theagentd
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Reply #5220 - Posted
2017-01-28 19:15:10 » |
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I present to you a cube made with Vulkan.  ( made with Unity 5.6 beta  ) Cheating! Here I am still trying to get a solid swapchain system working...
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Myomyomyo.
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J0
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Reply #5221 - Posted
2017-01-28 19:26:53 » |
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What's the point of Vulkan if it really is that hard to get anything out of it?
My Games Programming tutor mentioned some 4th year students were making their project using Vulkan
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SHC
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Reply #5222 - Posted
2017-01-28 19:44:41 » |
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Just got an idea to generate a polygon from an image, and started to code it out. There are a few imperfections, but it is looking out nice! 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
| Polygon polygon = new Polygon();
List<Vector2> vertices = new ArrayList<>(); Color pixelOut = Color.REUSABLE_STACK.pop();
for (int y = 0; y < image.getHeight(); y++) { boolean found = false;
for (int x = 0; x < image.getWidth(); x++) { image.getPixel(x, y, pixelOut);
if (!found && pixelOut.a != 0) { vertices.add(new Vector2(x, y)); found = true; } else if (found && pixelOut.a == 0) { vertices.add(new Vector2(x - 1, y)); found = false; } } }
Vector2 imgCenter = Vector2.REUSABLE_STACK.pop().set(image.getWidth() / 2f, image.getHeight() / 2f); Collections.sort(vertices, (v1, v2) -> (int) (v1.angle(imgCenter)) - (int) (v2.angle(imgCenter))); |
And it looks like this in action!  Looking cool! This is very inefficient however, generated 880 vertices for this simple tree image. I'm now going to try creating a convex hull over this concave polygon.
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Games published by our own members! Check 'em out!
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theagentd
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Reply #5223 - Posted
2017-01-28 20:46:17 » |
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What's the point of Vulkan if it really is that hard to get anything out of it?
My Games Programming tutor mentioned some 4th year students were making their project using Vulkan
It's not hard to get "anything" out of it. I already have gotten *something* out of it. The reason I'm stuck is because I'm trying to design a swapchain manager that works with a dedicated GLFW thread and dedicated Vulkan thread. The swapchain feature of Vulkan is actually really powerful. In OpenGL you just have the default framebuffer (FBO 0) which you can bind to render to the main screen. This framebuffer is in turn backed by (usually) 2-3 different images to achieve standard double/triple buffering, but these images are hidden and can only be rendered to. In Vulkan, you create a swapchain which in turn creates the images for you, but the key here is that you actually get access to the actual images. You can use them as compute shader write-only textures, write to them from the CPU (nice for software rendering/emulation!), copy to and from them, even use them as textures if you're feeling nuts. If you want to render to them, you need to bind them to a framebuffer manually. The cool thing about this is that we can even gain a bit of extra performance here by being able to exactly control what happens with the images. Some hardware requires images to be converted to specific layouts for different usages. They may use different layouts for render targets, for textures and for presenting to the screen. In OpenGL, the driver has to guess what you're trying to do and do these layout transitions implicitly. In Vulkan, you just tell it exactly what to do, which means that you can save a lot of work there. For example, after presenting an image you can skip the layout transition if you know you'll always clear/overwrite the old contents. Also, with the fancy render pass system in Vulkan, this means that you can include the copy to the screen as a subpass, which can help improve performance, especially on mobile/tiled GPUs.
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Myomyomyo.
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basil_
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Reply #5224 - Posted
2017-01-28 22:01:37 » |
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mysterious fbo zero. like texture zero, what the hell?
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Ecumene
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Reply #5225 - Posted
2017-01-30 20:50:36 » |
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 Some progress on my multiplayer game! 4 Clients connected via kryonet - Each client has physics object in the server's Jbullet world (and its own) - All clients have their own dynamics worlds - All physics objects are instanced by the server to the client using UUIDs generates server side - If the client finds a new UUID in the batch, it constructs a new container for that info which acts as an address to update it later - Player input is sent to the server using 2 bytes for keyboard input (right, left..) rotation is sent in a quaternion of 4 shorts (tracking it server side wouldn't make sense  ) - Teacup is constructed using an OBJ model, and its physics model is made using triangles (Its pretty slow to construct but ok when its ran) I tested this over the internet with a friend of mine and it works very well too
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ags1
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Reply #5226 - Posted
2017-01-30 22:18:34 » |
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Registered my new website: beyondproxima.com.
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Aalhex
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Reply #5227 - Posted
2017-01-31 20:07:10 » |
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Signed up to JGO... again. I lost all of my credentials as pretty usual. This time I’ve actually taken the time to write everything down nicely on a good old post-it! I’ve been here before. It feels good to recognize almost everybody here with the exception of nobody recognizing me! Appreciation given to anyone who can figure out who I really am.  It’s probably not too easy of a task considering I never got to be one of the cool kids.  But things are bound to change—you shall all obey! ... some day Oh—and I’ve listened to Cat Stevens a whole lot whilst game devv... (am I missing a v?) ...vving!
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It is I, Alexander from the Junivörs.
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J0
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Reply #5228 - Posted
2017-01-31 21:49:25 » |
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Are you Alexander from the Junivörs.
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FabulousFellini
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Reply #5229 - Posted
2017-01-31 21:53:08 » |
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Are you Alexander from the Junivörs.
I'll bet on that.
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Games published by our own members! Check 'em out!
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Archive
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Reply #5231 - Posted
2017-02-01 06:35:17 » |
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Yeah I do but I don't put them on the internet
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philfrei
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Reply #5232 - Posted
2017-02-01 08:10:56 » |
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I’ve been here before. It feels good to recognize almost everybody here with the exception of nobody recognizing me! Appreciation given to anyone who can figure out who I really am.  My guesses are as follows: 97% confidence: Icecore (clues: Swedish connection, lots of emoticons, Icecore has not posted since Nov or so) 2% confidence:  1% confidence: Notch impersonating Icecore. Do any of you produce music? Yes. But lately I've gotten more interested in using Java to generate music. Nice cue, btw.
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cylab
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Reply #5233 - Posted
2017-02-01 08:35:37 » |
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Yes, was doing some Renoise stuff (Tracker) in the past, but nothing public. Then bought a Novation Circuit to jam with my friends ( https://youtu.be/5MhOYv-ymYU) and recently bought myself a present in form of an Ableton Push 2.
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Mathias - I Know What [you] Did Last Summer!
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Aalhex
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Reply #5234 - Posted
2017-02-01 15:58:32 » |
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2% confidence:  That right there’s definitely me! 
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It is I, Alexander from the Junivörs.
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basil_
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Reply #5235 - Posted
2017-02-01 18:24:35 » |
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i had a twist on PBR + rendering to cubemaps to keep the background in sync. 
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orange451
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Reply #5236 - Posted
2017-02-01 23:20:33 » |
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@basil_ Where did that model come from? I want to use it to run some rendering tests 
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theagentd
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Reply #5237 - Posted
2017-02-01 23:31:35 » |
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i had a twist on PBR + rendering to cubemaps to keep the background in sync.  Is that image-based lighting or just plain cube map reflections? I'd love if you logged onto Skype some time too; got a few things to talk with you about. =P
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Myomyomyo.
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philfrei
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Reply #5238 - Posted
2017-02-01 23:33:58 » |
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..whups..
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basil_
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Reply #5239 - Posted
2017-02-01 23:48:30 » |
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@orange : i think i found on archive3d.net.
@agent : skype right! just a tiny bit IBL, it is highly metallic so it doesn't show much.
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Coldstream24
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Reply #5240 - Posted
2017-02-02 00:32:33 » |
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Nice cue, btw.
I don't follow haha, but it's probably my brain not working again.
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philfrei
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Reply #5241 - Posted
2017-02-02 01:17:59 » |
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Nice cue, btw.
I don't follow haha, but it's probably my brain not working again. Maybe I should have said "nice song" since that is what you called your new musical piece. I tend to think of songs as having singing. I just meant "by the way" for the btw.
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SkyAphid
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Reply #5243 - Posted
2017-02-02 13:21:04 » |
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 This is what I've been up to. Getting the poses right is pretty difficult because the robot isn't entirely anatomically human. That said, it's super satisfying to animate what's intended to be a 300 foot tall, 1500 ton robot to perform boxing moves.
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it just werks
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Opiop
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Reply #5244 - Posted
2017-02-02 14:43:56 » |
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Yes sir! I'm in a band (As Time Fades). I enjoyed your track by the way, this is the kind of music I love programming to at work. It's so dreamy/floaty. I like it!
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FabulousFellini
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Reply #5246 - Posted
2017-02-02 19:51:28 » |
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I started learning LibGDX. Please bare with me while I ask dumb questions that are obvious to everyone here except me 
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Archive
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Reply #5247 - Posted
2017-02-03 07:16:49 » |
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Rendered this using circles at the vertices instead of filling the polygons. Has a cool aesthetic pleasure but is slower to render than just filling the polygons. 
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philfrei
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Reply #5248 - Posted
2017-02-03 07:46:37 » |
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Turned 60. 
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matt_p
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Reply #5249 - Posted
2017-02-03 08:29:32 » |
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@philfrei Congratulations! Achievement unlocked!
@topic Released new bugs - as always... If I deploy a new version of my project to my page, I find some serious bugs already on the next try and than I have to release an a-Version(or sometimes b and c :O ) - well, maybe I should do better tests...
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