MatthewNicholls
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Reply #4890 - Posted
2016-10-20 22:02:18 » |
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To day I implemented normal mapping for my multi-textured terrain. Still have a lot of improving to do, but just happy to have something to show for it.  Edit: replaced picture after fixing the normal mapping fragment shader. Now the proper normal maps are applied to the right textures. Before they where all being mixed together.
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my blog My YouTube "...Muahahhah... pull the lever Egor!" ..."Yesh mashter"..click... click...click..buzzzzz".......Its Alive!
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Bearded Cow
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Reply #4892 - Posted
2016-10-22 21:23:20 » |
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Your collision handling is slightly wrong, for example when coming from the top of the blocks it will delete the block but won't bounce/rebound off at all it will just fall through.
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Games published by our own members! Check 'em out!
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J0
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Reply #4893 - Posted
2016-10-23 09:57:33 » |
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I know, I know... But, meh, good enough. 
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leSpace
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Reply #4894 - Posted
2016-10-23 10:02:14 » |
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Updated my algorithm a little bit , gives a nicer result with light regions getting larger on the darker colours.  with range being defined as plnp + p. It would be nice to make this faster , as lighting calculations don't need to be exact is there any decent and rapid approximation to ln p , of course p^2 ln p can be approximated but the only implementations I have found don't have much explanation. I might be a bit late, but precomputing (p ln p)² in the range needed should speed up the function, then another way of speeding up your function might be linear approximation, in fact after drawing your function f x(p)=(p ln p)² / (x² + (p ln p)² / p ), we can clearly see that after a set p , the function can be seen as a linear function. Example with f 100 from p = 17, f 100 looks pretty close to g(p)=p*1,0331625-7.819.
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Spasi
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Reply #4895 - Posted
2016-10-23 22:25:05 » |
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Finished a single week project, one day late. It parses the Vulkan XML registry and asciidoc documentation and generates the LWJGL 3 Vulkan bindings. It was painful (tons of details to cover, bugs in the registry, bugs in asciidoctor, etc), but I'm hoping it'll save a lot of time (and my sanity) in the future. The Vulkan javadoc is also now much more complete and consistent. Fun fact: The source code is 3 Kotlin files that compile to 105 Java classes.
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Archive
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Reply #4896 - Posted
2016-10-24 03:29:41 » |
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Added bitmatrix fonts! All of the characters in the sentence (the quick brown fox jumps over the lazy dog) are represented as a 64-bit long value and drawn to the screen by extracting the bits!  EDIT: Fixed the X 
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dime26
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Reply #4897 - Posted
2016-10-24 15:44:29 » |
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I have been playing with Box2D vehicles for a few hours and decided it would be neat to overlay some 3D buildings like GTA 1. I am using a 2D camera for the floor objects although there are only Box2D debug lines at the moment and then a Perspective camera for the 3D models. Need to find the correct way to translate 2D to 3D co ordinates, currently I worked out the differences by hand but must be a neater way to do this. http://imgur.com/gallery/fmTYV
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J0
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Reply #4898 - Posted
2016-10-24 16:08:12 » |
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Is it really necessary to use 3D in that case? I mean, as it is now, a simpler way (imo) would be to just draw 2D quads with edges that go towards the center of the frame to simulate perspective
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dime26
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Reply #4899 - Posted
2016-10-24 18:02:05 » |
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Is it really necessary to use 3D in that case? I mean, as it is now, a simpler way (imo) would be to just draw 2D quads with edges that go towards the center of the frame to simulate perspective
Always willing to try different approaches, will have a search but any links etc would be great thanks for the advice.
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Games published by our own members! Check 'em out!
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Jono
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Reply #4901 - Posted
2016-10-26 07:53:48 » |
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Started work on a logic engine for use in (my) games. I got the main design done and unification working. 1 2 3 4 5 6
| Parser p = new Parser(); Term f1 = p.parseTerm("foo(X,b)"); Term f2 = p.parseTerm("foo(a,Y)"); System.out.println(f1.unify(f2)); System.out.println(f1); System.out.println(f2); |
gives: true foo(a,b) foo(a,b) and Prolog-style lists: 1 2 3 4
| Term t1 = p.parseTerm("[Y,b,c]"); Term t2 = p.parseTerm("[a|[X|[c|[]]]]"); t1.unify(t2); System.out.println(t1); |
gives: [a|[b|[c]]] Next up are knowledge bases, rules and backtracking.
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Coldstream24
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Reply #4902 - Posted
2016-10-26 10:57:50 » |
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Long time, no post  I've been working on a really nice particle system. I started work yesterday, it's come far enough for my liking, although dancing around Java2D's limitations is a bit of a headache.  There's been a lot of work on my engine recently - mainly graphics tweaks but some cool features are coming. That and I bumped it up to version 0.3 - don't know why, but incrementing version numbers on a project like this feels pretty great. Feel free to like the engine's facebook page, too https://www.facebook.com/morningsideengine/
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J0
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Reply #4903 - Posted
2016-10-26 13:16:30 » |
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I've been working on a really nice particle system.  Post a gif, post a gif, post a gif, post a gif! 
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philfrei
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Reply #4904 - Posted
2016-10-27 04:37:24 » |
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I've been working on a really nice particle system. I started work yesterday, it's come far enough for my liking, although dancing around Java2D's limitations is a bit of a headache. A JavaFX particle system == fewer headaches? [EDIT: What you have posted so far looks cool. Writing a particle system is neat, no mean feat! Forgive me for being a bit of a JavaFX partisan. I switched over from Java2D/Swing in Feb. 2016, and am glad to have made the choice and only mean to encourage others to consider doing the same, not discourage them from doing cool things via their preferred libraries.]
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philfrei
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Reply #4905 - Posted
2016-10-27 23:02:03 » |
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Mostly doing practice questions, today, for a Java 7, Level I, Certification test tomorrow. I think I know the material pretty well, but 80 questions/3 hours is a long haul. My brain starts to get fried at about the 25-30 question point and I start blowing obvious gotchas and trick questions. I've been getting 80+ % scores on practice tests when I limit myself to 30-40 questions. Beyond that, the percentage starts to plummet.
[EDIT: passed with 85% score. I'll take it.]
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princec
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Reply #4906 - Posted
2016-10-28 10:01:09 » |
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You know, if anyone ever asked me to take a Java certification exam, at any level, I think I might roll up the test paper and shove it up their arse. Cas 
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Coldstream24
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Reply #4907 - Posted
2016-10-28 10:33:53 » |
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Sorry for the lack of a GIF - I was still in the process of tidying up the editor so I didn't want to show it in action while it was still a mess haha I've since redesigned the whole system, so it's good that I didn't go too far with the old one. This new system is based off modifiers - each modifier contains a set of variables, which can be manipulated through the editor (selecting a modifier from a list generates a view that allows you to do this). A variable has a name, and a type. It can be an integer, float, string, boolean or choice and is represented in the editor by a textbox, checkbox, or combo-box. The issue with the old table view was simply that by adding more features it was becoming increasingly hard to find what you needed to get to, and slowed down the workflow considerably. Now you're shown a list of current modifiers, and a list of available ones. Each of the views that are in the video are dynamically generated based on the variables that are in each modifier. To save from pointless memory allocation, controls are reused and saved in pools. I also added a modifier for sine/cosine wave motion, and one to spawn particles at a random location around a circle. Here's a video of me designing a particle effect with the renewed new particle system editor  I don't know why I'm getting frame rate drops like I was in the video. Java2D performance has suffered on macOS Sierra. I don't think it likes the additive blending - it isn't hardware supported because it's a custom AlphaComposite. My Windows 8 PC can comfortably handle heaps of particle systems. http://www.youtube.com/v/W9x9jWphq50?version=3&hl=en_US&start=
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philfrei
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Reply #4908 - Posted
2016-10-29 00:50:49 » |
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You know, if anyone ever asked me to take a Java certification exam, at any level, I think I might roll up the test paper and shove it up their arse. Cas  Cas, if I had your cred, I would too.
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orange451
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Reply #4909 - Posted
2016-10-29 21:31:57 » |
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I made a neat fake 3d renderer in Game Maker today: Then I found out apparently a bunch of people are also doing the same. AND someone already made a tool to convert voxel models into sprites. hah. No reason to continue on with this project 
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theagentd
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Reply #4910 - Posted
2016-10-30 03:40:31 » |
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Going to bed, quick dump of PN triangle tessellation:  
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Myomyomyo.
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basil_
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Reply #4911 - Posted
2016-10-30 12:12:04 » |
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FabulousFellini
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Reply #4913 - Posted
2016-11-01 22:44:30 » |
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I've spent the week really excited because the Cubs are in the World Series. It's a big deal here in Chicago (although probably nowhere else since so many of you don't live in the US and therefore probably do not give a sh*t about baseball). @Opiop don't you live in Cleveland? Is it as crazy as it is here? Also I'm still waiting for your band to come to Chicago! if you guys come i'll be there.
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Archive
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Reply #4914 - Posted
2016-11-02 04:08:22 » |
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Today I learned that this is a valid thing in java lmfao
(!!!!!!!!!!!!aabb_plane_test(node.min, node.max, player.frustum[0]))
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SkyAphid
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Reply #4915 - Posted
2016-11-02 05:07:10 » |
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 We've finally got everything we need to make the first Robot Farm trailer. I've also finally mastered all of the blender tools I'll need to make everything we need in the future for We Shall Wake.
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it just werks
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Longor1996
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Reply #4917 - Posted
2016-11-03 23:15:42 » |
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Working derping with blender again, this time with a HDR Sky and better PBR Shaders.  The HDR Sky makes a big difference!
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The cake is probably a lie... but it's a delicious lie!
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J0
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Reply #4918 - Posted
2016-11-04 09:27:33 » |
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Not today, but yesterday I tried to write my first implementation of A*. It works... kinda. For some reason when the start and the goal are distant and there are a lot of walls in-between, it either finds a suboptimal path, or it crashes... Some debugging in perspective for today. J0 
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Shatterhand
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Reply #4919 - Posted
2016-11-04 09:55:46 » |
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Working derping with blender again, this time with a HDR Sky and better PBR Shaders. Nice render! I wish I was as good as you in Blender Cycles too! (But one thing I share with you are these nasty little fireflies everywhere in cycles  )
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Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
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