
2015-03-13 11:59:24 » |
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Finally finished animating female crew members! Some of them need touch ups but I've already spent more days than I wanted to doing this for now.
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