J0
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Reply #3210 - Posted
2015-11-11 14:38:10 » |
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Here I am, stuck being a 13-year-old  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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theagentd
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Reply #3211 - Posted
2015-11-11 15:26:58 » |
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@basil_ Protip: use GL_R11F_G11F_B10F as texture format for bloom. The precision is almost the same, you just lose the sign bit and a small amount of precision while halving the bandwidth cost and memory usage. GL_RGB16F is padded to GL_RGBA16F, i.e. 64 bits while GL_R11F_G11F_B10F is 32 bits.
EDIT: I see no horizontal streak in the video you posted. I'm also not entirely sure how the "ring" works from the video...
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Myomyomyo.
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basil_
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Reply #3212 - Posted
2015-11-11 15:47:13 » |
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aah right. thanks for the hint. will try that format. the horizontal streaks look almost like the bloom itself, but it's there. it is a bit overkill anyway. the ring is defined at line 75. mostly from scaling the offset to center by the offsets length squared. none of it is any near to "physically correct", just "looks good to me"  .. i mean, for some reason i doubled the distance-to-center - adding that to the mirrored coords should just land at the origin anyway. i dont get it.
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Games published by our own members! Check 'em out!
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basil_
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Reply #3213 - Posted
2015-11-11 17:35:49 » |
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interesting. as you suggested, using seems to be a good idea. saves about 0.5 - 1.0 ms frametime on a texture heavy scene (NV GTX 970). tho' the banding is too noticeable. even worse than 8 bit  . here's a example boosted by 200% : 8 bit  16 bit packed  16 bit  32 bit  *edit* but it's good enough for the bloom mask and flare output. thanks D 
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orange451
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Reply #3214 - Posted
2015-11-12 03:08:07 » |
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Artist finished the soldier model for our Army Men game  I finished rigging it about an hour ago. (Color wont be quite as green in game)[EDIT] Running animation... it's... a start? Still lots of work to go.
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KudoDEV
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Reply #3215 - Posted
2015-11-12 15:00:31 » |
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Some work on constraints: (Ignore shadow issues, for now)
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Icecore
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Reply #3216 - Posted
2015-11-12 15:34:23 » |
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I try This:  and that was not best idea ^^ so many colors - and this lines XD leave it as it be before - in any case it's not visual clicker p.s and this lines eating brain XD (go deeppppp in it) hm it can be usable in some cases...
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Last known State: Reassembled in Cyberspace End Transmission.... .. . Journey began Now)
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NegativeZero
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Reply #3217 - Posted
2015-11-12 23:14:49 » |
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So for the last couple of weeks I've been working on a project based around the idea of "Impossible Spaces". I've made a video showing off the first type of impossible space here: http://www.youtube.com/v/ciLv2gGRb10?version=3&hl=en_US&start=Due to my poor texture choice, its kinda hard to see in the video, however the idea is that the wall you see when you look through the pillars at the beginning is the same wall as the one you see when you're not looking through the pillars, so when you're looking through the pillars, the space between the camera and the wall is lesser than it otherwise would be. EDIT: I also turned 18 today. EDIT2: Riven baked me a birthday cake. 
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Longarmx
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Reply #3218 - Posted
2015-11-12 23:49:47 » |
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I love the idea of non-Euclidian spaces! Antichamber is one of my favorite games for that reason. The technical aspect of implementing that is what intrigues me the most. Is there a specific resource that really fit what you were trying to do?
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NegativeZero
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Reply #3219 - Posted
2015-11-13 02:01:46 » |
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Longarmx, I achieved this specific effect through the use of 'portals'. Consider the following the screenshot:  From above, it has the following layout: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
| 1111111111111 1...........1 1...........1 1...........1 1...........1 1....111....1 1....1.0..C.1 1....101....1 1...........1 1...........1 1...........1 1.....2.....1 1...........1 1111111111111 |
Where represents a wall, represents the blue cube, is the camera and represents a portal. So even though there is only one blue cube on the map, it would appear as though there are two. The interesting thing is here is that I could walk between the two pillars, go through the portal and despite only walking a straight line, I'd have rotated 90°. EDIT: LiquidNitrogen suggested a version with moving cubes. Thus, here is the gfy
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Games published by our own members! Check 'em out!
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J0
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Reply #3220 - Posted
2015-11-13 17:18:52 » |
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Made a cool 2D particle setup for my game, been playing with loads of particles ever since... (and occasionally destroying my computer by rendering a little too much haha) I EFFING LOVE PARTICLES  J0
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DarkCart
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Reply #3221 - Posted
2015-11-14 03:03:07 » |
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The Internet in a nutshell: 
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The darkest of carts.
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BurntPizza
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Reply #3222 - Posted
2015-11-14 03:06:03 » |
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Posts Link But that's sonic...
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DarkCart
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Reply #3223 - Posted
2015-11-14 03:07:17 » |
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Posts Link But that's sonic... * Disbelieving Sonic
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The darkest of carts.
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Jacob Pickens
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Reply #3224 - Posted
2015-11-14 03:07:52 » |
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This looks like one of those sexy raycasting false 3D engines. Is that what it is?
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NegativeZero
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Reply #3225 - Posted
2015-11-14 03:10:42 » |
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This looks like one of those sexy raycasting false 3D engines. Is that what it is?
No. Over 90% of the text in your attempted post consisted of quotes. Please either remove (nested) quotes or write something interesting.
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Icecore
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Reply #3226 - Posted
2015-11-14 10:44:19 » |
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I achieved this specific effect through the use of 'portals'.
Long - long time Ago ^^ http://www.youtube.com/watch?v=HIDlDPnDXksPseudo Portals - i use Plane portal image (not full render with perspective like in Portal game) (Create camera and render to texture) up: Do you use shaders? i can't achieve properly projection  . (hm, maybe i can use rotated camera with filled Z buffer)
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Last known State: Reassembled in Cyberspace End Transmission.... .. . Journey began Now)
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ags1
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Reply #3227 - Posted
2015-11-14 23:27:14 » |
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I started adding Hunters and Beggars to Vangard.
I finished the save-game functionality to the "good enough" level - I can save a record of the game in readable form at any point in the game so I can debug more easily but I have made no attempt to load the game from the file - that would just be a waste of time at this early stage.
Save files are not compressed yet and are 75MB big! With compression they go down to a nicer 5.8MB.
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theagentd
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Reply #3228 - Posted
2015-11-15 02:53:32 » |
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I beat Dungeon Crawl: Stone Soup for the first time................... after something like 3 years and hundreds of characters.
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Myomyomyo.
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chrislo27
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Reply #3229 - Posted
2015-11-15 03:52:39 » |
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This is the third project in a row to lose inspiration in. I keep doing this because I have no real goal to achieve. I wish I could find a better project to have fun on. All I got done was some backend collision and rendering. I also decided to (finally) animate a robot I used as my main player sprite ever since I started with LibGDX just over a year ago. gif
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Jacob Pickens
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Reply #3230 - Posted
2015-11-15 17:36:47 » |
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This is the third project in a row to lose inspiration in. I keep doing this because I have no real goal to achieve. I wish I could find a better project to have fun on. All I got done was some backend collision and rendering. I also decided to (finally) animate a robot I used as my main player sprite ever since I started with LibGDX just over a year ago. gifI shamefully suffer the same situation quite frequently. It's all in the planning, and goals from what I have found. If you keep the game planned out ahead of time, you might be able to stick with it for a month before you need to look outward for someone to egg you on.
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mooman219
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Reply #3231 - Posted
2015-11-15 17:42:01 » |
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Managed to get openJDK to build on windows 10 and removed array bounds checks from generating to see what'll happen. There's a lot of LUT math going on server side and if I can end up with a annotation to skip bounds checks on specific arrays that can't otherwise be eliminated then I'll be pretty happy.
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Slyth2727
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Reply #3232 - Posted
2015-11-15 19:31:30 » |
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Programmed some boids in Python because I haven't messed with it in a while. Now I remember why.
I also just got back from talking with the IT director at Duke University, it was really neat. We talked about what courses there were and stuff, and I got the feeling I was pretty well off in terms of my knowledge compared to other applicants. Hopefully this'll help me in my interview when I apply!
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Archive
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Reply #3233 - Posted
2015-11-15 19:53:55 » |
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Roquen
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Reply #3234 - Posted
2015-11-15 19:58:55 » |
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Managed to get openJDK to build on windows 10 and removed array bounds checks from generating to see what'll happen. There's a lot of LUT math going on server side and if I can end up with a annotation to skip bounds checks on specific arrays that can't otherwise be eliminated then I'll be pretty happy.
I hope you checked the asm. Bounds checking removal works pretty well.
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micecd
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Reply #3235 - Posted
2015-11-17 17:44:45 » |
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 Got my random room generator finished. Paths all connect to eachother. It can be expanded infinitely in all directions with no errors. The dimensions of the rectangles are determined by taking a chunk of the world, and splitting it up with a binary space partition with randomized widths and heights. I am using 5 different factors of width/height size. I pick a minimum size, then force the splitting of rectangles in the BSP to make child rectangles using those factors. Then I path the rectangles, add them into a world, and put the walls in. The walls are so complex, took me 2 days just to set up the walls or something. Anyway, that's about it  here's some code: 1 2 3 4 5 6 7 8 9 10 11
| int size = 4; public Set<Rectangle> Split(int minWidth, int minHeight){ int[] sizes = { (minWidth/15)*4, (minWidth/15)*8, (minWidth/18)*6, (minWidth/18)*12, (minWidth/15)*12, }; |
Whole method: http://pastebin.com/AwuUcYuW
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ShadedVertex
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Reply #3236 - Posted
2015-11-18 14:24:14 » |
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You know what scares me most when I read through the innumerable posts in this thread? The overwhelming knowledge of rendering algorithms, GLSL and basically computers graphics programming in general that most people here possess. I feel like a 13-year-old ant (which is ancient for an insect).
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princec
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Reply #3237 - Posted
2015-11-18 15:00:39 » |
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Ignorance is bliss  Today I managed to finally get the actual finished world atlas data for my extraordinarily long-in-the-development game Battledroid onto the screen, in 3D, for the first time. The world atlas is a fiddly thing to create, and is based on actual real data. I've got a water/land projection that shows what's water and what's not; a basic terrain projection, that I hand painted in GIMP with reference to a colourful and cloud-free globe and with a bit of knowledge about latitude and a little bit of creative license (so it's like, arctic, tundra, scrubland, temperate, forest, jungle, swamp, arid, or full desert); a map of the current (2013 anyway) population density of the whole globe; and a map of the average slope gradients for the whole globe less Antarctica for which I seem to be unable to get data. The gradient data is then applied to the terrain data to determine where the terrain is mountainous and impassable. The population data is combined with a generated cellular texture to produce a pattern of urbanisation. The normals and water map are turned into cubemaps for a geodesic sphere renderer coded by @theagentd. The combined map turned into a cubemap and from there is munged into a rectangular image that happens to match the geodesic sphere's memory layout. The globe has approx 1 million hexes (and 20 pentagons  ), of which about 2/3rds are water, and most of the rest is conquerable territory. So players will have about 300,000 territories to fight over. Here are the source textures:      Here's a view of the world, showing a heatmap of the value of resources at each hex:  And zoomed in a bit:  Just got to get it into the game UI now and make all the different data views (resource map, attack heat map, ownership map, etc) Cas 
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J0
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Reply #3238 - Posted
2015-11-18 15:36:50 » |
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The globe has approx 1 million hexes (and 20 pentagons)
Where are the pentagons then? 
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theagentd
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Reply #3239 - Posted
2015-11-18 16:25:10 » |
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There should only be 12 pentagons. 2 at the poles and 5 around each tropical line. =P
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Myomyomyo.
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