1. Post #1841
    AyeGill's Avatar
    April 2011
    95 Posts
    Yeah it's a framebuffer + stencil thing.

    (This laptop really sucks for recording)
    Oh god what is happening.
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  2. Post #1842
    Follow me on github!
    benjojo's Avatar
    January 2009
    2,611 Posts
    Yeah it's a framebuffer + stencil thing.

    (This laptop really sucks for recording)
    This really does make my stomach feel uneasy
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  3. Post #1843
    Gold Member
    Darwin226's Avatar
    January 2009
    4,032 Posts
    Interesting
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  4. Post #1844
    Gold Member
    Socram's Avatar
    June 2006
    1,808 Posts
    Maurice, your work on portal projecting is really cool and all, but I'm having a hard time seeing how that could be used in a game effectively. Pretty much everyone is saying how disorienting and nauseating it is, and it doesn't read well at all to me.

    Or maybe you'll prove me wrong in like 5 posts and have something awesome I dunno.
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  5. Post #1845
    Gold Member
    Jalict's Avatar
    August 2007
    1,617 Posts
    Maurice, your work on portal projecting is really cool and all, but I'm having a hard time seeing how that could be used in a game effectively. Pretty much everyone is saying how disorienting and nauseating it is, and it doesn't read well at all to me.

    Or maybe you'll prove me wrong in like 5 posts and have something awesome I dunno.
    I think it's more like for learning experience. And then maybe he will find some use for it.
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  6. Post #1846
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    Maurice, your work on portal projecting is really cool and all, but I'm having a hard time seeing how that could be used in a game effectively. Pretty much everyone is saying how disorienting and nauseating it is, and it doesn't read well at all to me.

    Or maybe you'll prove me wrong in like 5 posts and have something awesome I dunno.
    Experimenting
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  7. Post #1847
    www.bff-hab.de
    Dennab
    August 2012
    1,526 Posts
    Nice 500.
    I wish
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  8. Post #1848
    ahdge's Avatar
    July 2007
    53 Posts
    Maurice, your work on portal projecting is really cool and all, but I'm having a hard time seeing how that could be used in a game effectively. Pretty much everyone is saying how disorienting and nauseating it is, and it doesn't read well at all to me.

    Or maybe you'll prove me wrong in like 5 posts and have something awesome I dunno.
    I would assume it's useful when the opposite end of a portal is off screen. Infinite loops are almost always disorienting and nauseating.
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  9. Post #1849
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,789 Posts
    Experimenting
    Yeah, that's what I said too back in high school when I sucked that guy's d... dorito chip.
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  10. Post #1850
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Yeah, that's what I said too back in high school when I sucked that guy's d... dorito chip.
    I'm not sure how odd it is but when scrolling through this happened: (I swear I didn't frame this)

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  11. Post #1851
    Gold Member
    Treybuchet's Avatar
    May 2009
    2,496 Posts
    Heh, just spent a few hours trying to see / get a workable google voice api for python but there's nothing. pygooglevoice is broken, because they've changed how they handle authentification, and they still haven't released an official API for it.
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  12. Post #1852
    Lightmaps.
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  13. Post #1853
    Richy19's Avatar
    May 2010
    5,368 Posts
    Does anyone know of any documentaries of videos similar to the Coding with notch one?
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  14. Post #1854
    shrek yourself before you shrek yourself
    Duskling's Avatar
    March 2012
    756 Posts
    Does anyone know of any documentaries of videos similar to the Coding with notch one?
    I too would like to know. I like that video.
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  15. Post #1855

    October 2010
    182 Posts
    I too would like to know. I like that video.
    The comments of the video gave me cancer
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  16. Post #1856
    calzoneman's Avatar
    February 2008
    460 Posts
    The comments of the video gave me cancer
    YouTube comments are the bottom of the barrel. It's best to just ignore them.
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  17. Post #1857
    holocene's Avatar
    October 2012
    78 Posts
    Does anyone know of any documentaries of videos similar to the Coding with notch one?
    This is a beautiful video - the closest thing I know would be software development screencasts. Destroy All Software is great.
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  18. Post #1858
    Richy19's Avatar
    May 2010
    5,368 Posts
    This is a beautiful video - the closest thing I know would be software development screencasts. Destroy All Software is great.
    Do you know if they have any screencasts on game dev?
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  19. Post #1859
    holocene's Avatar
    October 2012
    78 Posts
    Do you know if they have any screencasts on game dev?
    Nope, DAS doesn't. I'd be interested in finding some game dev ones as well.
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  20. Post #1860

    February 2009
    36 Posts
    If you only watch one DAS talk, and aren't that fussed about actual high level content, Wat is pretty good.
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  21. Post #1861
    Gold Member
    Fetret's Avatar
    December 2006
    1,254 Posts
    Am I a bit late for the whole grid thing?




    By the way how do you guys make/post all those high quality and smooth gifs? Which recorders and image hosts are you using? I had to sacrifice a lot of quality to get this to work.
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  22. Post #1862
    holocene's Avatar
    October 2012
    78 Posts
    Am I a bit late for the whole grid thing?

    gif

    By the way how do you guys make/post all those high quality and smooth gifs? Which recorders and image hosts are you using? I had to sacrifice a lot of quality to get this to work.
    They're not gifs, they're WebM videos in vid tags :)
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  23. Post #1863
    Rayboy1995's Avatar
    August 2011
    426 Posts
    I noticed I have 99 posts, I wanted my 100th one to be in the WAYWO thread because you guys are awesome and I love all of you. <3

    I haven't been posting much here though sadly, been busy with school and whatnot, but I do enjoy seeing what everyone is up too.
    Keep up the good work everyone.
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  24. Post #1864
    ben1066's Avatar
    August 2009
    960 Posts
    Tried to add lightmaps, think I'll need a custom shader though since I can't find a way to render only a portion of a texture using BasicEffect.



    Also found an old screenshot of layla's engine...makes me hopeful


    lightmaps next!
    (Is there an easy way to quote locked threads btw, that was a pain)
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  25. Post #1865
    Richy19's Avatar
    May 2010
    5,368 Posts
    Also found an old screenshot of layla's engine...makes me hopeful
    He would kill you if he heard you use that word
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  26. Post #1866
    ben1066's Avatar
    August 2009
    960 Posts
    He would kill you if he heard you use that word
    What should I call it then? "layla's collection of technologies"?
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  27. Post #1867
    laylay's Avatar
    November 2007
    599 Posts
    Also found an old screenshot of layla's engine...makes me hopeful
    I'd love to work a bit more on it now that I can go really knee deep in the Source codebase. One thing I'd do first is mounting GCF files because it sucks to copy and paste loads of assets across.
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  28. Post #1868
    HeatPipe's Avatar
    October 2007
    1,574 Posts
    I am trying to get OpenGL 2.0 working on Android. Fucking hell, I tell you. And that fucking java shit, everything is different to C#.
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  29. Post #1869
    my portfolio
    Dennab
    April 2012
    1,392 Posts
    I am trying to get OpenGL 2.0 working on Android. Fucking hell, I tell you. And that fucking java shit, everything is different to C#.
    - Create a class that extends GLSurfaceView.
    - Activity.setContentView(new YourSurfaceView())
    - Create a class that extends GLSurfaceView.Renderer.
    - YourSurfaceView.setRenderer(new YourRenderer())
    - YourRenderer.OnDrawFrame <-- Use GLES20.glFunction and draw everything in there.

    What's so hard about that?
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  30. Post #1870
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts
    BUT HOW WILL I CODE WITHOUT MY PRECIOUS STACK OVERFLOW???

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  31. Post #1871
    Gold Member
    Electroholic's Avatar
    June 2011
    2,289 Posts
    I'm currently using exceptions in my project for the first time ever. Our Java assignments at school require exception handling so I realized they are actually quite useful, and now I fully understand how they work unlike before .
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  32. Post #1872
    Gold Member
    ZenX2's Avatar
    February 2009
    4,915 Posts
    I touched processing again

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  33. Post #1873
    DubsHelix's Avatar
    June 2012
    52 Posts
    I touched processing again

    I would love you if you gave me the source. I'm trying to learn Processing atm
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  34. Post #1874
    Gold Member
    ZenX2's Avatar
    February 2009
    4,915 Posts
    Code:
    float noiseScale=0.02;
    PVector[] points;
    void setup() {
      size(800, 600);
      background(0);
      loadPixels();
      points = new PVector[50];
      for (int i = 0; i < 50; i++){
        points[i] = new PVector(random(0, 800), random(0, 600));
      }
      for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
          
          int loc = x + y * width;
          
          PVector t = new PVector(x, y);
          
          PVector d1 = new PVector(-10000, -10000);
          int d1i = -1;
          PVector d2 = new PVector(-10000, -10000);
          int d2i = -1;
          PVector d3 = new PVector(-10000, -10000);
          int d3i = -1;
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d1))
            {
              d1 = points[i];
              d1i = i;
            }
          }
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d2) && i != d1i)
            {
              d2 = points[i];
              d2i = i;
            }
          }
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d3) && i != d1i && i != d2i)
            {
              d3 = points[i];
              d3i = i;
            }
          }
          
          float r = 255 - t.dist(d1);
          float g = 255 - t.dist(d2);
          float b = 255 - t.dist(d3);
          
          float br = noise(r * noiseScale, g * noiseScale, b * noiseScale);
          float br2 = noise(r*br*noiseScale, g*br*noiseScale, b*br*noiseScale);
          
          color c = color(br2*r, br2*g, br2*b);
          
          pixels[loc] = c;//color(n1 * 255, n2 * 255, n3 * 255);   
          
        }
      }
      updatePixels();
    }
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  35. Post #1875
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Code:
    float noiseScale=0.02;
    PVector[] points;
    void setup() {
      size(800, 600);
      background(0);
      loadPixels();
      points = new PVector[50];
      for (int i = 0; i < 50; i++){
        points[i] = new PVector(random(0, 800), random(0, 600));
      }
      for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
          
          int loc = x + y * width;
          
          PVector t = new PVector(x, y);
          
          PVector d1 = new PVector(-10000, -10000);
          int d1i = -1;
          PVector d2 = new PVector(-10000, -10000);
          int d2i = -1;
          PVector d3 = new PVector(-10000, -10000);
          int d3i = -1;
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d1))
            {
              d1 = points[i];
              d1i = i;
            }
          }
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d2) && i != d1i)
            {
              d2 = points[i];
              d2i = i;
            }
          }
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d3) && i != d1i && i != d2i)
            {
              d3 = points[i];
              d3i = i;
            }
          }
          
          float r = 255 - t.dist(d1);
          float g = 255 - t.dist(d2);
          float b = 255 - t.dist(d3);
          
          float br = noise(r * noiseScale, g * noiseScale, b * noiseScale);
          float br2 = noise(r*br*noiseScale, g*br*noiseScale, b*br*noiseScale);
          
          color c = color(br2*r, br2*g, br2*b);
          
          pixels[loc] = c;//color(n1 * 255, n2 * 255, n3 * 255);   
          
        }
      }
      updatePixels();
    }
    Sorry, couldn't resist to animate it, distanceScale controls the amount of pixels the vectors move on, so the higher it is the more "jumping" will be noticeable, so if you want it really smooth set it to 1, I think 5 is good enough for an 800, 600 resolution.
    I'll leave it rendering over night, by my calculations 5 minutes of it at 1280x720 resolution and 30 frames per second, with each frame rendering on average at a 3 second interval, it will take around 7 and a half hours

    Code:
    float noiseScale = 0.02;
    int distanceScale = 5;
    PVector[] points;
    Random rand;
    
    void setup()
    {
      size(800, 600);
      background(0);
      loadPixels();
      points = new PVector[50];
      rand = new Random();
      
      for (int i = 0; i < 50; i++)
      {
        points[i] = new PVector(random(0, width), random(0, height));
      }
    }
    
    void draw()
    {
      for (int i = 0; i < 50; i++)
      {
        if(rand.nextInt() % 4 == 0)
          if(points[i].x + distanceScale < width)
            points[i].x += distanceScale; noiseScale += 0.01;
        if(rand.nextInt() % 4 == 1)
          if(points[i].x - distanceScale >= 0)
            points[i].x -= distanceScale; noiseScale += 0.01;
        if(rand.nextInt() % 4 == 2)
          if(points[i].y + distanceScale < height)
            points[i].y += distanceScale; noiseScale -= 0.01;
        if(rand.nextInt() % 4 == 3)
          if(points[i].y - distanceScale >= 0)
            points[i].y -= distanceScale; noiseScale -= 0.01;
      }
      
      for (int y = 0; y < height; y++) {
        for (int x = 0; x < width; x++) {
          
          int loc = x + y * width;
          
          PVector t = new PVector(x, y);
          
          PVector d1 = new PVector(-10000, -10000);
          int d1i = -1;
          PVector d2 = new PVector(-10000, -10000);
          int d2i = -1;
          PVector d3 = new PVector(-10000, -10000);
          int d3i = -1;
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d1))
            {
              d1 = points[i];
              d1i = i;
            }
          }
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d2) && i != d1i)
            {
              d2 = points[i];
              d2i = i;
            }
          }
          
          for (int i = 0; i < 50; i++){
            if (t.dist(points[i]) < t.dist(d3) && i != d1i && i != d2i)
            {
              d3 = points[i];
              d3i = i;
            }
          }
          
          float r = 255 - t.dist(d1);
          float g = 255 - t.dist(d2);
          float b = 255 - t.dist(d3);
          
          float br = noise(r * noiseScale, g * noiseScale, b * noiseScale);
          float br2 = noise(r*br*noiseScale, g*br*noiseScale, b*br*noiseScale);
          
          color c = color(br2*r, br2*g, br2*b);
          
          pixels[loc] = c;//color(n1 * 255, n2 * 255, n3 * 255);   
          
        }
      }
      updatePixels();
    }
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  36. Post #1876
    FrankOfArabia's Avatar
    March 2012
    273 Posts
    Still working on the RTS. 3D terrain working now, but I might have more to do on the art. Kinda blocky but then again I'm using height-mapped tiles. Looks like voxels! Plus working fog of war.


    What it looks like on the bitmap that generates the level:


    Deceptively simple, you say? Too simple? I'll explain. I basically draw the levels out in MS Paint. On loading the level, it gets the color of each pixel and generates a tile for it. When the pixel scanner runs across a pixel with that red and green value, or the color brown as you can see, it takes the blue value and turns it into a heightmap value, and then draws walls for every tile, then raises and scales the tile according to the z heightmap value.Then through a complicated pixel filling function it draws the walls of the cliff from a texture. When the image making up the level is processed for the minimap, it simply overwrites the image in memory to a healthier looking brown and white color.

    Obviously I need to optimize the code a bit more and work on the art a little.
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  37. Post #1877
    www.bff-hab.de
    Dennab
    August 2012
    1,526 Posts
    Brethren, today is the day when Willy (That's what I named my plane) is going to fly during lecture. I will try to film it myself and get some other people to film it as well.
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  38. Post #1878
    Pangogie's Avatar
    February 2012
    63 Posts
    I finally finished my lil' chat program!
    It's the first program I've ever really felt accomplished about.

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  39. Post #1879
    FrankOfArabia's Avatar
    March 2012
    273 Posts

    Here's a better image showing the cliffs and stuff. Soon I shall have a video.

    Also ran a few improvments that boosted the FPS to around a 100 frames per second. Extra win.
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  40. Post #1880
    Austech2's Avatar
    April 2011
    112 Posts

    Here's a better image showing the cliffs and stuff. Soon I shall have a video.

    Also ran a few improvments that boosted the FPS to around a 100 frames per second. Extra win.
    I'm curious on what you plan to use the left section of blocks for, I can't really tell. The right icons are most likely actions such as moving and attack-move. Are the left icons planned for spells/special moves or just more space?
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