1. Post #81
    Gold Member
    synthiac's Avatar
    June 2007
    815 Posts
    2010 = end of grade
    2010 end - 2011 start = 7th
    end of 2011 = 8th
    the more you know
    no it means you did that project somewhere between early 2010 and now. i'm going more towards now.
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  2. Post #82
    Gold Member
    Yogurt's Avatar
    December 2006
    1,089 Posts
    Wiremod, Redstone, etc.
    I could maybe do it if I used magic to link blocks together.
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  3. Post #83
    CJF
    PieClock's Avatar
    August 2006
    14,992 Posts
    God dammit.

    I just realized that Terraria is slowly implementing all the features unique to MY game. For example, I was working on block connections for a while--connecting blocks using wires.

    Too bad if I add that as a feature, it'll look like a copy of Terraria GOD DAMMIT
    Not if you build your game around the concept and integrate the feature into a good portion of your game, in my opinion.
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  4. Post #84
    Commie
    supersnail11's Avatar
    September 2008
    6,605 Posts
    no it means you did that project somewhere between early 2010 and now. i'm going more towards now.
    Early 2010.
    It was the science fair at the end of the year.
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  5. Post #85
    Gold Member
    Jookia's Avatar
    July 2007
    5,957 Posts
    no it means you did that project somewhere between early 2010 and now. i'm going more towards now.
    Because their grade and age totally affects our respect for him and his talent.
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  6. Post #86
    Gold Member
    Yogurt's Avatar
    December 2006
    1,089 Posts
    Because their grade and age totally affects our respect for him and his talent.
    In most cases it has and does.
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  7. Post #87
    Commie
    supersnail11's Avatar
    September 2008
    6,605 Posts
    Because their grade and age totally affects our respect for him and his talent.
    I have talent? :D

    Seriously, seeing all the things that you guys program makes me think that I might not be as good as I thought I was :(
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  8. Post #88
    Gold Member
    Yogurt's Avatar
    December 2006
    1,089 Posts
    I have talent? :D

    Seriously, seeing all the things that you guys program makes me think that I might not be as good as I thought I was :(
    Nobody ever is.
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  9. Post #89
    www.bff-hab.de
    DrLuke's Avatar
    February 2009
    7,832 Posts
    2010 = end of grade
    2010 end - 2011 start = 7th
    end of 2011 = 8th
    the more you know
    Wow, I wasn't even that much off then
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  10. Post #90
    Gold Member
    Eric95's Avatar
    January 2009
    3,653 Posts
    I think skeletal looks better than pixel animation. Even in 2D.
    Honestly when I see skeletal 2D animation I just think it looks cheap. Might be because I've been animating a lot of flash stuff but frame-by-frame hell yes
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  11. Post #91
    The problem is that we're used to seeing smooth animations now, and pixel animations are never as smooth as skeletal.
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  12. Post #92
    Gold Member
    Electroholic's Avatar
    June 2011
    1,637 Posts




    Parser time
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  13. Post #93
    Nigey Nige's Avatar
    June 2010
    1,130 Posts
    The problem is that we're used to seeing smooth animations now, and pixel animations are never as smooth as skeletal.
    I'm not so sure about that. Depending on the aesthetic of the game, less smooth pixel animations can be a lot nicer to look at than skeletal. Comparisons, I suppose, would be LIMBO (skeletal) versus, say... Eternal Daughter (pixel).

    Edit:
    I guess being able to precisely control the speed of limb movement and switch it up with mad hella styled-out special maneuvres gives hand-drawn animation the edge.
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  14. Post #94
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    Sorry to reask this question, as I do recall it being discussed before, but how can I create a webm clip? I'd be taking a video from Fraps and converting it, I suppose through VirtualDub with a webm extension of some sort?
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  15. Post #95
    I'm not so sure about that. Depending on the aesthetic of the game, less smooth pixel animations can be a lot nicer to look at than skeletal. Comparisons, I suppose, would be LIMBO (skeletal) versus, say... Eternal Daughter (pixel).

    Edit:
    I guess being able to precisely control the speed of limb movement and switch it up with mad hella styled-out special maneuvres gives hand-drawn animation the edge.
    Well.. of course.

    Edited:

    Sorry to reask this question, as I do recall it being discussed before, but how can I create a webm clip? I'd be taking a video from Fraps and converting it, I suppose through VirtualDub with a webm extension of some sort?
    Looks good: http://www.mirovideoconverter.com/
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  16. Post #96
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    You know what, nevermind.

    Edited:

    Oh thanks!
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  17. Post #97
    Gold Member
    Darwin226's Avatar
    January 2009
    3,457 Posts
    I'm using Chrome. Works fine here without blocking 5 animated gifs.
    Yeah, my PC is more on the low end. And I've been having some hardware issues.
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  18. Post #98
    Nigey Nige's Avatar
    June 2010
    1,130 Posts
    Well.. of course.

    Edited:



    Looks good: http://www.mirovideoconverter.com/
    ...must...argue...despite...lack...of...opponents. ..hnnngnggnf
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  19. Post #99
    Gold Member
    Electroholic's Avatar
    June 2011
    1,637 Posts
    Oh you reminded me


    Added mouse following support to my desktop capture program :)
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  20. Post #100
    HQRSE FUCKER
    ief014's Avatar
    September 2009
    2,577 Posts
    ...must...argue...despite...lack...of...opponents. ..hnnngnggnf
    I just use ffmpeg command line to convert to webm. Miro uses ffmpeg, but just converts one format to another with defaulted options
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  21. Post #101
    Gold Member
    Tobba's Avatar
    December 2008
    5,569 Posts
    Oh you reminded me

    -video-
    Added mouse following support to my desktop capture program :)
    Holy compression rape
    Makes me want to tear my eyes out
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  22. Post #102
    TomGoodWoman's Avatar
    September 2011
    154 Posts
    im making a clock in lisp.
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  23. Post #103
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    This is kind of what I was guessing, and it's reassuring to see some verification.
    Most of the scene-graph driven games I've played (The Elder Scrolls III/IV and Fallout 3/NV being Netimmerse/Gamebryo-based) have never struck me as being particularly efficient at what they do. My desktop often struggles with these games when it probably would have no trouble rendering the same scene in any other engine.
    Games that tend to run smoother usually use an approach that is centered around partitioning space or defining minimal bounding volumes. BSP trees, octrees, bounding volume hierarchies, etc., all of them focus on making depth-sorting, collision detection, or frustum/occlusion culling operations faster instead of worrying about how to associate meshes for minimal state switching.
    I can agree with partitioning space - I was thinking using brushes (akin to Source) to build volumes (and a BSP tree) would still be quite effective in an engine full of models.
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  24. Post #104
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    This is kind of what I was guessing, and it's reassuring to see some verification.
    Most of the scene-graph driven games I've played (The Elder Scrolls III/IV and Fallout 3/NV being Netimmerse/Gamebryo-based) have never struck me as being particularly efficient at what they do. My desktop often struggles with these games when it probably would have no trouble rendering the same scene in any other engine.
    Games that tend to run smoother usually use an approach that is centered around partitioning space or defining minimal bounding volumes. BSP trees, octrees, bounding volume hierarchies, etc., all of them focus on making depth-sorting, collision detection, or frustum/occlusion culling operations faster instead of worrying about how to associate meshes for minimal state switching.
    I can agree with partitioning space - I was thinking using brushes (akin to Source) to build volumes (and a BSP tree) would still be quite effective in an engine full of models.
    Whoa, whoa, whoa. No. I mean, hold on. Scene-graph stuff is extremely fantastic for what it does, you can't really compare it to BSP or similar geometric compile systems, because standard BSP isn't capable of doing anything near scene-graph range work.

    This is really a discussion fit for both this subforum, but also the mapping section, as I'm sure you'd hear a mouth full from them on that subject.

    My point is though, you can't compare scene-graph work to BSP or similar systems in terms of efficiency, because scene-graph rendering is a runtime process of rendering and culling, whereas compiled geometric approaches give you a world rendering set and other model subsets of what to render without having the computer figure that out outside of camera positions and visibility sectors. They do two different things in two widely different approaches.
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  25. Post #105
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,610 Posts
    But why?
    windows version won't earn me money
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  26. Post #106
    Gold Member
    Electroholic's Avatar
    June 2011
    1,637 Posts
    Was trying to decode iTunes WiFi sync packets so I could make a Winamp plugin.
    Fucking Apple enables SSL encryption after 18 packets :(
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  27. Post #107
    Philly c's Avatar
    February 2008
    483 Posts
    Whoa, whoa, whoa. No. I mean, hold on. Scene-graph stuff is extremely fantastic for what it does, you can't really compare it to BSP or similar geometric compile systems, because standard BSP isn't capable of doing anything near scene-graph range work.

    This is really a discussion fit for both this subforum, but also the mapping section, as I'm sure you'd hear a mouth full from them on that subject.

    My point is though, you can't compare scene-graph work to BSP or similar systems in terms of efficiency, because scene-graph rendering is a runtime process of rendering and culling, whereas compiled geometric approaches give you a world rendering set and other model subsets of what to render without having the computer figure that out outside of camera positions and visibility sectors. They do two different things in two widely different approaches.
    The point is really about scene graph traversal not actually being efficient at what it does in relation to rendering. Of course they are different, I don't really get your point.
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  28. Post #108
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    Whoa, whoa, whoa. No. I mean, hold on. Scene-graph stuff is extremely fantastic for what it does, you can't really compare it to BSP or similar geometric compile systems, because standard BSP isn't capable of doing anything near scene-graph range work.
    Sorry. I wasn't trying to directly compare it. It was sort of a tangent thought you made resurface in my mind - I was thinking a reasonable way to do it if you were writing your own engine was what I suggested.

    It's not something that I've done, but it's something I'd like to do at one point in life.
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  29. Post #109
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    Well then let me get to the point.

    My desktop often struggles with these games when it probably would have no trouble rendering the same scene in any other engine.
    No, it would be worse.
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  30. Post #110
    Gold Member
    Yogurt's Avatar
    December 2006
    1,089 Posts
    windows version won't earn me money
    So? Neither will not releasing it on Windows, which really doesn't take that long.
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  31. Post #111
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    windows version won't earn me money
    If you make 5 bucks off that app, I'll poop myself from disbelief

    figuratively speaking
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  32. Post #112
    Gold Member
    ROBO_DONUT's Avatar
    March 2005
    3,028 Posts
    Whoa, whoa, whoa. No. I mean, hold on. Scene-graph stuff is extremely fantastic for what it does, you can't really compare it to BSP or similar geometric compile systems, because standard BSP isn't capable of doing anything near scene-graph range work.

    This is really a discussion fit for both this subforum, but also the mapping section, as I'm sure you'd hear a mouth full from them on that subject.

    My point is though, you can't compare scene-graph work to BSP or similar systems in terms of efficiency, because scene-graph rendering is a runtime process of rendering and culling, whereas compiled geometric approaches give you a world rendering set and other model subsets of what to render without having the computer figure that out outside of camera positions and visibility sectors. They do two different things in two widely different approaches.
    What are you even talking about? Scene graphs, at least in the traditional sense, don't usually provide qualities that aid in the (usually most important) processes of collision detection, nearest-neighbor searches, or occlusion culling.

    Ignoring BSP for a moment, I listed two other (very dynamic) schemes that can be constructed at runtime and modified whenever you need to. Octrees you should be familiar with. If you're not, I'm not going to explain them to you, they're common and simple enough that you should have no trouble at all finding information about them. Bounding volume hierarchies are a structure where items are grouped into bounding volumes (usually bounding-boxes or spheres, although any other shape will work just fine) in such a way that pairs (or three, four, etc.) of nearby objects are children of a node whose bounding geometry encompasses both, in a tree like structure with one root node which encompasses the entire scene. It makes no assumptions about scene structure (unlike even octrees, which requires you to choose some maximum dimensions for your root node) and can be built entirely at runtime using simple online construction techniques. Nodes can be inserted or removed whenever you want in O(log n) time. It works great for collision detection (including frustum culling, which is effectively a collision detection problem) and can be used to accelerate occlusion queries.

    Now, getting back to BSP. BSP is a very broad term. It applies to any structure which recursively partitions space using hyperplanes (or spheres). Its use in the Id Tech and Source engines is only one of many possible applications, and you absolutely should not write it off as a "compile-time" structure.

    I started out as a mapper, and I am well aware of the frustration you can encounter working with a tools that were written for an era when computers had only a small fraction of the power they have today. The choice to offload work to the level designers and map compiler was an excellent design decision at the time, but the constraints that were imposed are not an intrinsic quality of BSP trees.
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  33. Post #113
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    When you show me any form of BSP structure that can do what scene-graphs are currently doing and on the scale they're doing it, then I'll be impressed.
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  34. Post #114
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,610 Posts
    If you make 5 bucks off that app, I'll poop myself from disbelief

    figuratively speaking
    how about this, when i make 5 bucks off that app, i'll pay you to make me a less shitty icon
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  35. Post #115
    Gold Member
    ROBO_DONUT's Avatar
    March 2005
    3,028 Posts
    When you show me any form of BSP structure that can do what scene-graphs are currently doing and on the scale they're doing it, then I'll be impressed.
    Do you understand what a BSP tree is? Outside of the bastardized Source mapping definition?
    A k-D tree is a form of BSP tree.
    A quad- or oct-tree is a form of BSP tree.
    You can have a BSP tree using spheres instead of planes, where the volume inside is one child, while the volume outside is another. This is called a vantage-point tree, or VP-tree, and it has qualities that make it useful for finding nearest-neighbors when only a distance metric is available (think spell-check).

    It's a very diverse structure, with many variants, and it's used a whole hell of a lot of places where you probably wouldn't think to look.

    If you have a 'scene-graph based' renderer that scales well, it's probably also employing one of these other structures in addition to the basic scene graph.
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  36. Post #116
    Gold Member
    Jookia's Avatar
    July 2007
    5,957 Posts
    how about this, when i make 5 bucks off that app, i'll pay you to make me a less shitty icon
    I'll make you an icon if you make an Arch Linux 64bit port.
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  37. Post #117
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,610 Posts
    I'll make you an icon if you make an Arch Linux 64bit port.
    nono

    amcfaggot is getting my first $5 to make a better icon

    the next $50 are going to someone who knows about more than gradients and nice fonts
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  38. Post #118

    August 2011
    135 Posts
    One of the problems I have with a lot of skeletal animations I see is that they can seem very jerky, because the slope (derivative) of the velocity of their bones isn't 0 when they start and stop. Using something like smoothstep instead of regular interpolation can help, although even then humans can still notice when the second derivative doesn't go to 0 at the start and end.

    Another issue is that for many objects (especially ones that are alive), the movement of one part of the object can affect other parts, whereas most skeletal animation systems treats them independently.
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  39. Post #119
    Andrew McWatters
    acpm's Avatar
    March 2011
    4,045 Posts
    nono

    amcfaggot is getting my first $5 to make a better icon

    the next $50 are going to someone who knows about more than gradients and nice fonts
    $50 emboss investment
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  40. Post #120
    Gold Member
    Chandler's Avatar
    February 2006
    1,345 Posts
    Do you understand what a BSP tree is? Outside of the bastardized Source mapping definition?
    A k-D tree is a form of BSP tree.
    A quad- or oct-tree is a form of BSP tree.
    You can have a BSP tree using spheres instead of planes, where the volume inside is one child, while the volume outside is another (this is called a vantage-point tree, or VP-tree, and it has qualities that make it useful for finding nearest-neighbors in higher dimensional spaces [think spell-check]).

    It's a very diverse structure, with many variants, and it's used a whole hell of a lot of places where you probably wouldn't think to look.

    If you have a 'scene-graph based' renderer that scales well, it's probably also employing one of these other structures in addition to the basic scene graph.
    Just to also add on to this, the unreal engine uses BSP for rendering the CSG within the engine, and has since the first iteration of it. (All that's changed recently is they've gone from subtractive to additive CSG. Along with all those other engine improvements )
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