Congrats on 10-50k installs!
Congrats on 10-50k installs!
Since I can't use regular filtering when working with the texture array extension I had to find a way to handle texture lod on the GPU, the result is still not as good as mipmapping but I get a good performance boost, also I added normal mapping.
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Love the 100% useful clip-space coordinates texture.
Uhh but yeah, pretty. Good job.
RGBA16F position buffer for deferred rendering, sometime it can display a wrong matrix transformation so it's pretty useful![]()
Working on a cool music visualizer.
Just fixed a terrible bug in my project. and introduced a memory leak.. asdfdsfskfajsfskj;k';ls
It can support bigger maps now
I've thought about making a music game by combining image analysis techniques with an FFT of the audio. My music visualizer is just a FFT and it looks like it does a pretty good job of picking out the individual melodies of a song.
yes
Edited:
if you're not a web developer, then it makes sense i guess. if you are, it would be absolutely stupid not to. you lose control over virtually everything previously possible with a normal browser
Edited:
a song, or multiple songs?
i've seen some decent beat detection done, don't get me wrong, but try introducing something like classical music to a beat detection system that did its tests predominantly using hip hop or dubstep and doesn't factor in things like noise and loudness normalization
then you're screwed and have no data to work with, and beats or "jumps" amongst harmonic impulses are hard to decipher
It tool a while but I finally got it working with out crashing randomly(usually with no error message). Now time for space ships n shit.
This version finally works. I've been playing it for a while now; it's incredibly fun.
A small (or large, depending on how you look at it) bug, my phone fell asleep once and the screen got squished into the left side.
I still play this game often, it's a great little game to play while waiting for other things to happen.
FBO's ahoy
and a nice class to go with it
class RenderTarget { protected: GLuint fbo; GLuint depthBuff; GLuint texture; int width, height; Program *prog; public: RenderTarget(Program *p); ~RenderTarget(); bool Create(); bool Activate(); GLuint getTexture(); };
Ok so i decided to make a space game like everyone else:
I waited for Earth to get hit :(
Nothing interesting but made my first android app for shits and giggles.
https://play.google.com/store/apps/d...5wb2x5Z29ucyJd
Draws a set of polygons, smooths them out and then applies gravity to it... took about an hour. Going to try and make some mini game out of it.
All this talk of music visualisation lately made me work some more on mine.
I added in some controls, the beginnings of a song loader and visualisation parameters. But I used taglib and made it use some general parameters for specific genres of music depending on what the song being loaded is tagged with, so you can get decent visualisations with any genre as long as its been specified, or you can specify and save it yourself. Anything that doesn't have a genre just uses the default visual parameters.
Next up, song-specific visualisation values.
Thanks dude :) Be sure to get the final release when it's out in a week or two!
I'm aware of various bugs appearing when the phone locks or falls asleep. I'm looking into it.
Today I was looking at two papers about liquid surface simulation, but unfortunately they are a little hard to understand with my math knowledge. I haven't done Fourier transforms and infinite integrals yet. Does anyone know any way to start simple with these heavy math algorithms? I'd like to implement techniques and slowly work my way up into computational physics.
Just approach your teachers for stuff like this.
Might sound a smidge silly, but I've had things like this that I needed to ask my professors and I just conveyed what I was attempting to do so I could be presented with the appropriate concepts and equations and such.
Are you fucking serious
The instant Time Flies starts playing (shuffle) I see this video![]()
Heh.
3D Drawing in LuaCraft!
surface.SetDrawColor(255, 0, 0, 255) surface.DrawLine(pos + vec3, pos + vec4, 3) surface.SetDrawColor(0, 0, 255, 255) surface.DrawBoundingBox(pos + vec1, pos + vec2) surface.SetDrawColor(0, 255, 0, 255) surface.DrawSphere(pos + vec5, 0.5) surface.SetDrawColor(255, 255, 255, 255) surface.DrawCylinder(pos + vec6, 1, 0.5, 0.5, Angle(0, 90, -90)) surface.SetDrawColor(255, 0, 255, 255) surface.DrawCircle(pos + vec7, 0.5, 0, Angle(0, 90, -90))
are those like opengl calls directly, or from helper functions in minecraft's code?
Replaced the block selection, it now uses DDA so it's a lot more accurate, and I can tell which side is collided with. I also now render a sphere of chunks around the player, culled to the player's view - means it's actually infinite in all directions now :)
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Line / BoundingBox are direct calls, the rest is LWJGL Glu.
Spaaaaaaaaaaaaace!
hook.Add("render.calcview", "Spaaaaaaaace", function(tbl) tbl.Position = Vector(0, 0, 128) return tbl end)
Minecraft RTS anyone?
I actually always thought of developing a minecraft moba. Kind of a crazy idea, you have to take minecraft and strip it down to it's engine.
In other news, oreilly are having a 50% drm free ebook sale. So go check that out.
Just finshed a work for a German company. Some visual polishing and I'm done :)
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i don't understand this scheiße
Today, I'll be working on another mock-game realization. Following the award winning, world-renown success of Knight Game II, comes Adventure Ponies: The Video Game.
The process involves resource ripping, so the art assets will be the same as what you've seen in the video linked above.
It will most likely be another "joke" game, but we'll see. ETA: 24-48 hr completion.
"The downloading is done. Please close the window"
They're actually a lot simpler than they sound.
Infinite integrals, at least, are really simple to evaluate analytically in many cases. You just need to calculate the indefinite integral, as you normally would, and evaluate it for the bounds. You can use the limit as the parameters go to infinity to get the value 'at' infinity. And if you don't get a useful number at the limit, then you can't really evaluate the integral.
The frequency domain is a little more complex, but you get used to it.
Added a pause button in case you want to pause the simulation without resetting everything to its original position. Also added "Zero Gravity" checkbox.
Submitting to Apple and RIM today.
I'm trying to upgrade my geometry shader based cubic voxel engine to use transform feedback so I don't have to run the mesh extraction process every frame, but I have a question. I have setup VBOs for the output of the geometry shader, but how big do I make them? I read somewhere that OpenGL is supposed to be able to manage a dynamic VBO size since a geometry shader could output any number of primitives, but I see no way to tell OpenGL to make my VBOs dynamic and not fixed size. All the examples I could find on the internet use things like queries to find out how many primitives the geometry shader actually outputted, so that it was able to render a variable amount of primitives, but they used a static sized VBO to hold them all anyway (which is pointless imo). Since each chunk of my world could have anywhere between 0 and 32k triangles, I don't really want to assign the maximum size per VBO since it's a giant waste of memory (and somehow causes my program to crash anyway).
This sounds strange.
its like saying "The downloads is finished please close window."
"Der Download ist abgeschloßen. Sie können das Fenster nun schließen."
sounds much better.
That is totally retarded, how are ponies supposed to code, on a giant keyboard?
It could happen.