Java-Gaming.org Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (799)
Games in Android Showcase (237)
games submitted by our members
Games in WIP (865)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 75 76 [77] 78 79 ... 215
  ignore  |  Print  
  What I did today  (Read 3548322 times)
0 Members and 2 Guests are viewing this topic.
Offline ClaasJG

JGO Coder


Medals: 43



« Reply #2280 - Posted 2015-06-05 06:13:11 »

It should work, its not infinity except I made a mistake.
-ClaasJG

@EDIT I've run it and it works Wink

My english has to be tweaked. Please show me my mistakes.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #2281 - Posted 2015-06-05 07:40:55 »

So has anyone tried this game: TIS-100

My twitter is getting spammed with people talking about it.
Offline theagentd
« Reply #2282 - Posted 2015-06-05 19:05:57 »

Yay! JGO is working again!

Finally got rid of my "jitter compensation". The idea was a flawed one in the first place. When doing temporal supersampling, you jitter each frame a tiny bit so you get slightly different results. When you average together the current and previous frame, you get something very similar to 2x supersampling with good sample offsets ((+0.5, +0.5) and (-0.5, -0.5)). The thing is that this messes up the motion vectors of each pixel since it's calculated as the difference of (currentFramePosition - previousFramePosition). Although it's a tiny offset, it's enough to trigger a tiny amount of motion blur on each pixel, both reducing performance as the early exit of the shader won't work and fuzzing and aliasing edges in a flickering manner. In other words, I need to correct the motion vectors somehow. To do this, I was rendering the incorrect motion vectors and then fixing them in a fullscreen pass (it was batched into the shader that calculated motion vectors for the sky so it didn't affect performance at all), but this was inaccurate due to the 16-bit float precision of the texture holding the motion vectors. I finally got rid of the need to correct them by simply using the unjittered matrices of the current and previous frame when calculating the motion vectors. That's an additional 12 instructions in the vertex shader for each vertex, but I can't see a performance difference at all.

Also, I added a vignette effect to be used in WSW. It will be toggleable for people who hate it. =P

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

« JGO Spiffy Duke »


Medals: 1126
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #2283 - Posted 2015-06-05 19:25:30 »

So has anyone tried this game: TIS-100

My twitter is getting spammed with people talking about it.
Looks cool Smiley Made a couple of these sorts of games back in the 80s myself (running on an Atari ST 512, no less)

Cas Smiley

Offline theagentd
« Reply #2284 - Posted 2015-06-06 01:51:56 »

Tried to get depth of field working. Didn't go very well, but by carefully dodging all the artifacts I could take the following screenshot.




Looks good in this picture, but it's slow as hell and has a shitload of artifacts in a lot of common cases. I can't get the damn circle of confusion weighing working correctly, and even the depth weighing somehow messes up sometimes because (x-x != 0) for some reason. Too tired to focus (pun intended) so it's time to call it a night. Hopefully it'll all make sense tomorrow.



EDIT: God damn it. This is why I hate Sweden.

It's 4 in the morning.

Myomyomyo.
Offline pitbuller
« Reply #2285 - Posted 2015-06-06 07:34:31 »

Tried to get depth of field working. Didn't go very well, but by carefully dodging all the artifacts I could take the following screenshot.

Try this technique. It's lot simpler and there are tons of optimization opportunities.
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/

Bruteforcing it is too slow for gameplay scenes but usually you want to use crazy dof/bokeh only for non action parts anyway.(cut scenes etc)
Hardland is actually shipped with naive variation of this but its only used when player inspect something or chat with npc.
Offline theagentd
« Reply #2286 - Posted 2015-06-06 16:11:31 »

Tried to get depth of field working. Didn't go very well, but by carefully dodging all the artifacts I could take the following screenshot.

Try this technique. It's lot simpler and there are tons of optimization opportunities.
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/

Bruteforcing it is too slow for gameplay scenes but usually you want to use crazy dof/bokeh only for non action parts anyway.(cut scenes etc)
Hardland is actually shipped with naive variation of this but its only used when player inspect something or chat with npc.
Oh, god. I have a feeling that rendering 7 372 800 triangles (2 per pixel for 2560x1440) is going to be slow, and that's before considering the insane number of pixels they'll cover... You're right that it'll only be used for cutscenes though, but the cutscenes in WSW are quite fast and action-packed, so decent performance is required.

After looking at the code a bit, I realized that the background wasn't being reconstructed correctly. The problems I'm trying to solve for depth of field are very similar to those of motion blur, and simply porting many of the ideas from it allowed me to correct the background. So far this technique still has promise, so I'll stick with it for now. I might try out the point sprite based one out of pure curiosity though. The article you posted is very interesting.

Myomyomyo.
Offline theagentd
« Reply #2287 - Posted 2015-06-06 21:17:57 »

Yes! Managed to get the depth of field as good as physically possible when generating it from a sharp image.

The biggest problem with applying depth of field (and motion blur) on a sharp image is that you lack information that you need to accurately calculate it. Consider a small object being right in front of the camera while the focus is on a far-away object. In practice, the small object becomes blurred and transparent, but we don't know what's behind it. The best we can do is to try to reconstruct it by looking at the pixels nearby and see if any other have the right depth, but if they don't we're out of luck. There's no real way of correctly retrieving that information as that part was never rendered, lit, shaded etc. Luckily, the reconstruction can in most cases work well enough to give the illusion of correct DoF and motion blur.

Focus on character:


Focus on closest bright object to the left of the character:


Focus on one of the objects furthest away (kind of):


This scene has very simple colors, so luckily no visible reconstruction errors occur. I have yet to test it a bit more thoroughly, but it looks very promising.

Here's an image showing the reconstruction of the background when blurring a foreground object:


As you can see on the sharp left image, there's no background data for the pixels in the marked area, so the background pixels around it are used instead which luckily didn't give any problems at all.

Now, all that's left is the most fun part: Optimization! *____*

Myomyomyo.
Offline SauronWatchesYou

JGO Ninja


Medals: 33
Projects: 4
Exp: 2 years


Hi there! :)


« Reply #2288 - Posted 2015-06-06 22:04:33 »

Today I worked on some more Android based stuff, learning more about SQLite and SQL in general which I actually enjoyed.. I'm starting to love databases Pointing

Also covered some more C# which i'm loving as well. A great day!

Hey, you! Back to work
Offline wessles
« Reply #2289 - Posted 2015-06-06 22:50:14 »

Made a glitchy shader for RFLEX.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline MrMapcom

Junior Devvie


Medals: 4
Exp: 3 years



« Reply #2290 - Posted 2015-06-06 23:10:52 »

Looks awesome, I can even hear the "electronic collision" in my head.
Offline Abuse

JGO Ninja


Medals: 71


falling into the abyss of reality


« Reply #2291 - Posted 2015-06-07 00:02:45 »

Yes! Managed to get the depth of field as good as physically possible when generating it from a sharp image.

Looks technically very impressive, but depth of field....blergh.
Fine in a cutscene where you might want to guide the user's focus.
However in an interactive game it just doesn't make sense; the player's eyes are never fixed on a single focal point.

A huge misapplication of technology.
Offline theagentd
« Reply #2292 - Posted 2015-06-07 01:06:10 »

Yes! Managed to get the depth of field as good as physically possible when generating it from a sharp image.

Looks technically very impressive, but depth of field....blergh.
Fine in a cutscene where you might want to guide the user's focus.
However in an interactive game it just doesn't make sense; the player's eyes are never fixed on a single focal point.

A huge misapplication of technology.
The effect will only be enabled during cutscenes, don't worry. It's meant to give a cinematic effect to the cinematic parts.

EDIT:
One last update today. =P

I reduced the sample count to 32 samples per pixel. That really helped get performance to a reasonable level, but the noise is a bit annoying. I'll see if I can get rid of it by blurring the picture a bit extra or so. I also added an early exit for tiles that are 100% in focus, and a fast path for tiles where the circle of confusion is uniform. The fast path basically skips all the depth testing and just does a simple sum of all colors, so it's a lot faster. It kicks in for a large number of pixels, so it improves performance quite a bit. With 32 samples, the early exit and the fast path enabled, the shader only takes around 2ms at 1920x1080 on my GTX 770.


Red = full depth-aware foreground/background blending path
Green = fast color sum
Blue = in focus, early exit.

EDIT: At 64 samples the shader uses 130 registers... o__O

Myomyomyo.
Offline Ashedragon

JGO Coder


Medals: 27
Projects: 1
Exp: 4 years


The best person you could possibly be is yourself.


« Reply #2293 - Posted 2015-06-07 02:16:00 »

I reduced the sample count to 32 samples per pixel. That really helped get performance to a reasonable level, but the noise is a bit annoying. I'll see if I can get rid of it by blurring the picture a bit extra or so. I also added an early exit for tiles that are 100% in focus, and a fast path for tiles where the circle of confusion is uniform. The fast path basically skips all the depth testing and just does a simple sum of all colors, so it's a lot faster. It kicks in for a large number of pixels, so it improves performance quite a bit. With 32 samples, the early exit and the fast path enabled, the shader only takes around 2ms at 1920x1080 on my GTX 770.

What do you mean by "circle of confusion"?                                                                                                                                                                                                                                                                                                                                                           

boo
Offline theagentd
« Reply #2294 - Posted 2015-06-07 02:29:30 »

What do you mean by "circle of confusion"?
http://en.wikipedia.org/wiki/Circle_of_confusion

Myomyomyo.
Offline SauronWatchesYou

JGO Ninja


Medals: 33
Projects: 4
Exp: 2 years


Hi there! :)


« Reply #2295 - Posted 2015-06-08 00:08:52 »

Released my first game!, had some very yummy Chinese food and enjoyed the grand prix Smiley awesome day Cool

Hey, you! Back to work
Offline Opiop
« Reply #2296 - Posted 2015-06-08 02:47:55 »

Working on a new game! My father is going back to college for graphic design and said that as soon as he gets a better grip on computer animation/graphics he'll help me with my game assets! My uncle is also a programmer and interested in game development, so my father hinted at maybe a little coalition between us later Wink
Offline philfrei
« Reply #2297 - Posted 2015-06-08 05:28:07 »

Working on a new game! My father is going back to college for graphic design and said that as soon as he gets a better grip on computer animation/graphics he'll help me with my game assets! My uncle is also a programmer and interested in game development, so my father hinted at maybe a little coalition between us later Wink

That is pretty cool: a family that codes together! It is great when people help each other out.

Today I finished debugging the Java side of a redo of my audio library. All the functionality written to date still works, including the "audio event handling system", despite the audio mixing class broken into two, a "core" part that uses core Java, and a wrapper part that handles the javax.audio.sampled part. Tomorrow, I hope to start testing the library on Android, using an Android-specific wrapper for the output. A couple days ago I got an audio thread on Android reading and playing back a simple sine wave being played through my audio mixer for the first time. Now I can test stuff like the FM synthesis, effects like echos and flangers, and the somewhat primitive but working sequencer, all written in core Java.

music and music apps: http://adonax.com
Offline Opiop
« Reply #2298 - Posted 2015-06-08 12:10:43 »

My uncle actually is the one who convinced my boss to give me an interview. Technically my work didn't need anymore interns, but my uncle convinced them to take a look at me. I also inspired my uncle to get into games a couple years ago when I told him about all the projects I was doing. He hadn't ever touched a line of game code, I feel proud for being the instigator in this one!

And my father is definitely the one who opened up my love for the arts. I'm incredibly fortunate enough to have a family which took me out to plays and to see bands, to show me how to paint mini-figures (warhammer FTW), who helped find me a violin and drum set when I wanted to learn how to play music. If it weren't for my father and my artistic family, there's no way I would have gotten into programming, and consequently I would not have such a great job and a great life.

I'm kind of ranting now, but I left home a year and a half ago when I was 17 because of some major issues we had as a family. I've had a strange year and I miss my family. I want to tell them how much I appreciate them even though we didn't have the best relationship in my teenage years. Maybe its time to tell them.
Offline cylab

JGO Kernel


Medals: 195



« Reply #2299 - Posted 2015-06-08 13:13:36 »

Maybe its time to tell them.

Go for it!!!

Mathias - I Know What [you] Did Last Summer!
Offline SauronWatchesYou

JGO Ninja


Medals: 33
Projects: 4
Exp: 2 years


Hi there! :)


« Reply #2300 - Posted 2015-06-08 15:44:59 »

Today I forgot my ID for my doctors appointment Emo Waiting on my brother to cycle it to me - appointment in 15 minutes  persecutioncomplex Fml

Edit: I MADE IT


Hey, you! Back to work
Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #2301 - Posted 2015-06-08 20:06:47 »

So now there's a dancing banana in my program..

Click to Play


Yes, this is how low my life has sunk

The darkest of carts.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #2302 - Posted 2015-06-08 20:30:49 »

Add a couple more frames, it looks great.

Offline pitbuller
« Reply #2303 - Posted 2015-06-08 21:10:50 »

Yes! Managed to get the depth of field as good as physically possible when generating it from a sharp image.

Have you considered to combine motion blur and DOF. This way you could reuse most of the samples.
http://bartwronski.com/2014/12/09/designing-a-next-generation-post-effects-pipeline/
Offline princec

« JGO Spiffy Duke »


Medals: 1126
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #2304 - Posted 2015-06-08 21:39:10 »

Enraged the internet last night by daring to be worried about the effect of Steam's new refund policy on income, spent much of today pouring water on the flames. Ended up blocking over 10,000 Twitter accounts, and then finally making the @puppygames account protected. So, well done, internet.

Cas Smiley

Offline Mac70
« Reply #2305 - Posted 2015-06-08 22:05:46 »

To be honest, I don't like this refund policy as well... Refund should be possible only if user didn't even downloaded the game or cannot run it after downloading (in which case developer makes refund manually).

Buying game which is not in user taste is user, not developer fault. 2 hours is a lot.
Offline CopyableCougar4
« Reply #2306 - Posted 2015-06-08 22:05:55 »

finally making the @puppygames account protected. So, well done, internet.

Shame, I enjoy looking at the tweets of various indie developers.

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

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

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #2307 - Posted 2015-06-08 22:06:56 »

Enraged the internet last night by daring to be worried about the effect of Steam's new refund policy on income, spent much of today pouring water on the flames. Ended up blocking over 10,000 Twitter accounts, and then finally making the @puppygames account protected. So, well done, internet.

Cas Smiley

Yikes. And yet, you still end it with a smiley face Tongue

The darkest of carts.
Offline CopyableCougar4
« Reply #2308 - Posted 2015-06-08 22:07:17 »

To be honest, I don't like this refund policy as well... Refund should be possible only if user didn't even downloaded the game or cannot run it after downloading (in which case developer makes refund manually).

Buying game which is not in user taste is user, not developer fault. 2 hours is a lot.

To be fair, the idea of refunds is all over the economy, with many stores (at least in the US) offering 30day refunds. It's also better for the consumer to not spend money on something they won't use.

However, I do agree that it is unfortunate for the developers, and I wish that the policy required some sort of explanation on why they should get their money back.

Edit: fixed typos because apparently I can't type.

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

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

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #2309 - Posted 2015-06-08 22:07:56 »

Example Dialog: "I hate that games lighting!" "LET'S RETURN IT!"

The darkest of carts.
Pages: 1 ... 75 76 [77] 78 79 ... 215
  ignore  |  Print  
 
 

 
Riven (198 views)
2019-09-04 15:33:17

hadezbladez (4909 views)
2018-11-16 13:46:03

hadezbladez (1810 views)
2018-11-16 13:41:33

hadezbladez (5183 views)
2018-11-16 13:35:35

hadezbladez (1023 views)
2018-11-16 13:32:03

EgonOlsen (4387 views)
2018-06-10 19:43:48

EgonOlsen (5228 views)
2018-06-10 19:43:44

EgonOlsen (2971 views)
2018-06-10 19:43:20

DesertCoockie (3874 views)
2018-05-13 18:23:11

nelsongames (4305 views)
2018-04-24 18:15:36
Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!