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  What I did today  (Read 3625404 times)
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Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #660 - Posted 2014-10-02 12:47:03 »

Yeah, beautifully detailed and expressive. I love it.

Offline kpars
« Reply #661 - Posted 2014-10-02 17:16:13 »

That typography hurts though.

- Jev
Offline JayManHall
« Reply #662 - Posted 2014-10-03 00:19:39 »

Began working on my first Game Engine

With great code comes even greater disorganization.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Catharsis

JGO Ninja


Medals: 76
Projects: 1
Exp: 21 years


TyphonRT rocks!


« Reply #663 - Posted 2014-10-03 00:24:07 »

Meh... All day today I was getting Amazon Payments still just partially setup for an imminent Kickstarter launch of the TyphonRT video suite of apps for Android. Got to say that I've really enjoyed working with Square 1 bank though as they have been really helpful. Got the studio room completely cleaned up last night just in time for a video crew to pop by though more filming this weekend and more paper work tomorrow (t-minus 7 days to launch; we'll see). Hah, got a UPS mailbox (street address) today, so we'll see if that satisfies the Google Play change for showing all developer addresses. Anyway.. Here is a pict from the humble beginnings in what was originally a wagon repair shop built in the 1920's to what the studio looks like with some extra lighting from the film crew and my take on the future almost 100 years from when it was built.


Check out the TyphonRT Video Suite:
http://www.typhonvideo.com/

Founder & Principal Architect; TyphonRT, Inc.
http://www.typhonrt.org/
http://www.egrsoftware.com/
https://plus.google.com/u/0/+MichaelLeahy/
Offline theagentd
« Reply #664 - Posted 2014-10-03 02:15:11 »

Added support for noise-based moss decals on the terrain. It's based on precomputed 128x128x128 3D noise texture with a (precomputed) 5x5 gaussian blur applied to it. I opted to use a 3D texture since I could take advantage of texture filtering. Shader-based noise had really bad performance and/or quality, and also suffered from heavy aliasing when looked at from far away or at an oblique angle. A 3D texture with mipmaps and anisotropic filtering produces perfect quality.


Myomyomyo.
Offline tinfoilboy
« Reply #665 - Posted 2014-10-03 02:29:49 »

<snipped>

holy hell, that looks really good!

Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #666 - Posted 2014-10-03 10:25:19 »

i've learned that systems with massive stars are more stable.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #667 - Posted 2014-10-03 11:15:06 »

@theagentd: assuming that a regular texture look-up is happening close to the noise look-up, you might want to try a non-lookup method.
Offline theagentd
« Reply #668 - Posted 2014-10-03 13:05:31 »

@theagentd: assuming that a regular texture look-up is happening close to the noise look-up, you might want to try a non-lookup method.
I'm not sure what you mean. I tried calculating the noise valuein the shader, but this tripled the instruction count and had extremely bad aliasing when downsampled.

Myomyomyo.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #669 - Posted 2014-10-03 13:51:52 »

That if you have a dependent texture read too closely followed by the next texture read it can be significantly slower.  Weird about the aliasing...I'd expect that to be more likely with the LUT.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline theagentd
« Reply #670 - Posted 2014-10-03 16:07:45 »

That if you have a dependent texture read too closely followed by the next texture read it can be significantly slower.  Weird about the aliasing...I'd expect that to be more likely with the LUT.

Dependent texture reads are hardly that costly, and that's not what's going on here. I basically do this:

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float noise = ...;

//do some processing on the noise

vec3 diffuseColor = mix(originalTexture, mossTexture, noise);
//same for 3 more textures

The noise texture is only used to determine if the surface should have moss mixed in. The noise value is not used as texture coordinates for the moss texture, so there's no dependency there. Actually, I did add a dependency in a way to increase performance. Basically, I only sample the moss textures if noise > 0, which significantly increases performance when large continuous areas of the screen have no moss.

Myomyomyo.
Offline MatthewNicholls
« Reply #671 - Posted 2014-10-03 23:25:17 »

Now my collada loader supports multiple materials Grin (phong so far) in the same mesh.  My engine can render just the diffuse textures. Still ironing out the bugs Emo with the skinning some models animate fine while others are a bit odd Cranky.

I've found that if I get stuck one part, if I switch to another bit of the engine and work on that and then go back to the other part again I make more progress.

Making the loader for myself is a lot easier than trying to design a stand alone library that could be used in anyones project, so I might need some help with that if other people wanted to use it. I'm not planing on supporting every part of the specification as I don't need it, but may be others could complete it. Or just use it to make their own.

my blog My YouTube

"...Muahahhah... pull the lever Egor!" ..."Yesh mashter"..click... click...click..buzzzzz".......Its Alive!
Offline pitbuller
« Reply #672 - Posted 2014-10-04 10:21:09 »

That if you have a dependent texture read too closely followed by the next texture read it can be significantly slower.  Weird about the aliasing...I'd expect that to be more likely with the LUT.

Modern gpu's can hide that latency quite well if you don't have too much register pressure.
Good presetantation http://bartwronski.files.wordpress.com/2014/03/ac4_gdc_notes.pdf from 64pages
Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #673 - Posted 2014-10-04 10:35:47 »

I finally commented all the code I wrote for a programming competition I participated in last weekend.

https://www.github.com/ra4king/IronC0d3r

Offline Roquen

JGO Kernel


Medals: 518



« Reply #674 - Posted 2014-10-04 10:42:42 »

That if you have a dependent texture read too closely followed by the next texture read it can be significantly slower.  Weird about the aliasing...I'd expect that to be more likely with the LUT.

Modern gpu's can hide that latency quite well if you don't have too much register pressure.
Good presetantation http://bartwronski.files.wordpress.com/2014/03/ac4_gdc_notes.pdf from 64pages
Yes, but there needs to be work to done to be able to hide latency.
Offline pitbuller
« Reply #675 - Posted 2014-10-04 13:17:55 »

That if you have a dependent texture read too closely followed by the next texture read it can be significantly slower.  Weird about the aliasing...I'd expect that to be more likely with the LUT.

Modern gpu's can hide that latency quite well if you don't have too much register pressure.
Good presetantation http://bartwronski.files.wordpress.com/2014/03/ac4_gdc_notes.pdf from 64pages
Yes, but there needs to be work to done to be able to hide latency.

But that work does not have to happen in current pixel. Gpu just swap to next wavefront.


Extremely good reading even thought couple year old.
http://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/


But in every case 128^3 * 1.333(full mip chain) * 1-4byte is just 2-8Mb of data. This is small texture and one lookup per pixel from that is extremely cheap. Added bonus is that volume texture can be prefiltered to avoid aliasing. It's get expensive and hard pretty quick to antialias general procedural signal.

Offline Roquen

JGO Kernel


Medals: 518



« Reply #676 - Posted 2014-10-04 13:37:27 »

I want to think I posted a link to that series.  That's a reasonable blog to subscribe to BTW.  Note that my original post said: try.  It all depends on dependency chains. 
Offline theagentd
« Reply #677 - Posted 2014-10-04 14:09:36 »

But in every case 128^3 * 1.333(full mip chain) * 1-4byte is just 2-8Mb of data. This is small texture and one lookup per pixel from that is extremely cheap. Added bonus is that volume texture can be prefiltered to avoid aliasing. It's get expensive and hard pretty quick to antialias general procedural signal.
This. The texture is both small (1 byte per texel for a total of 2.6666MBs) and has extremely good cache locality thanks to mipmaps. I intended to use compression as well to halve the memory usage, but it turns out it's not supported for 3D textures.

Note that my original post said: try.  It all depends on dependency chains. 
This isn't true either. Texture sample dependencies are hardly a bottleneck at all in modern GPUs. They're almost never too costly to be a good reason to work around having them, and you won't ever get very deep texture dependencies in the first place. Latency hiding works really well.

Let's assume that texture sample dependencies were slow. Usually shaders get compiled to something like this:

1. sample all textures
2. wait for all texture samples to arrive
3. execute shader

The point of latency hiding is (as you know) to allow the shader to queue up multiple texture sample requests and execute other invocations of the shader during 2. A shader with a texture dependency simply introduces another sample-wait-execute combo:

1. sample all independent textures
2. wait for texture samples to arrive
3. execute shader as far as we can
4. sample all dependent textures
5. wait for texture samples to arrive
6. execute the rest of the shader

It's easy to see that if latency hiding wasn't there, the shader would become half as fast since the two waits would completely bottleneck the shader, but this doesn't happen at all. For example, I used dependent texture reads in my single-quad tile renderer, which had a tile ID texture which was used to sample the tilemap texture. Performance wasn't noticeably lower than simply rendering a simple textured fullscreen quad.


Myomyomyo.
Offline kingroka123
« Reply #678 - Posted 2014-10-04 16:37:49 »

Did some reworking on my Blog ---> http://astrofirm.tumblr.com/
Offline Catharsis

JGO Ninja


Medals: 76
Projects: 1
Exp: 21 years


TyphonRT rocks!


« Reply #679 - Posted 2014-10-04 19:58:21 »

So I recorded this teaser video a couple of weeks ago with my video engine / capture app that I'm doing the Kickstarter for starting next week.. It's a sneak peak I suppose of what it can do and I'd be glad to hear some input from folks here. The video capture / effects composition app is running on the Nexus 5 and all effects are burned in while recording presently (next version will allow effects on playback). The Nexus 5 / Adreno 330 was the first mobile GPU that allowed a really deep post processing pipeline (previous FBO restrictions reduced significantly). What you don't see in the video is the GUI to control all of the effects pipeline in real time while recording. IE the color changes and other tweaks in the video.

One of the fun things about San Francisco are the street fairs and once a year when I open my door there are lots of people outside. The Folsom Street Fair is... I'll go with interesting and I suppose quirky. I made my way to the main stage and caught Monarchy's set which was pretty good. Here it is...

<a href="http://www.youtube.com/v/23U6NYgQniM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/23U6NYgQniM?version=3&amp;hl=en_US&amp;start=</a>

Check out the TyphonRT Video Suite:
http://www.typhonvideo.com/

Founder & Principal Architect; TyphonRT, Inc.
http://www.typhonrt.org/
http://www.egrsoftware.com/
https://plus.google.com/u/0/+MichaelLeahy/
Offline kpars
« Reply #680 - Posted 2014-10-04 20:39:39 »

Did some reworking on my Blog ---> http://astrofirm.tumblr.com/

I recently started a tumblr, actually.

Made a custom theme for it, pretty happy with the results.
Now I just need to learn how to use the damn site.

- Jev
Offline kingroka123
« Reply #681 - Posted 2014-10-04 21:20:05 »

Wow a whole custom theme! All I did was edit a few elements in the custom CSS section for the Optica theme. That being said, that little magnifying glass in the google chrome console has proven its worth.
Offline CopyableCougar4
« Reply #682 - Posted 2014-10-04 23:57:40 »

I decided I wanted my own custom font. So far I only have capitol letters.


Thoughts?

CopyableCougar4

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

Github: http://github.com/CopyableCougar4
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #683 - Posted 2014-10-05 01:29:35 »



Click to Play


Made place-holder graphics for my new arcade-style shooter.

EDIT:
I'm also looking for some cool 80s themed non-commercial use techno.

Offline JayManHall
« Reply #684 - Posted 2014-10-05 01:33:30 »



Click to Play


Made place-holder graphics for my new arcade-style shooter.

EDIT:
I'm also looking for some cool 80s themed non-commercial use techno. Preferably like Daft Punk's "Ouveture"

Nice Title, what are you coding it in?

With great code comes even greater disorganization.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #685 - Posted 2014-10-05 01:35:54 »

Nice Title, what are you coding it in?

Java -> My Helper Library -> LWJGL

I may be using paulscode' sound system for OGG decoding.

Offline JayManHall
« Reply #686 - Posted 2014-10-05 01:37:14 »

Java -> My Helper Library -> LWJGL

I may be using paulscode' sound system for OGG decoding.

So you reinvented the wheel lol.

With great code comes even greater disorganization.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #687 - Posted 2014-10-05 01:39:46 »

So you reinvented the wheel lol.

This is different, I made the helper library because I needed a strict OpenGL 2.0 wrapper, so it could be as compatible as possible.

Offline kevglass

« JGO Spiffy Duke »


Medals: 319
Projects: 25
Exp: 22 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #688 - Posted 2014-10-05 11:55:08 »

Finally I can pick up batteries to power my weapons!



Cheers,

Kev

Offline theagentd
« Reply #689 - Posted 2014-10-05 17:00:13 »

Did a lot of things today and yesterday!


It's funny how no-one (not even me) saw that the lighting on the moss in my previous post was completely off. It turns out the normal map conversion was both wrong, and that it didn't get correctly written to file. I finally identified a number of critical bugs in our texture conversion code which converts textures to precompressed streamable textures and fixed them.

Due to massive restructuring of the engine, I hadn't bothered to reimplement some of the less used features. This includes something called SSAO, Screen-Space Ambient Occlusion. Since we want We Shall Wake to look really dark to gain the proper atmosphere and really make the lighting engine shine (pun intended), we have so low ambient lighting that it's a rather pointless feature, but it turns out that even at low ambient lighting it can really improve and add variation and detail to less interesting geometry, like moss. Something that really bothered me about the new moss was that it was really hard to see the shape of stuff covered in it. It all just blended together to one big green mess. This is the case where SSAO really shines. I'm just gonna let you guys judge for yourself, but I think it looks f*cking amazing.

Without SSAO:


With SSAO:


I even managed to get the SSAO cost down to under 1ms for 1080p
Quote
                SSAORenderer2 : 0.844ms
                    Downsample buffers : 0.189ms
                    Clear buffers : 0.035ms
                    Render SSAO : 0.31ms
                    Blur : 0.305ms
I can tweak the quality of the SSAO easily to drop the performance cost to under 1/4th of that. This is the high-quality setting.

Myomyomyo.
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