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I've been a bit sick and haven't been too responsive, though I am collecting everyone's feedback. Depending on how much time I have to spare to polish up the GUI, I'll be making some changes. For now, though, I'm inclined to leave it because I have a lot of other technical work to do to get it all integrated together. My analog-to-VGA converter box really washes out the colors and introduces a lot of signal noise, so this doesn't look nearly as nice in this picture as it will in a direct connection a TV: Most of the NTSC overscan is happening on the left side of the screen. Remember, the red bar on the left side of the screen is the same size as the red bar on the right in the "logical" video framebuffer. Maybe five or six pixels are lost to overscan on the top and bottom red bars of the screen. The item selection marker should be OK, even though it is hard to see in the picture because of the NTSC signal degradation. I put up a YouTube video clip of the GUI (without the red overscan indicator bars) here.
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# ? Mar 8, 2013 01:08 |
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# ? May 9, 2024 05:34 |
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Your selection cursor seems to be using a linear tween. Pop a sigmoid easing function on that puppy and speed it up a little- I think you'll find it feels more responsive.
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# ? Mar 8, 2013 01:37 |
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Internet Janitor posted:Your selection cursor seems to be using a linear tween. Pop a sigmoid easing function on that puppy and speed it up a little- I think you'll find it feels more responsive. (I also now know what a modified logistic sigmoid function looks like.)
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# ? Mar 8, 2013 02:20 |
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I use either a standard logarithmic tween:JavaScript code:
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# ? Mar 8, 2013 02:31 |
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Been working on getting Gamebit 2.0 out on the App store (Waiting for Review now). Gamebit is like Flixster but for video games. It has past/upcoming releases, downloads (DLC and patches) and upcoming events. 2.0 adds search, reminder notifications and a new UI. I've been using Monotouch (now Xamarin.iOS I guess) to do everything and it's been really great because I can draw on my extensive (all of one year) C# experience. I tried Objective-C, but failed miserably. Here's a peak at the search: Just started adding a genre field to the JSON coming back so now I get to get LINQ-y with it which is nice. On the admin side, I need to spec out a way to copy an item that's already input for games that have staggered release dates among platforms. Oh and add Playstation 4 and the next XBox.
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# ? Mar 8, 2013 14:13 |
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Very very rough version of a portfolio site I'm building, had to go up live on a subdomain about two weeks earlier than expected due to needing to use some of the design as an example to get a job. Barely functional: doesn't work in phones, the reposive poo poo is unimplemented, History API works -ish (but refresh or back buttoning in from an external site breaks everything), JSON hasn't been leveraged yet and the AJAX calls pull enormous chunks of HTML, the images should remder as small, then lazy load full-size, but don't, the CSS and scripting are currently horrible badly structured messes, etc etc etc. Looks ok at first glance though. Site's at https://danielcouper.sutor-design.com. Aaargh and I've just noticed two css counters conflicting on some of the items. Jesus christ. BTW Does anyone know how to successfully implement anchor links (with History active) inside a scrolling div whose contents are pulled via AJAX? It's driving me nuts.
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# ? Mar 8, 2013 19:13 |
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Screenshot (and video, as always)...Friday! Screenshot that doesn't really show anything: I haven't updated in a while. I took a short break and then kind of took it easy the last couple weeks. Don't want to burn out! I added entity parenting and hierarchical transformations to my game. There's also some 'particle system' effects, but it's actually nothing new, it's just more entities. Here's the video: https://www.youtube.com/watch?v=2opjZPli7TI And here's the Blog Post that explains it all. Oh, and say goodbye to Link, I have an actual character now. The design is intentionally generic (for now) and is definitely going to be replaced later. The art (including all of the tiles) is by Dave Shabat (he goes by Reiley here on SA), creator of Dead Winter. Orzo fucked around with this message at 05:14 on Mar 19, 2013 |
# ? Mar 9, 2013 03:08 |
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RobertKerans posted:Very very rough version of a portfolio site I'm building, had to go up live on a subdomain about two weeks earlier than expected due to needing to use some of the design as an example to get a job. Barely functional: doesn't work in phones, the reposive poo poo is unimplemented, History API works -ish (but refresh or back buttoning in from an external site breaks everything), JSON hasn't been leveraged yet and the AJAX calls pull enormous chunks of HTML, the images should remder as small, then lazy load full-size, but don't, the CSS and scripting are currently horrible badly structured messes, etc etc etc. Looks ok at first glance though. Site's at https://danielcouper.sutor-design.com.
I know this is a WIP, however, so I hope these just provide some helpful movement in the right direction. As for the anchor links, try starting here: https://developer.mozilla.org/en/docs/DOM/Manipulating_the_browser_history
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# ? Mar 10, 2013 02:34 |
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Lurchington posted:since it seems like mockups are something people are interested in, figured I'd post up this balsamiq mockup (see attached) I've been working on this off and on ever since and I've hit the milestone of ("make the screen that's in the mockup") it's all up here: https://github.com/rdennis463/cuesbey next steps: the server backend is NOT scaling super great and there's a categorization feature that I've been working on that I can now put in. (high level is that, some people like to sort Card "A" as a Spell, but other folks call it a creature; I've codified some of these so you can look at the cube in the way you would lay it out in real life)
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# ? Mar 10, 2013 23:21 |
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Cartesian_Duelist posted:
Cheers man, it is helpful, sitting looking at the same lines of code for several hours does not objectivity give. This is very, very WIP; I'm not likely to be able to move much on the font for the book titles (Open Sans might be fine though, even if I just keep falling back to it for everything at the minute), probably not on the orientation, as that's what was specified. Stacking it could work though, and would negate about 90% of the CSS loving around, and my headache. Any would allow much much simpler scrolling/accordian movement between/inside items. Urgh It does definitely need a subtle text effect, and yes the drop shadows are horrible, was just having problems adding visual weight. Thanks again, anyway. Got too stuck on making certain techniques work at the expense of everything else.
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# ? Mar 12, 2013 12:48 |
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I've made some real progress on the BeagleSNES, but I need to set it aside for a while because I have plenty of other projects to take care of. I made another YouTube video of my progress, which is here: https://www.youtube.com/watch?v=ZUJBxtNpcys My latest work has focused on system stability and speed. This has involved the following tasks: - Research and compare a bunch of kernel patches for each Linux kernel version to best judge which one is the right trade-off of bugs versus features. - Start building custom kernels to incorporate those patches and to trim down the kernel to reduce memory footprint, build time, and loading time. - Build a custom bootloader to match the kernel and hard-code some of the features that I want. I decided to clock the CPU at 800 MHz via the bootloader and the cpufreq modules in the kernel. The base speed for the CPU is 600 MHz, though 600, 800, and 1000 MHz are all acceptable (according to the documentation). The catch with clocking at 1 GHz is that the drivers for TI's voltage-regulation subsystems aren't in recent kernels. There was a stretch back around the 2.6.30+ to 3.0.x kernels that allowed you to safely clock the CPU at 1 GHz, but those kernels also include a bunch of USB bugs that have since been fixed. I did fall back to those old kernels and tried them (pulling the 2.6 kernel from the demo Angstrom distro that came with the board and the 3.0.17 kernel from here), but the system seemed a little quirky. I'd see the emulator crash every now and then for no good reason. I now use the "performance" CPU frequency stepping module in the kernel. Before, it was just the "ondemand". I'm basically just running the CPU at 800 MHz all the time, and the only downside I see is that sometime the NTSC video remains blank if the chips are hot. If you give them a few minutes to cool, it usually comes up with no problem. It's a hardware issue, rather than software, so I'm not too worried. The U-Boot bootloader in BeagleSNES is now running a custom build of v2013.01.01 that I cross-compiled to ARM from my x86 Linux development VM. I built an x86 host, ARMv7 target toolchain using crosstool-ng, which was pretty painless. There were a few quirks, but a bit of googling got it all sorted out. My custom kernel is also compiled using that same toolchain. While I am disappointed that I couldn't just clock at 1 GHz and go, it isn't too much of a loss. I can't run Star Fox because the Super FX chip emulation just doesn't run very well at 800 MHz (only 4 or 5 FPS, typically). It does run well at 1 GHz, but that doesn't do much for you if it crashes all of the time.
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# ? Mar 13, 2013 04:41 |
hendersa posted:
What ARM processor is on there? I had a similar problem with an OMAP2 processor - it would run at 1GHz, it just wasn't stable at all Delta-Wye fucked around with this message at 17:02 on Mar 13, 2013 |
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# ? Mar 13, 2013 16:58 |
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Delta-Wye posted:What ARM processor is on there? I had a similar problem with an OMAP2 processor - it would run at 1GHz, it just wasn't stable at all
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# ? Mar 13, 2013 17:59 |
hendersa posted:It is a DM3730, which is an ARM Cortex A8 processor. For Linux kernel configuration purposes, it is an OMAP3. Ah, mine was AM3703 based (which is still a ARM Cortex A8). I feel you on the Linux kernel woes. I have to keep reminding myself the rapid (but sloppy) development plus constantly changing interfaces is really a feature and why people use Linux in the first place and I shouldn't get too angry when I'm digging through hundreds of kernel mailing list emails trying to port enough patches to get everything working as it needs to. Oh, my kingdom for Alan Cox's head on a pike.
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# ? Mar 13, 2013 20:19 |
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Compared to Android/iOS, the Windows Phone SDK is a breeze - another tracker app! I'm making this to both learn and get the features I want out of a cycling app, the speed always updates but the timers/averages are only activated on start/stop. As I just wanted a speedometer with a few tweaks. I'm going for the full on windows phone experience - gratuitous typography!
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# ? Mar 18, 2013 00:16 |
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Did some cool particle stuff. Blog post here! Screenshot, but the video is way more fun: Video: https://www.youtube.com/watch?v=ONlEkY5imnw
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# ? Mar 19, 2013 05:14 |
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Orzo posted:Did some cool particle stuff. Blog post here! My mind is going crazy with the thoughts of some of those effects being buffs and the stretchy effect being a boss casting dispel. I'm sure you did it for fun, but that last combo of effects could be a end game ability that triples damage or something. Looks so cool, man.
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# ? Mar 19, 2013 13:33 |
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Overview dashboard I've been working on to put up on a TV I want to mount in our IT area. Everything is loaded via AJAX from a Python/Flask server that I wrote to collect the data from random sources on the network.
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# ? Mar 19, 2013 15:27 |
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geera posted:Overview dashboard I've been working on to put up on a TV I want to mount in our IT area. Everything is loaded via AJAX from a Python/Flask server that I wrote to collect the data from random sources on the network. Neat! I've been using Flask a lot lately and it's fantastic for stuff like this. What are you using for the charts?
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# ? Mar 19, 2013 17:06 |
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Foiltha posted:Neat! I've been using Flask a lot lately and it's fantastic for stuff like this. What are you using for the charts? For the charts I'm using Flot, which is a plugin for jQuery.
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# ? Mar 19, 2013 17:50 |
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As a semester project, I have to improve the performance of an already built (in-house) Xylophone playing robot! This is by far the most awesome thing I've ever got to play with. https://www.youtube.com/watch?v=mnRZ_Pj5k5Q This is just my first test. You can't see in the video but it has 2 arms! I'll keep this topic updated once I get it to actually play something interesting Don't mind the terrible noise, it's not coming from my robot. There's some construction in my lab right now and it's driving me crazy.
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# ? Mar 21, 2013 15:51 |
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My project is not nearly as awesome as what a lot of you are working on, but here's my newest site: http://www.meta.tf/ I've got a working backpack viewer (UI terribly neglected), login system, account dashboard, and admin area. By working I mean it will authenticate/add a user to the database using Steam's implementation of OpenID. It's written with Node.JS, Express, and Mongoose with a Twitter Bootstrap frontend. Knyteguy fucked around with this message at 19:49 on Mar 21, 2013 |
# ? Mar 21, 2013 19:44 |
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Sir Davey posted:As a semester project, I have to improve the performance of an already built (in-house) Xylophone playing robot! This is by far the most awesome thing I've ever got to play with. Very cool. What's the fastest rhythm it can play? Can you do an insane robotic tremelo?
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# ? Mar 21, 2013 20:26 |
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Sir Davey posted:As a semester project, I have to improve the performance of an already built (in-house) Xylophone playing robot! This is by far the most awesome thing I've ever got to play with. Whats with the picture of the flabby dude in the background???
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# ? Mar 21, 2013 20:59 |
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lord funk posted:Very cool. What's the fastest rhythm it can play? Can you do an insane robotic tremelo? Right now the speeds are limited because of inertia and vibrations. The idea is to "dominate" this effect with software, but the key to getting it to play faster is to use its second arm and make shorter moves That Turkey Story posted:Whats with the picture of the flabby dude in the background??? This is originally a biomedical lab, so there are pictures of flabby dudes like that. I think it's showing some way of seeing the veins or something.
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# ? Mar 22, 2013 09:56 |
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Sir Davey posted:As a semester project, I have to improve the performance of an already built (in-house) Xylophone playing robot! This is by far the most awesome thing I've ever got to play with. A group in my robotics class made a xylophone playing robot that was just an array of 20+ solenoids positioned over the keys. Kind of a cop out, but it sounded great and could play insanely fast.
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# ? Mar 22, 2013 14:15 |
I wanted to make a web socket server. Only in .net 4.5? gently caress that poo poo I'll decode/encode those bytes myself! (In retrospect, what a (mild) pain)
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# ? Mar 23, 2013 00:58 |
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The BeagleSNES project is moving right along, and I just finished up a simple project launch trailer for it: https://www.youtube.com/watch?v=8pl87z0w8B0 I don't have the video publicly searchable, so it is really only you guys that will see it for now. I've registered a domain name (beaglesnes.org), and I'll be opening a project at SourceForge for it and getting the DNS to point there as soon as I get a webpage up and make the code and file system images ready for download. My development task list is still pretty long, but I think it is solid enough to take a snapshot and get the project out there for people to look at it.
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# ? Mar 23, 2013 18:58 |
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SourceForge? Really? What advantages do you see SF giving you over, say, GitHub?
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# ? Mar 23, 2013 19:57 |
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I added a few things.
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# ? Mar 23, 2013 20:15 |
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Doctor w-rw-rw- posted:SourceForge? Really? What advantages do you see SF giving you over, say, GitHub? I'll have web hosting of my project domain directed to a vhost at SourceForge. I will not be using the source control repositories because my project is a collection of large components, several binary-only. I am making a single, large filesystem image available (about 4GB decompressed) and tarballs of individual components available so that people are able to examine particular components that they are interested in. SourceForge offers a project wiki, just like GitHub, for any documentation that I need to make available. I just need web hosting for my project's domain and unlimited, free bandwidth for downloading the massive files of my project for end users. SourceForge fits the bill.
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# ? Mar 23, 2013 22:31 |
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Was it how!! who freaked out about making a sudoku solver? I can't remember. Anyways that's what I did for an AI assignment https://www.youtube.com/watch?v=QvlbHv7yUNY
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# ? Mar 24, 2013 03:33 |
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I only remember it being brought up when talking about TDD, ended up on Peter Norvig's Solution vs a TDD approach that didn't understand the problem space well enough. Basically it boiled down to the fact that if you don't understand the concepts required, you can't brute force TDD your way to understanding them and it won't help you. edit: \/\/ Ahem, thanks. Maluco Marinero fucked around with this message at 06:51 on Mar 24, 2013 |
# ? Mar 24, 2013 04:12 |
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Maluco Marinero posted:a TTD approach I would love to watch some trains solve sudoku in Transport Tycoon Deluxe. (Trains are Turing-complete right?)
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# ? Mar 24, 2013 06:22 |
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Contains Acetone fucked around with this message at 17:42 on Jun 24, 2020 |
# ? Mar 24, 2013 06:45 |
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Tres Burritos posted:Was it how!! who freaked out about making a sudoku solver? I can't remember. That is pretty cool, can you share the source code? (for the part that solves it, not the GUI, although I'd like to see the scraper too)
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# ? Mar 24, 2013 06:59 |
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Grawl posted:That is pretty cool, can you share the source code? (for the part that solves it, not the GUI, although I'd like to see the scraper too) I'm still cleaning up the code because ... it looks like poo poo. The scraper is using selenium which is cool as hell. But yeah I could put it up later.
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# ? Mar 24, 2013 07:26 |
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Pretty much finished the guts of my Team Fortress 2 backpack viewer: http://www.meta.tf/backpack/76561198042775435 http://www.meta.tf/backpack/76561197991291041 Written in Nodejs + a ton of modules. I'll probably need to refactor the code for optimization before launching, but I'm pretty sure it's non blocking. Matching the order of the items on the page to match the order of the items in the user's actual backpack was actually pretty complicated. It involved breaking down an API token from Steam to binary and doing calculations on the binary pattern which then returned the actual slot it resides in. Of course the API never really said that's what needs to be done. Accounting for empty slots between/after items was also kind of a pain, but I'm fairly certain I got it right. Also most of the view will need to be changed to look better and add some tooltips/jQuery class changes, but I'm happy enough with it to move onto the next feature for now. Edit2: Hotfixed. There was a problem viewing if a user wasn't logged in Knyteguy fucked around with this message at 22:08 on Mar 24, 2013 |
# ? Mar 24, 2013 21:53 |
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So I decided to see how fast my sudoku solver would solve without waiting for inputs and firefox. Turns out it goes pretty fast, always under 1 second for even the "evil" problems on websudoku. Then I decided to graph the output of running 4 simultaneous solvers for "easy", "medium", "hard" and "evil" difficulties. Which does this to my System / CPU. I've got the 4 separate threads for each of the difficulties.
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# ? Mar 25, 2013 01:01 |
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# ? May 9, 2024 05:34 |
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What are the axes on that graph?
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# ? Mar 25, 2013 01:15 |