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Cukel posted:Wow, huh, didn't know that was even a thing. That's a fantastic idea, Cukel! I hope it takes off.
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# ? Jun 18, 2012 18:43 |
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# ? May 9, 2024 05:39 |
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lord funk posted:That's a fantastic idea, Cukel! I hope it takes off.
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# ? Jun 18, 2012 20:22 |
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I'm writing a raytracer
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# ? Jun 20, 2012 08:58 |
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Toekutr posted:I'm writing a raytracer Prepare to feel inadequacy. Yes, that was raytraced.
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# ? Jun 20, 2012 09:45 |
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Sinestro posted:Prepare to feel inadequacy. I've been working on mine for less than a week now. Besides, that one obviously can't render flat textured spheres on a untextured background You know, like this Toekutr fucked around with this message at 22:25 on Jun 20, 2012 |
# ? Jun 20, 2012 17:09 |
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It isn't as pretty as everyone else's, but today I learned ruby and ported my rpc-esque library to itRuby code:
Python code:
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# ? Jun 20, 2012 23:52 |
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hypermedia?
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# ? Jun 21, 2012 00:03 |
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hypermedia is just forms and links and stuff when you make a call, you get a serialised object back - for the methods, it returns forms (like html), which include url and verb. when you call a method on the client side, it submits the form, and it in turn can return more stuff.
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# ? Jun 21, 2012 00:21 |
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My project for National Game Development Month It's a Neptune's Pride clone written with Tornado Web/jQuery/HTML5 Canvas. I've got the lobby and basic client/server architecture pretty much done, and now I'm working out some bugs and polishing the basic gameplay. Hopefully more to come towards the end of the month! e: holy image-resizing, Batman!
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# ? Jun 21, 2012 19:06 |
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I just launched my latest project today. Whoop!
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# ? Jun 21, 2012 23:41 |
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There's not much to take a screenshot of, but I just released my first real open source project, Squire. It's a set of front-end build tools sitting on top of node.js. It's useful for things like static websites and blogs, single-page web apps and probably other stuff too. Its basic purpose is to seamlessly translate files for you. It has built-in translators for CoffeeScript, Stylus, Jade templates and Markdown, and there's a simple API for developing your own plugins if you want to use anything else. You can run a local preview server that will automatically retranslate all of your files each time you refresh the page, and when you're done you can build the whole thing into static files for deployment. It has a bunch of really cool features beyond that too. It supports file concatenation and minification, so if you want to keep your JavaScript in multiple files during development but combine them all into one minified file for production you can do that easily. Concatenation is really flexible with dependency management too. You can explicitly tell it what order to combine all your files in, you can tell it to automatically include every file in a directory and then specify dependencies from inside the files themselves, or do a little bit of both. There are lots more features but this is all explained in the readme so just check that out if you're interested.
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# ? Jun 22, 2012 07:19 |
bobthecheese posted:I just launched my latest project today. Where do I read what other people have said?
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# ? Jun 22, 2012 13:46 |
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Manslaughter posted:Where do I read what other people have said? http://www.theworldyourstage.com/about.html posted:Every day, a new person will be picked, and whatever they want to tell the world will take pride of place, right on the home page for the whole world to see.
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# ? Jun 22, 2012 20:02 |
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Yeah, I just have to wait until there are enough posts that I could reasonably start posting one every day (there's no point starting if I'm going to have to stop after a couple of weeks)
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# ? Jun 22, 2012 22:33 |
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I think I've finally finished up this stupid simple little website http://goonsay.shiturl.com code is at http://github.com/ell/goonsay super simple django app I coded when I shoulda been doing more work at work Added a submission form and a working api woohoo if you wanna use the api check out http://goonsay.shiturl.com/api/entry post json formated as {'body': 'goonsay post here'} to it and ill approve em if theyre good
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# ? Jun 22, 2012 22:39 |
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finished a web based simple lindenmayer system that draws alpha blended triangles instead of just lines makes some stunning images http://creative-co.de/labs/colorful_system/
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# ? Jun 23, 2012 13:35 |
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I've continued working on my raytracer, and in the last couple of days I've added: supersampling multi-threading (scales linearly per core) bounding volume hierarchy based intersection tests My build-bvh function is still not very good, and the trees it creates aren't very efficient, but the render times are getting better and better. This took about 8 minutes to render, with 2x2 supersampling
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# ? Jun 23, 2012 19:46 |
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Toekutr posted:I've continued working on my raytracer, and in the last couple of days I've added: Are there any books or resources you'd recommend for understanding and implementing raytracing?
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# ? Jun 23, 2012 21:11 |
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Tres Burritos posted:Are there any books or resources you'd recommend for understanding and implementing raytracing? To be honest, I'm still pretty new to this stuff. At first I watched these videos, http://www.youtube.com/playlist?list=PL8B05045F714EF585 which may not be all that helpful if you aren't planning on using common lisp, but the linear algebra explanations are still pretty good. There are a ton of papers, books, and tutorials available on raytracing, so you can just google, but in particular, these ones have helped: http://www.codermind.com/articles/Raytracer-in-C++-Part-I-First-rays.html http://gannon-house.com/projects/raytracer/index.html http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_1_Introduction.shtml http://forthescience.org/blog/category/topics/computer-science/graphics/raytracing/ If you want to take a look at my (terrible) code https://github.com/ehaliewicz/deathray/ Toekutr fucked around with this message at 22:36 on Jun 23, 2012 |
# ? Jun 23, 2012 22:21 |
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http://devmaster.net/posts/raytracing-theory-implementation-part-1-introduction Another decent series on raytracing. Really though, the concepts you need to understand to get started are pretty simple. Figuring out the equations for the intersection-tests is probably the hardest part, and those you can find online in a million places. It starts to get difficult if you want to make it really fast or the output really pretty.
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# ? Jun 24, 2012 01:28 |
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Internet Janitor and LP0 ON FIRE and co posted:It's like Star Castle in hell. I like how as you destroy the shield it seems to transition from "obstacle in the way" to "vitally useful cover", which is really clever. Shmup fans will probably relish the challenge. Hey the guys who liked my video: thanks a ton! Good news, everyone. I think it's finally ready for a release sort-of-thing. Don't intend to derail the thread, just wanted to let the interested parties know. Maybe I should make a thread in Games or something. (edit: a thread!) Edit: on topic vvvvv yes I also have that book and it is very good. seiken fucked around with this message at 13:58 on Jun 24, 2012 |
# ? Jun 24, 2012 02:01 |
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This book should just about keep you covered with rendering systems for a few months, pretty much every beginner and some slightly more advanced topics explained and then code provided. It is a monster of a book and I love it.
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# ? Jun 24, 2012 02:03 |
piratepilates posted:This book should just about keep you covered with rendering systems for a few months, pretty much every beginner and some slightly more advanced topics explained and then code provided. It is a monster of a book and I love it. I think this book is written by a goon? I want to say I remember him posting a "oh yeah thats my book" post a couple months ago.
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# ? Jun 24, 2012 02:35 |
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Hahaha, I was working on my hipster image generator after a week of it being on the backburner to other stuff, and the very first image I got after fixing some bugs linking the photo-grabbing, quote-grabbing, and image-composing modules together was strangely self-aware. (Also, the overlap between text boxes is still there because I was spending my time linking everything together, so I haven't gotten the chance to tweak the actual image generator yet. It'll be fixed, promise!)
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# ? Jun 24, 2012 02:44 |
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piratepilates posted:This book should just about keep you covered with rendering systems for a few months, pretty much every beginner and some slightly more advanced topics explained and then code provided. It is a monster of a book and I love it. Also, what kind of computer are you using? 8 minutes seems a bit long for such a simple scene. Even without an acceleration structure, it shouldn't take more than a few seconds on any vaguely recent machine.
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# ? Jun 24, 2012 02:53 |
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steckles posted:I have to third this. If you get one book, make it this one. I reference my copy more than any other graphics book on my shelf. The chapter on sampling alone makes the book worth it. Well, the image was essentially rendered at 4 times the resolution (1600x1200), but perhaps some of the overhead is because it's written in a higher level language, and I don't really know how to optimize common lisp (or code in general).
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# ? Jun 24, 2012 03:11 |
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piratepilates posted:This book should just about keep you covered with rendering systems for a few months, pretty much every beginner and some slightly more advanced topics explained and then code provided. It is a monster of a book and I love it. I wrote a raytracer for a graphics class last year, using Lua to define scenes. I used the Physically Based Rendering book for inspiration (and I adapted their kd-tree implementation) but most of the ray tracing algorithms are the usual simplistic ones found online.
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# ? Jun 24, 2012 06:09 |
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Delta-Wye posted:I think this book is written by a goon? I want to say I remember him posting a "oh yeah thats my book" post a couple months ago.
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# ? Jun 24, 2012 10:34 |
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Here's a new (huge) screenshot of my "Campaign builder" and the level running in the actual game engine in the foreground.
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# ? Jul 2, 2012 12:13 |
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I've been working on a small WindowsPhone game that has augmented reality elements in it. There are a number of enemies orbiting around you and you have to look around using the phone's camera to find and shoot them. This past weekend, it's finally up in the WindowsPhone Marketplace, so check it out if you can. You don't need to buy it - the trial version is the exact same as the paid version (the paid version is there for those that like to support me). http://www.windowsphone.com/en-CA/apps/7a36c3c8-5338-4c56-b399-38f7e655fdc5
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# ? Jul 3, 2012 17:38 |
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Not really work, but hey, I just received my plaque for being Erlang User of the Year 2012. Just boasting a bit
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# ? Jul 4, 2012 22:11 |
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Do you pronounce your name like the goalie or like an English speaker?
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# ? Jul 4, 2012 22:41 |
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Otto Skorzeny posted:Do you pronounce your name like the goalie or like an English speaker? Depends which goalie you're thinking of I guess. Tro-Tee-ay Hay-Bear. Or something like that, if I had to translate the pronunciation roughly. In any case, for general English stuff, I usually work as Fred Hebert and let people get confused and call me Fred Herbert instead. That seems to be the simplest.
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# ? Jul 4, 2012 23:04 |
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That's pretty classy-looking.
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# ? Jul 5, 2012 12:46 |
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I've been working on an implementation of the original Nintendo Entertainment System on an FPGA. It is more for the learning experience of designing a larger VHDL system, as well as the various components (PPU, MMU, etc.). It has been coming along remarkably well so far. I don't have a ton of time to work on it, but I chip away at the project here and there when I have a spare hour or two. I realize that something like Xilinx's WebPack software would be a one-stop shop for this sort of thing, but I have selected a bunch of free apps (GHDL, GTKWave, etc.) to develop it so that I have a chance to see all of the intermediary steps involved in the design process without falling into the trap of seeing one vendor's approach as being the universally correct one. Also, there is a special place in hell reserved for those that use the vendor-specific std_logic_arith VHDL library, rather than the IEEE numeric_std one. I began by writing a 6502 disassembler in C, as well as a ROM loader for the .NES format. I compared my generated dumps against disassemblies already on the web to make sure that I was performing the disassembly right. It turns out that Super Mario Bros has been analyzed to death, so disassembling that ROM was a good place to start. Then, as I developed the chip, I hardcoded the dumps into a VHDL testbench so that I could drive the system state instruction by instruction while monitoring the same instructions on an emulator for a "known good" comparison: Edit: Added in some links, in case someone wants to check the various tools out. Also added in a few bits about the disassembler. hendersa fucked around with this message at 16:39 on Jul 5, 2012 |
# ? Jul 5, 2012 16:12 |
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That is loving cool man
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# ? Jul 5, 2012 16:23 |
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hendersa posted:I've been working on an implementation of the original Nintendo Entertainment System on an FPGA. It is more for the learning experience of designing a larger VHDL system, as well as the various components (PPU, MMU, etc.). (Also, nice icculus.org shell account. I take it you know Ryan Gordon?) You do know that you're eventually going to need to use your FPGA's vendor's tools at least to translate your e.g. netlist into their bitcode for use on the FPGA itself, right? GHDL will give you a executable for your design and testbenches, but if you want to synthesize anything, you will probably want to use ISE WebPack or Quartus II Web Edition (or $FREE_VENDOR_TOOL_HERE if you're using some more obscure part) sooner rather than later, even if you don't use it for the bulk of your design work, in order to be able to get realistic reports on resource utilization and PnR. Engineering with FPGAs is still very much tied up with vendor tools no matter what (unfortunately), since each vendor's FPGAs only work with their bitcode formats, IP libraries, and synthesis tools. I do applaud you going the route you're going through. Specifically regarding GHDL, are you using it on Windows? I have a bunch of half-working old-to-new patches and hacks to GHDL, some Windows-related, some (older ones) OS-X-related, that I ought to clean up and publish. I'm really interested in other user reports of GHDL on Windows and OS X (in that order): gripes, features requests, etc. Bugs should probably still go to Tristan.
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# ? Jul 5, 2012 18:15 |
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mnd posted:Hey there FPGA-designing, Mendeley-using, VHDL-writing buddy. I've used WebPack in the past for developing on this guy right here, so I had enough gates to burn to be a bit sloppy with it. That's probably similar to the board I'll be using to actually test the physical design. At the time, I was barely scraping the surface of the simulation portion of development, and many details were hidden, so I doubt that what I was creating was "good". I'm just trying to fill in the experience gaps. Since the number of gates available on that platform is huge and the 1.79 MHz clock of the NES's Ricoh 2A03 is far below any point where propagation delay will be a concern (hopefully), and I'm not using anything like the dedicated DLL circuits, I will have a ton of wiggle room during PnR. If I were going for the cheapest FPGA I could get away with as a target, I'd be using far more targeted tools from the get-go. I think I'll learn a few things, too, in reworking the pristine VHDL codebase to get it working on the real hardware when the time comes. GHDL is, in my opinion, a buggy piece of software that implements the VHDL standard very well. Or, at least, that is the way it appears under Windows. I've found that it likes to hang during testbench execution once things begin to get even slightly complex. I suspect that it is some form of internal signal oscillation going on, which leads to time halting at that point in the simulation. I've also noticed this occurs sometimes when using a single "report" statement before a "wait" at the end of the simulation. In most cases where it freezes (both at the "wait" and at other points during the simulation), you can just stick a "report" statement in there and it won't freeze on you next time. This doesn't make sense, since the simulation is obviously not dependent upon the "report" statements. Oh well. I used to share an office with Ryan when we both worked at Loki Games back around 2000/2001. Aside from the porting work for our jobs, I joined him in porting a few open-source projects to Linux (stuff like the BUILD engine). Back then, we did that sort of stuff to gain experience, learn some new things, and build a critical mass of example code on the web so that others could start doing the same sort of thing. We were also probably the only ones around at the time that had both the know-how and free time to do it. He decided that he enjoyed that kind of work so much that he became a cross-platform development consultant/contractor full-time. I went off into industry and academia (hence the Mendeley open in the background).
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# ? Jul 5, 2012 19:13 |
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Hot. Could we take this conversation to PMs? I doubt the rest of the viewers of this thread want to watch us swap stories about timing issues and thermal runaway, or debate the merits of VHDL versus Verilog as religious fellowships. I'm super-psyched to find another regular GHDL user on Windows, this will probably inspire me to get off my butt and start hacking on it for real this time. I don't know Ryan from Adam other than his reputation in the game porting/consulting space, and from his online writings, Twitter, etc., but have a lot of respect for his work. I think it's rad you guys ported BUILD to Linux and worked at Loki, that seemed like an interesting idea. Did you go into industry/academia in some sort of hardware-related field, or is this disconnected from that and just a hobby project (woops, should have asked this in aforementioned PM).
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# ? Jul 5, 2012 21:21 |
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# ? May 9, 2024 05:39 |
I understand wanting to not crowd out this thread, but I would love to read/maybe participate in such a discussion. There used to be a HDL thread (http://forums.somethingawful.com/showthread.php?threadid=3439925 maybe?) and it probably wouldn't hurt to resurrect it for something like this. Badass project btw.
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# ? Jul 5, 2012 22:30 |