Newbie bloom :
Pro quality bloom :
Edited:
Oh, page king?
Well anyways, that bloom technique was kind of tricky to implement =)
Newbie bloom :
Pro quality bloom :
Edited:
Oh, page king?
Well anyways, that bloom technique was kind of tricky to implement =)
Tell us more! :allears:
Not to be a jerk or anything, but what exactly is the difference between the two?Xerios3 posted:
This face just made me think I was going crazy, I looked at it and saw it sad then glanced again to see it smiling looked again and it was sad I wondered what the fuck was going on.
What the flying fuck??!!!!!1
The problem I had last night(SFML apps hang before entering main when dynamically linked) just up and solved itself for no reason at all.
Also, story time:
So my parents and I bought a 3G hotspot because we were going to the Bahamas and the internet isn't cheap there.
Unfourtantly, for no reason verizon saw it fit to act as if we went over our limit (protip: we didn't) and charged us 500$. My dad went to the store to complain, and they gave us a new 4G hotspot and a discounted rate for 6 months, plus raised our limit to 5GB a month.
The download speed of it is 4MBPS, and the upload is 4.96MBPS. Odd.
Me and iNova were both bored and iNova said he never makes any games so I said let's make a game right now with 0 planning.
So far we have a level editor (mspaint annotations in black):
here's some concept art courtest of the highly artistic iNova:
a cloud:
another cloud:
a duck:
We're aiming to get it on steam
That duck doesn't look like me at all.
This reminds when I told myself that when I turned 18 I'd go down to the Bahamas, and do two thing:
Write a childrens book, and make a game.
While drunk.
you're just jealous :frown:
Instead of just the traditional 3x3 downsample & blur technique, I used that Direct3D's PIX tool to find out how games that have some great bloom effects like C&C:Twilight did them.
Here's how :
You first downsample the backbuffer into two images, lets call them alpha and beta.
Alpha is the downsampled ( 1/4th size ) version of the backbuffer.
Beta is the downsampled ( 1/4th size ) version of Alpha.
We first blur Beta, and then blend it with Alpha.
Once we did that, we blur Alpha.
Then we apply that to the backbuffer
And we're done !
Actually now that I explained it, it looks quite easy. Oh well
Edited:
You jerk :saddowns:
Optimisation for Dummies: Remove the 200 randomly positioned point lights you are using instead of just setting an ambient light level you lazy bastard
:buddy:
One looks better?
I mean, they both look great, I just don't see what's different about the second. I've never been very good at comparing graphics.
Also, for everyone who was interested in collaboratively making a game, I'm typing up a separate thread right now, so stay tuned!
Edit: Here it is! http://www.facepunch.com/threads/108...e-Game-Project
What happened to that Horizon thing that looked godly?
We need an IRC channel.
I'm sure there will an IRC channel somewhere.
I believe it's #fpcoders on Gamesurge.net
http://dl.dropbox.com/u/1426380/Screen%20shot%202011-04-25%20at%2023.24.52.pngJust started experimenting with fractals.
Livestreaming again. Switching to C++ now.
TehProgrammr is me I was just joking around
Watch me try to get Ken Silverman's voxlap engine to compile using NASM and GCC :D
http://www.livestream.com/jawaltcodes
How about all the users of WAYWO go to Notch's office and have an intervention?
Quite funny, btw.
am i the only one here who absolutely hates it when people use 8-bit graphics
Yes.
Low bit graphics are neat.
Limitations force creativity.
Stupid matrix -> quaternion conversion math :'( can anyone point me to a reliable source with example code converting a rotation matrix into a quaternion?
You must be one of those guys who play call of duty and has a next gen computer to play crysis 2
Why do you need to go from a matrix to a quaternion?
And I can't agree with you more. That's why I'm a fan of "restricted sandbox" games or gamemodes in garry's mod.
To interpolate two transformation matrices it would be useful to decompose them into a vector & quaternion pair, interpolate those separately, and build a new transformation matrix.
But I don't know how to extract a quaternion from a matrix :(
It's probably a better idea to use pure quaternions to represent rotations and only convert to a matrix when you're ready to send something to the graphics API.
SLERP is very simple with quaternions. Translations and scales can be handled with a separate LERP.
I'm certain that converting between matrix form and quaternion form repeatedly is going to be expensive.
Thanks, that is true, and that's what I'm doing. Sometimes I'm forced to accept a matrix, though, and I need to extract the rotation from it.
I think I have made the perfect program for people that don't know how to program.
It's called Superpro-grammer and it'll help you code a game where you move a white box around.
When you are done writing the code, you have to press F5 to start the game.
Check it out!
http://stabyourself.net/Superpro-grammer1.zip
I wanna make it even sillier and a little longer. (Having to keep adding to the code and "testing" it to make the ultimate game)
(If you don't get it, don't worry. It's supposed to be stupid)
No syntax highlighting? D:
I'm printing the text out of a text file and I don't really feel like writing a syntax highlighter :frown:
Wow, that's incredibly well made
Writing a good mod API isn't easy, you know.
Just ask null. I mean it only took you what, couple of days to do it![]()
Modders already seem to be pretty proficient at making mods for Minecraft; I think the most helpful thing for Notch to do at this point would be to stop obfuscating class names. It doesn't stop modders, all it does is delay them several hours and piss off everyone.