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  What I did today  (Read 2035337 times)
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Offline ags1

JGO Kernel


Medals: 356
Projects: 7


Make code not war!


« Reply #3210 - Posted 2015-11-06 11:11:42 »

created/finished a procedural maze generator in lwjgl today:

hopefully when I'm done it will be a maze crawler game with monsters loot etc, but for now i have to figure out 3d collision(only done 2d based collision before)
so that will be whole lot of fun. /s

It looks like 2D collision is all you need here.

Offline matt_p
« Reply #3211 - Posted 2015-11-06 13:44:53 »

Not exactly today, but yesterday: Successfully changed all webservice functionality to answer with JSON strings, and not just simple codes.
It feels good to have less coupling between server and client so that I can modify my webservices without the need to alter the client as well (immediately)
Offline theagentd
« Reply #3212 - Posted 2015-11-06 17:46:53 »

Hmm, the "Insert Quote" buttons aren't working on Chrome...

@kappa

I'm not treating sharp edges any different... Each pixel is classified as either "inside" or "outside" based on its color (threshold 0.5). I then do a brute force search for the closest pixel that is on the other side and calculate the distance. To improve quality, I've implemented a smart supersampling system. It doesn't just compute the distance field at a higher resolution and downsamples it; it simply takes more bilinear samples from the input image. If I want, I can reduce the sample step size so that each pixel is sampled 4x4 times to more accurately detect the antialiased edge in the image. The thing is that the algorithm only processes once per pixel, so there's no actual downsampling at the end. It's possible that this increases the corner quality a lot.

Here's an album with different step sizes:
    http://imgur.com/a/Y3wg1
The sizes are 1.0, 0.5, 0.25 and 0.125, or equivalent in quality to 1x1, 2x2, 4x4 and 8x8 supersampling.

EDIT: Hmm, looks like my input image isn't perfect. It has a subtle grayness to the font. I'll be making a font texture generator soon, so hopefully it'll work perfectly on that at least. Stay tuned (or not =P).



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

JGO Kernel


Medals: 516



« Reply #3213 - Posted 2015-11-06 18:31:49 »

Another orthogonal option here is two channels.  Classic closest and second closest.  If anyone interested I'll dig up a link.  There's another blog that goes over the math (including full 3D) if anyone wants.
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #3214 - Posted 2015-11-06 23:14:07 »

Working on a lightweight physics library for personal use. I'll most likely share it out

It's been 2 weeks of pain but I'm finally getting somewhere!

Lots to do and fix x.x

Click to Play

Offline theagentd
« Reply #3215 - Posted 2015-11-08 05:25:39 »

Kept working on my distance field font generation. I ended up using the same packing algorithm as for my shadow map packing, where I use it to pack small shadow maps into one big shadow map to avoid FBO switches for every shadow map and allow better batching. It worked really well for fonts too!

Some sample output:
Quote
Total area: 170083
New best: 2048x96 (196608, 13.491315% wasted space)
New best: 2044x96 (196224, 13.32202% wasted space)
New best: 2040x96 (195840, 13.152063% wasted space)
New best: 2036x96 (195456, 12.981439% wasted space)
New best: 2032x96 (195072, 12.810141% wasted space)
New best: 2028x96 (194688, 12.638169% wasted space)
New best: 2024x96 (194304, 12.465519% wasted space)
New best: 1940x100 (194000, 12.32835% wasted space)
New best: 1936x100 (193600, 12.147212% wasted space)
New best: 1932x100 (193200, 11.9653225% wasted space)
New best: 1928x100 (192800, 11.782676% wasted space)
New best: 1924x100 (192400, 11.599273% wasted space)
New best: 1920x100 (192000, 11.415106% wasted space)
New best: 1916x100 (191600, 11.230165% wasted space)
New best: 1912x100 (191200, 11.044455% wasted space)
New best: 1908x100 (190800, 10.857964% wasted space)
New best: 1904x100 (190400, 10.6706915% wasted space)
New best: 1900x100 (190000, 10.482634% wasted space)
New best: 1896x100 (189600, 10.293776% wasted space)
New best: 1892x100 (189200, 10.10412% wasted space)
New best: 1888x100 (188800, 9.913665% wasted space)
New best: 1240x152 (188480, 9.760719% wasted space)
New best: 1120x168 (188160, 9.607249% wasted space)
New best: 1116x168 (187488, 9.283262% wasted space)
New best: 732x256 (187392, 9.236789% wasted space)
New best: 656x284 (186304, 8.706737% wasted space)
New best: 652x284 (185168, 8.146656% wasted space)
New best: 436x424 (184864, 7.9956055% wasted space)
New best: 420x440 (184800, 7.963747% wasted space)
New best: 416x440 (183040, 7.0787787% wasted space)
New best: 392x464 (181888, 6.49026% wasted space)
New best: 380x476 (180880, 5.9691486% wasted space)
New best: 356x508 (180848, 5.952513% wasted space)
New best: 352x508 (178816, 4.88379% wasted space)
New best: 292x612 (178704, 4.8241796% wasted space)
New best: 284x628 (178352, 4.6363354% wasted space)
New best: 268x664 (177952, 4.421979% wasted space)
New best: 260x680 (176800, 3.799206% wasted space)
New best: 240x736 (176640, 3.71207% wasted space)
New best: 104x1696 (176384, 3.572321% wasted space)
Packing results: 104x1696 (176384, 3.572321% wasted space)

The cool thing is that I've had to optimize my packer so much for use every frame on hundreds of shadow maps that packing a few fonts together repeatedly is no problem. Finding the best resolution to pack in takes less than a second.

Myomyomyo.
Offline orange451

JGO Kernel


Medals: 346
Projects: 6
Exp: 6 years


Your face. Your ass. What's the difference?


« Reply #3216 - Posted 2015-11-08 17:02:52 »

Found pico8 a few days ago.

I made a 3d renderer Smiley


http://www.lexaloffle.com/bbs/?tid=2731

First Recon. A java made online first person shooter!
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #3217 - Posted 2015-11-09 00:18:21 »

This weekend's progress:
Still needs tweaking.
Click to Play

Offline Archive
« Reply #3218 - Posted 2015-11-09 04:50:45 »

Hard work on the new iteration of my graphics engine, Envel II.



Specular highlights and real time shadow mapping.

Note that this engine is not hardware accelerated, it's a software rasterized, polygon-modeled engine written in Java.

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3219 - Posted 2015-11-09 07:34:42 »

@_basil I like the video, and the music you chose--what is the cut? The second thought was wondering if you had seen the work of "Flight404" (Robert Hogdin) on Vimeo, which I recommend. BTW he is a big Processing user.
cheers Smiley, yes i know Flight404 - very enjoyable and impressive work of his. what do you mean by cut ?

o/
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Opiop
« Reply #3220 - Posted 2015-11-09 16:30:39 »

Finally got my baby back!


She runs like I didn't even cause $8,000 worth of damage to her! On another unrelated note, my hair is finally long enough to use hair ties. So I'm pretty happy about that.

My America's Got Talent audition went very well, the other people in the room kept saying they really wanted to hear more. We played a Disney medley that we wrote ourselves, it's pretty catchy and I think we have a good chance of moving on to the next round!

I've also secured a date for my first push to staging; November 17th! I have a lot of work to do before then; security reviews need to be finished, SQL scripts need to updated etc... but I'm very excited to finally get this project out into the wild. Come the end of the month I should have live production code out there, let's hope my terrible code holds up Wink

Edit:
All of my changes have passed their security reviews and now I'm almost set to deploy next week! I feel like celebrating, it's almost been 6 months since I started this project Smiley
Offline Icecore
« Reply #3221 - Posted 2015-11-09 16:46:28 »

Already want finish it and throw it on forum XD


http://www.java-gaming.org/topics/qq-piano-midi-teacher/36834/msg/350753/view/topicseen.html#msg350753

Finally Finish - at some point ^^

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Offline Slyth2727
« Reply #3222 - Posted 2015-11-09 20:04:55 »

14.992 average of 100 solves, also got a 13.77 average of 12. If I got that average while competing at Worlds I would've placed in the top 100.

Smiley
Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #3223 - Posted 2015-11-10 05:24:36 »

Some terrain collisions:
Still trying to fix the jitter issue with many boxes colliding.
Click to Play

Offline princec

« JGO Spiffy Duke »


Medals: 976
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #3224 - Posted 2015-11-10 09:56:47 »

Finally completed some friendly OO abstractions over the most important objects in OpenGL to my satisfaction (textures, FBOs, buffer objects, VAOs, programs, shaders). I got sick of it all being so fiddly and prone to error / rendering black.

Cas Smiley

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3225 - Posted 2015-11-10 11:17:07 »

uploaded yet another random youtube. figured, i could just reuse the bloom mask for lens flares. turns out it's very cheap.

good enough when used subtle Smiley

<a href="http://www.youtube.com/v/PL8K_gLx_Yo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/PL8K_gLx_Yo?version=3&amp;hl=en_US&amp;start=</a>
https://www.youtube.com/watch?v=PL8K_gLx_Yo
Offline princec

« JGO Spiffy Duke »


Medals: 976
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #3226 - Posted 2015-11-10 12:30:28 »

I did something similar for the Skies of Titan (dogfighty 2D game) - neat effect and almost free. I used an HDR texture for the sun rather than trying to bloom brighter pixels.

Cas Smiley

Offline Roquen

JGO Kernel


Medals: 516



« Reply #3227 - Posted 2015-11-10 13:52:54 »

I tried to modify a wiki page and got told off.

I'll put my picture here instead.

Offline Gornova
« Reply #3228 - Posted 2015-11-10 21:40:04 »

today I fought against nasty bugs at work and play a little Crusader Kings 2 at home Tongue and then decided how to continue with my last project (CryptoRL2 )

Blog | Last game A droid story
Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #3229 - Posted 2015-11-10 22:43:56 »

Today I finally wrote another post on my dev blog after months and months. I'm trying to get into posting more regularly so that people who follow me aren't just left completely in the dark for long periods of time. It also gives me some time to really think about what I'm doing and what I want to do as I write. Having it solidified into one place rather than flowing in my brain space helps a bit.

I also got more work done on a prototype for a game idea that I started two days ago that I hope to have finished by the end of the week for some focus testing.

boo
Offline ShadedVertex
« Reply #3230 - Posted 2015-11-11 00:28:12 »

Today I began to create a very basic 3D game engine with everything I've learnt about OpenGL. I've been practicing for some time now but sometimes it works, sometimes it just doesn't. I'm getting there, though.
Offline kingroka123
« Reply #3231 - Posted 2015-11-11 03:05:17 »

I was just got my first two college acceptances from Georgia Southern University and Mercer University  Shocked . Pretty cool but hopefully I get into Georgia Tech  Cheesy
Offline ra4king

JGO Kernel


Medals: 506
Projects: 3
Exp: 5 years


I'm the King!


« Reply #3232 - Posted 2015-11-11 05:12:35 »

@Roquen
Oh nice I studied that equation in my Computer Graphics course! Smiley

@kingroka123
Come to Georgia Tech!! Cheesy

Offline ShadedVertex
« Reply #3233 - Posted 2015-11-11 06:15:40 »

Here I am, stuck being a 13-year-old  Cheesy
Offline orange451

JGO Kernel


Medals: 346
Projects: 6
Exp: 6 years


Your face. Your ass. What's the difference?


« Reply #3234 - Posted 2015-11-11 06:59:11 »

...college acceptances from Georgia Southern University...
That's where everyone who doesn't get into Tech goes. There's a nice 2-year transfer program though Smiley

Come to Georgia Tech!! Cheesy
...Sniff Sad

First Recon. A java made online first person shooter!
Offline theagentd
« Reply #3235 - Posted 2015-11-11 10:32:51 »

uploaded yet another random youtube. figured, i could just reuse the bloom mask for lens flares. turns out it's very cheap.

good enough when used subtle Smiley
Hmm, you wouldn't have some shader source code for that? =P

Myomyomyo.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #3236 - Posted 2015-11-11 12:23:30 »

uploaded yet another random youtube. figured, i could just reuse the bloom mask for lens flares. turns out it's very cheap.

good enough when used subtle Smiley
Hmm, you wouldn't have some shader source code for that? =P

sure thing. tho' it requires proper input data, not sure if it really helps Wink :

src_tex
is a RGB16F texture which contains the bloom data, mostly black with pixels too bright to fit into 0.0 .. 1.0 range. it's already blurred alot, using a ping-pong separated gauss-blur for each mipmap level. the sampler for that texture is set to linear with
GL13.GL_CLAMP_TO_BORDER
which is set to transparent.
src_tex2
is the same texture with another sampler object with clamping set to
GL12.GL_CLAMP_TO_EDGE
.

since i store custom blurred bloom masks in each miplevel, reading a deeper mip results in more blurrines. the effect is also very affected by how you extract the bloom data from hdr colors, cutoff, etc.

this code is not really optimised or finished, more a first attempt scratch.

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#version 400

in vec2 st0;
out vec3 frag;  // output is another RGB16F texture

uniform sampler2D src_tex;
uniform sampler2D src_tex2;

uniform float aspect;        // display aspect ratio width/height
uniform float inv_aspect;    // 1.0 / aspect

uniform float yfov;   // screen y-fov radians, i set this to 0.0f if rendering 2D

#define lumcoeff vec3(0.2125, 0.7154, 0.0721)
#define luminance(color) (dot(lumcoeff, color))

#define flare_chromatic_disp
#define flare_saturation 0.5

// toggle horizontal flare
#define streak

// function and macro versionof distance to screen-border
float edge_dist_f( const vec2 st ) { return st.x*st.y*(1.0 - st.x)*(1.0 - st.y) * 16.0; }
#define edge_dist(st) ( st.x*st.y*(1.0 - st.x)*(1.0 - st.y) * 16.0 )

// 3rd argument is the amount of RGB dispersion
#ifdef flare_chromatic_disp
  #define flare_sample_fade( st, mip, disp ) ( vec3( \
     texture(src_tex, st + to_center * disp, mip).r * edge_dist_f( (st + to_center * disp) ), \
     texture(src_tex, st,                    mip).g * edge_dist(st), \
     texture(src_tex, st - to_center * disp, mip).b * edge_dist_f( (st - to_center * disp) )  \
  ) )
  #define flare_sample( st, mip, disp ) ( vec3( \
     texture(src_tex, st + to_center * disp, mip).r, \
     texture(src_tex, st,                    mip).g, \
     texture(src_tex, st - to_center * disp, mip).b  \
  ) )
#else
  #define flare_sample_fade( st, mip, disp ) ( texture(src_tex, st, mip).rgb * edge_dist(st) )
  #define flare_sample( st, mip, disp ) ( texture(src_tex, st, mip).rgb )
#endif

void main()
{
  vec2  st                = st0;
  vec2  mirror            = vec2(1.0) - st;
  vec2  to_center         = vec2(0.5) - st;
  vec2  to_center_as      = (vec2(0.5) - st) * vec2(1.0, inv_aspect);
  vec2  to_mirror         = mirror - st;
  float to_center_dist    = length(to_center) * 2.0;
  float to_center_as_dist = length(to_center_as) * 2.0;
  float to_edge           = edge_dist(st0);
 
  vec3 smp = vec3(0.0);
 
  // 3 halos
 
  vec2 st_0 = st     - to_center * +2.3;
  vec2 st_1 = mirror + to_center * +3.0;
  vec2 st_2 = mirror + to_center * -0.1;
 
  float fade_2 = edge_dist(st_2);
  fade_2 = 1.0 - pow( 1.0 - fade_2, 8.0 );
 
  #define halo_mip_offset 1.0
 
  smp += flare_sample_fade( st_0, -1.0 + halo_mip_offset, 0.5 ) * 0.5;
  smp += flare_sample_fade( st_1, -1.0 + halo_mip_offset, 0.5 ) * 0.6;
  smp += flare_sample     ( st_2,  1.0 + halo_mip_offset, 0.1 ) * fade_2 * 0.65;
 
  // ring
 
  float radius_scale = 1.33 + yfov - (step(0.01, yfov) * 1.2);
  vec2  st_h = mirror - to_center * 1.07 * radius_scale * to_center_as_dist * to_center_as_dist;
 
  smp += flare_sample( st_h, halo_mip_offset, 0.05 ) * to_center_dist * to_center_dist * 0.5;
 
  //
 
  #ifdef flare_saturation
    smp = mix(vec3(luminance(smp)), smp, flare_saturation);
  #endif
 
  // streak
 
  #ifdef streak
 
    #define streak_saturation 0.5
 
    #define streak_samples 30
    #define streak_samples_i 0.0333333
    #define streak_mip 0.0
    #define streak_width 0.33
    #define streak_scale 0.8
   
    vec3 s_smp = vec3(0.0);
   
    for( int i = 0; i < streak_samples; i++)
    {
      float ramp  = streak_samples_i * i;
      float tri   = ramp * 2.0 - 1.0;
      float dist  = abs(tri);
      float rdist = 1.0 - dist;
      float o     = tri * streak_width;
      vec2  s_st  = vec2(st.x + o, st.y);
      float edist = max(0.0, 1.0 - pow( 1.0 - edge_dist(s_st), 8.0 ));
     
      s_smp      += texture( src_tex2, s_st, streak_mip ).rgb * rdist * edist;
    }
   
    s_smp *= streak_samples_i;
   
    #ifdef streak_saturation
      s_smp = mix(vec3(luminance(s_smp)), s_smp, streak_saturation);
    #endif
   
    smp += s_smp * streak_scale;
   
  #endif
 
  frag = smp;

}
Offline Gornova
« Reply #3237 - Posted 2015-11-11 13:47:06 »

Here I am, stuck being a 13-year-old  Cheesy

so? You have more time to learn more, programming more, enjoy more Cheesy

Blog | Last game A droid story
Offline Longarmx
« Reply #3238 - Posted 2015-11-11 14:11:46 »

Here I am, stuck being a 13-year-old  Cheesy

Enjoy it while it lasts.

Offline J0
« Reply #3239 - Posted 2015-11-11 14:38:10 »

Here I am, stuck being a 13-year-old  Cheesy
I wish I had started programming when I was 13... Well I began at 16, a year and some months ago, so that is still nice.

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