1. Post #2041
    Gold Member
    AaRoNg11's Avatar
    May 2005
    564 Posts
    Oops, forgot to include some models. http://dl.dropbox.com/u/2666635/models.rar

    Stick the stuff in the media folder
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  2. Post #2042

    April 2011
    211 Posts
    I made a Minefield-clone and I'm pretty satisfied :)


    Next up.. Pong with power-ups? I'll see. Oh, well, I'm already looking forward to making stuff in 3D!
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  3. Post #2043
    Gold Member
    Darwin226's Avatar
    January 2009
    4,034 Posts
    I made a Minesweeper-clone and I'm pretty satisfied :)
    What?
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  4. Post #2044

    April 2011
    211 Posts
    Mistake. Thanks for pointing it out.
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  5. Post #2045
    origamiguy's Avatar
    September 2011
    181 Posts
    Slightly more advanced triggers/events:

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  6. Post #2046
    Gold Member

    March 2005
    3,028 Posts
    My "SSAO" finally works. I've made sure it's applied before any other effect and I think it works quite well, although I need to get together a better blur...

    Before:

    After:

    Before:

    After:
    Still doesn't look quite right :\
    Can we get a picture of the SSAO alone and the normals?
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  7. Post #2047
    Gold Member
    Greenen72's Avatar
    September 2009
    8,618 Posts
    No, it's just very clever. When you're testing something in the simulator, it runs a slightly modified MSVC build. When you're deploying to a device, it runs a heavily modified MSVC build using GCC behind the scenes, cross-compiling to ARM. Then this ARM binary is deployed to all the different devices along with Marmalade's internal platform-specific launchers which implement Marmalade's API.
    When I come to this thread to read all these cool things, and maybe learn some stuff, I inevitably see a paragraph like this and wonder if/how I'm going to be able to even understand half of the words in there by the time I get my degree in a couple years.

    It's amazing how much this thread both entirely kills and boosts my work ethic at the same time
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  8. Post #2048
    Gold Member
    ZenX2's Avatar
    February 2009
    4,916 Posts
    I'm yet again plagued by the curse of blurry text in Love



    This really just pisses me off, because there's no way I can find to turn off this automatic text-rape
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  9. Post #2049
    zzzz's Avatar
    October 2011
    1,747 Posts
    I wish I were better at programming. The only thing I've ever created was in June, and it was this



    Needless to say, extremely simple, and yet it took me forever to figure out how to correctly utilize the while loop. At any rate, I can't look back on the code now because I lost it when my hard drive died.
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  10. Post #2050
    hOnK :o)
    i300's Avatar
    December 2009
    3,987 Posts
    Would appreciate it if people could have a play around with a group assignment I have to hand in tomorrow. It's a top-down shooter style game. If you find anything obviously wrong with it then please let me know.

    http://dl.dropbox.com/u/2666635/Working.rar

    Also, need to download http://dl.dropbox.com/u/2666635/models.rar
    and extract to media folder.

    Known bugs - Nothing after you die (waiting on art assets for that)
    Nothing when you win the game.

    Video for anyone who doesn't want to download
    ew that angry birds font
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  11. Post #2051
    Gold Member
    ZenX2's Avatar
    February 2009
    4,916 Posts
    Figured out the source of the blurring problem.

    Fonts default to linear/linear filtering. There is no method for changing a font's filters. The only time that you can specify the filter is by optionally passing it in the constructor. The real reason this is a problem is that love.graphics.newFont doesn't ask if you want to use different filtering, and doesn't pass anything into instance->newFont so you're pretty much screwed
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  12. Post #2052
    voodooattack's Avatar
    October 2009
    1,933 Posts


    I have nothing to say...

    My life is complete.

    Edited:

    Wait.. almost..
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  13. Post #2053
    Hates php
    high's Avatar
    May 2006
    2,413 Posts
    Got the technical interview with RiotGames tomorrow. I hope its not going to be a standard/boring/stupid technical interview. I really hate those interviews were they ask you to write some code and say it over the phone (looking at you amazon). I really hope I get to talk in depth about the technical aspect of LoLNotes.
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  14. Post #2054
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    write a binary search
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  15. Post #2055
    DevBug's Avatar
    July 2010
    1,059 Posts
    Got per-vertex normals, so I can do some simple lighting now:

    Each chunk is being drawn with the exact same vertex buffer - it contains the relative positions of each block within a chunk, along with the normals for each vertex and face orientation. The mesh assembly for each chunk is done in index space, and each chunk keeps hold of an index buffer in video memory. When I draw I send the chunk position as a uniform vector to the vertex shader, and then just bind and draw the chunk's vertex array :)
    I'm still thinking about how to make the block types accessible to the shaders, I'm gonna have to sleep on that one.
    The older screenshot was prettier :(
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  16. Post #2056

    February 2007
    112 Posts
    My "SSAO" finally works. I've made sure it's applied before any other effect and I think it works quite well, although I need to get together a better blur...

    Before:

    After:

    Before:

    After:
    I honestly don't see any difference at all between the before and afters. Usually even screen-space AO is pretty noticeable, I'd like to see the SSAO alone as well.
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  17. Post #2057
    Gold Member

    March 2005
    3,028 Posts
    Usually even screen-space AO is pretty noticeable, I'd like to see the SSAO alone as well.
    You don't see the dark halo around the foreground objects?
    It's there, but it doesn't look quite right.
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  18. Post #2058
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,504 Posts
    I finally understand shadow mapping.



    I can't believe it took me so long, though. Next up: filtering.
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  19. Post #2059

    February 2007
    112 Posts
    You don't see the dark halo around the foreground objects?
    It's there, but it doesn't look quite right.
    No, I honestly don't see anything. Also without knowing what you're talking about I can't really see how a dark halo around foreground objects would be the effect you'd want out of SSAO.
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  20. Post #2060
    Gold Member

    March 2005
    3,028 Posts
    No, I honestly don't see anything. Also without knowing what you're talking about I can't really see how a dark halo around foreground objects would be the effect you'd want out of SSAO.
    First of all, I think you might need to calibrate your monitor or something. Make sure you have the gamma set right.

    Second, you don't want a dark halo with SSAO, but that's often what you get. The screen-space approach is fundamentally, physically wrong, and the only reason it looks OK some of the time is because graphics programmers are masters of voodoo. SSAO is probably one of the most difficult things to make look reasonable. Just look at how many real games actually ship with bad SSAO. Amnesia comes to mind.
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  21. Post #2061
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,504 Posts
    Percentage-closer filtering:

    old pic http://i49.tinypic.com/3446rl2.png

    Obvious problem: causes some sort of banding at a distance, in non-shadowed areas. Also, still has aliasing.

    Problem you can't see: crashes my graphics card if you look at an area the shadow map doesn't cover. whoops.

    EDIT: solved all my problems, except the aliasing. I guess that's next.

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  22. Post #2062
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Percentage-closer filtering:

    old pic http://i49.tinypic.com/3446rl2.png

    Obvious problem: causes some sort of banding at a distance, in non-shadowed areas. Also, still has aliasing.

    Problem you can't see: crashes my graphics card if you look at an area the shadow map doesn't cover. whoops.

    EDIT: solved all my problems, except the aliasing. I guess that's next.

    Use an R32F shadow RT if you aren't already, and change the shadow bias.
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  23. Post #2063
    Percentage-closer filtering:

    old pic http://i49.tinypic.com/3446rl2.png

    Obvious problem: causes some sort of banding at a distance, in non-shadowed areas. Also, still has aliasing.

    Problem you can't see: crashes my graphics card if you look at an area the shadow map doesn't cover. whoops.

    EDIT: solved all my problems, except the aliasing. I guess that's next.



    Might wanna find out how to fix that silhouette
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  24. Post #2064
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts


    Might wanna find out how to fix that silhouette
    Higher poly model for testing? Why would you want to change how the silhouette looks any other way, that just leads to weird shadows.

    Unless there's an artifact I'm missing here.
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  25. Post #2065
    Em See's Avatar
    January 2008
    1,100 Posts
    I'll be open sourcing that program sometime soon :-)

    Also, updated screenshot

    Reminds me of http://alexcpeterson.com/spacescape

    Looks sweet!
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  26. Post #2066
    simie's Avatar
    March 2008
    131 Posts
    Heavily inspired by! I loved the way it looked and wanted to make a parallax scrolling version for my own game.
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  27. Post #2067
    Gold Member

    March 2005
    3,028 Posts
    Use an R32F shadow RT if you aren't already, and change the shadow bias.
    Correct me if I'm wrong, but I think that this 'aliasing' is unavoidable in PCF, without some kind of additional filtering. It has to do with the fact that you're doing binary tests against a texture with finite resolution. AFAIK, changing the format or bias won't fix that. You can do randomized sampling, which looks a little better, but is noisy.

    Maybe try ESMs? They're actually really simple to implement.
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  28. Post #2068
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Correct me if I'm wrong, but I think that this 'aliasing' is unavoidable in PCF, without some kind of additional filtering or combining the technique with ESMs or something. It has to do with the fact that you're doing binary tests against a texture with finite resolution. AFAIK, changing the format or bias won't fix that.
    Not talking about the shadow aliasing really, PCF hides that really well if done correctly.

    If he used R32F he would have more precision, resulting in less shadow bias needed to remove the acne that you can see it on the self shadowed parts.
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  29. Post #2069
    Gold Member
    ryandaniels's Avatar
    December 2006
    3,940 Posts
    In my path tracer, a pixel can end up, after sampling, having colors like (15000, 3200, 1050). Currently, I divide this value by the number of samples. The problem is, when this get's put into the final 32 value, each component get's clamped to a max of 255, and this can happen



    That pink/purple color you see on the front of the sphere is the result of the extremely bright light behind the camera. What happens is the red component get's clamped to 255, while the green and blue were already below 255, so they stay the same, resulting in a different color.

    So the question is: how do I prevent over-exposure? The naive approach would be to find the most intense color component in the entire image and then use that as your max. However, the problem is light sources; if something extremely bright is actually rendered on the screen, then everything else will become extremely dark.

    I was contemplating doing something like calculating the standard deviation of the intensities in the image, and then using it to lop off the outliers, but I worry this might fail if a light source took up a large enough portion of the screen. I guess I could try to partition the data into populations, but I think at that point I'm out of my depth.


    So, anyone have some experience in this area, or some clever solutions?
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  30. Post #2070
    Gold Member

    March 2005
    3,028 Posts
    If he used R32F he would have more precision, resulting in less shadow bias needed to remove the acne that you can see it on the self shadowed parts.
    I didn't even notice it :p
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  31. Post #2071
    Gold Member
    Smashmaster's Avatar
    April 2005
    1,504 Posts
    Correct me if I'm wrong, but I think that this 'aliasing' is unavoidable in PCF, without some kind of additional filtering. It has to do with the fact that you're doing binary tests against a texture with finite resolution. AFAIK, changing the format or bias won't fix that. You can do randomized sampling, which looks a little better, but is noisy.

    Maybe try ESMs? They're actually really simple to implement.
    I was going to try dealing with the aliasing using interpolation, but thanks, I'll try an ESM next. One thing that's cool about PCF is that I can extend it into percentage-closer soft shadows, which are pretty boss. I don't think I've ever seen soft shadows in a commercial game. Or any game, for that matter.

    Edited:



    Might wanna find out how to fix that silhouette
    One infinite-poly torus knot coming up!
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  32. Post #2072
    www.bff-hab.de
    Dennab
    February 2009
    7,832 Posts
    I am currently refining my python comic-bot for better usability, especially for adding new comics to it.
    Every comic becomes it's own class, which independently fetches and posts comics from the website.

    But the really useful thing is the automatic updater: It runs a shell-script which checks if there's a new version available on git. If that is true, it stops the python script, updates it via git, and executes it again.
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  33. Post #2073
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    I was going to try dealing with the aliasing using interpolation, but thanks, I'll try an ESM next. One thing that's cool about PCF is that I can extend it into percentage-closer soft shadows, which are pretty boss. I don't think I've ever seen soft shadows in a commercial game. Or any game, for that matter.

    Edited:



    One infinite-poly torus knot coming up!
    Crysis 2 DX11 update, Just Cause 2.

    But yeah, PCSS is great.
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  34. Post #2074
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,616 Posts
    When I come to this thread to read all these cool things, and maybe learn some stuff, I inevitably see a paragraph like this and wonder if/how I'm going to be able to even understand half of the words in there by the time I get my degree in a couple years.

    It's amazing how much this thread both entirely kills and boosts my work ethic at the same time
    Not to scare you, but I doubt a degree would teach you to understand that paragraph.

    No, really - given the state of most colleges these days, you're gonna come out of college with only a marginally better understanding of what that paragraph means.

    If you really want to know what it means, start learning on your own. Look terms up on your own, try things on your own, experiment with things on your own, form your own hypotheses and conclusions.

    Things you learn through personal experience will serve you infinitely better than anything you might ever pick up in college.

    Let me start you off:

    MSVC (Microsoft Visual C/C++) and GCC (GNU Compiler Collection) are, to put it simply, compilers. I'm sure you know this already, but compilers turn code a program.

    An SDK is a Software Development Kit (used with compilers and code to help make more complex programs) and an API is an Application Programming Interface (various outside code that your code can interact with). SDKs typically consist of various APIs, tools, and more.

    Marmalade is an SDK for making applications for mobile devices (iOS, Android, etc). Marmalade uses MSVC when it makes programs for you to test in the PC-based simulator, and it uses GCC when it makes programs for you to run on the mobile devices.

    ARM is just the architecture (format of instructions) of programs for most mobile devices. GCC can build ARM instructions, so that's why Marmalade uses it when making a program for the mobile devices.
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  35. Post #2075
    Gold Member
    darkrei9n's Avatar
    November 2007
    5,139 Posts
    Not to scare you, but I doubt a degree would teach you to understand that paragraph.

    No, really - given the state of most colleges these days, you're gonna come out of college with only a marginally better understanding of what that paragraph means.

    If you really want to know what it means, start learning on your own. Look terms up on your own, try things on your own, experiment with things on your own, form your own hypotheses and conclusions.

    Things you learn through personal experience will serve you infinitely better than anything you might ever pick up in college.
    Computer Science degrees are more focused on giving you the tools and knowledge of what those tools do rather than the actual knowledge behind programming. It is always up to the person to expand what they know rather than hope someone else will come along and provide it for them.
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  36. Post #2076
    Gold Member

    March 2005
    3,028 Posts
    Not to scare you, but I doubt a degree would teach you to understand that paragraph.

    No, really - given the state of most colleges these days, you're gonna come out of college with only a marginally better understanding of what that paragraph means.

    If you really want to know what it means, start learning on your own. Look terms up on your own, try things on your own, experiment with things on your own, form your own hypotheses and conclusions.

    Things you learn through personal experience will serve you infinitely better than anything you might ever pick up in college.
    Not trying to be a jerk here, but do you actually go to college? Because you seem to have a lot of opinions on the matter, but I've never seen any of your posts imply that you've ever attended.
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  37. Post #2077
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,616 Posts
    Computer Science degrees are more focused on giving you the tools and knowledge of what those tools do
    Yes. Just like the Internet does.

    Not trying to be a jerk here, but do you actually go to college? Because you seem to have a lot of opinions on the matter, but I've never seen any of your posts imply that you've ever attended.
    No, I'm in High School. I have plenty of friends who waste their time and money at college, some of which I have to help with their homework.
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  38. Post #2078
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,477 Posts
    You're basing all of this off of second-hand knowledge from a particular college/area? And preaching others about it?
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  39. Post #2079
    ben1066's Avatar
    August 2009
    960 Posts
    Still doesn't look quite right :\
    Can we get a picture of the SSAO alone and the normals?


    With:

    Without:
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  40. Post #2080
    Gold Member

    March 2005
    3,028 Posts
    Your normals are still off. And I don't think it's because they're depth-derived. I'm not sure what method you're using for AO, either.

    I'll take a few pictures from my renderer's implementation for reference. brb.
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