|
When I first began working on BeagleSNES, it was for a graduate class project on embedded systems. Once the class was over, I continued to polish and document it to make it available as a reference platform for anyone interested in developing a single-purpose multimedia appliance using the BeagleBone Black. I haven't been disappointed! Lots of people have been studying my work and using pieces of it for their own projects. I received a flurry of mails from an intern over at TI a few weeks back. He and a team of other summer interns wanted to make a portable SNES handheld for TI's 2013 Intern Design Challenge, and they wanted to use BeagleSNES as the core software for it. The questions started out pretty general, but before long I was making code modifications for them for GPIO buttons and changing all of the GUI layouts for a smaller resolution. Since I had been working on making BeagleSNES portable on my own, I just shared the work that I had already done. My design includes USB audio hardware, and their design had no audio, so they were disappointed that they had not spoken to me sooner to compare notes. I think that the BeagleSNES software was a bit over their heads, so I did what I could to help them out. I think that their work came out pretty good: http://www.youtube.com/watch?v=ulZzFabnbY8 (The URL in their video is incorrect. It should be: http://beagleboard.org/project/BeagleBoy I feel sorry for anyone that actually uses AA batteries to power it, though. It's going to pull some serious power when it is running, and I would not be surprised if you needed to replace the batteries every HOUR.
|
# ? Jul 31, 2013 14:26 |
|
|
# ? May 9, 2024 10:18 |
|
hendersa posted:I feel sorry for anyone that actually uses AA batteries to power it, though. It's going to pull some serious power when it is running, and I would not be surprised if you needed to replace the batteries every HOUR. Game Gear emulator
|
# ? Jul 31, 2013 20:14 |
|
hendersa posted:When I first began working on BeagleSNES, it was for a graduate class project on embedded systems. Once the class was over, I continued to polish and document it to make it available as a reference platform for anyone interested in developing a single-purpose multimedia appliance using the BeagleBone Black. One of these was featured on Hack a Day and I was wondering if any of those shifty interns had used your stuff. Nice!
|
# ? Jul 31, 2013 20:32 |
|
Tres Burritos posted:One of these was featured on Hack a Day and I was wondering if any of those shifty interns had used your stuff. Nice! The handheld that was featured was a good piece of engineering. It did not use BeagleSNES at all, since it was targeting lower-end consoles. That was probably because running the CPU at a lower clock speed would drain the batteries much slower. I suspect what happened was that TI gave an internal demo of BeagleSNES to its interns during the contest kick off, which led to at least two of the intern teams deciding to make portable consoles. The more, the merrier, I say. Having multiple cape board designs for gaming will make it much easier to develop custom handheld controller capes for the BBB in the future.
|
# ? Jul 31, 2013 23:15 |
|
I put my kernel driver for the Adafruit LCD on github. It will probably be more interesting/useful as a how-to for getting an environment setup where you can compile drivers on the Beaglebone Black.
|
# ? Aug 1, 2013 05:09 |
|
So, I added some new stuff to my game, Super Obelisk. I started making some bare-bones levels--just a few empty, interconnected rooms--and quickly discovered a couple 'holes' in the engine. So I added them (randomized textures, texture splatting). I have a blog post with a lot of pictures: http://superobelisk.blogspot.com/2013/08/gloomstone-cave-texture-splatting-and.html Here's a video of me running around in these new (mostly) empty areas. Now I just have to fill them with fun things! https://www.youtube.com/watch?v=BwCiDcsUuRw&hd=1 Some shots of the level editor (picking a fade texture) and some in-game usages
|
# ? Aug 2, 2013 05:22 |
|
Orzo posted:So, I added some new stuff to my game, Super Obelisk. I started making some bare-bones levels--just a few empty, interconnected rooms--and quickly discovered a couple 'holes' in the engine. So I added them (randomized textures, texture splatting). I have a blog post with a lot of pictures: If you implement retarded post-processing bloom and turn everything into overexposed blurry piece of poo poo, you will make internet men very, very angry. Other than that, it is nice to see you progressing.
|
# ? Aug 2, 2013 06:37 |
|
captain_g posted:If you implement retarded post-processing bloom and turn everything into overexposed blurry piece of poo poo, you will make internet men very, very angry.
|
# ? Aug 2, 2013 06:42 |
|
Orzo posted:So, I added some new stuff to my game, Super Obelisk. I started making some bare-bones levels--just a few empty, interconnected rooms--and quickly discovered a couple 'holes' in the engine. So I added them (randomized textures, texture splatting). I have a blog post with a lot of pictures: You didn't touch on how you did that door lighting but drat I really wanna know. It looks fantastic.
|
# ? Aug 2, 2013 07:03 |
|
Jewel posted:You didn't touch on how you did that door lighting but drat I really wanna know. It looks fantastic. So I have a thing that creates a number of these (8, for now, I'll make the various parameters editor properties at a later time) and makes them longer so they look like shafts, then overlay an identical sprite with additive blend to give it that 'glow' effect, then move them back and forth in a sinusoidal pattern. Code is here for that part.
|
# ? Aug 2, 2013 15:15 |
|
captain_g posted:If you implement retarded post-processing bloom and turn everything into overexposed blurry piece of poo poo, you will make internet men very, very angry.
|
# ? Aug 2, 2013 15:29 |
|
KoRMaK posted:I don't get it. Is there another game that did this? Almost everything that runs on UE3,
|
# ? Aug 2, 2013 15:41 |
|
KoRMaK posted:I don't get it. Is there another game that did this?
|
# ? Aug 2, 2013 18:27 |
|
I meant is there another 2D game that did this? It's rampant in 3D games sure, but I thought you were talking about 2D games.
|
# ? Aug 2, 2013 18:55 |
|
Orzo posted:If I have a fire effect, it will have to be highly stylized to match everything else. In reality, it will probably just be hand-animated. Particles also look really good if you don't additive blend them, using small hand drawn fire pieces, with fewer particles looks really great.
|
# ? Aug 2, 2013 22:58 |
|
I've been working for awhile on better javascript widgets for building a Magic: The Gathering deck (or in my case, a cube). My current WIP project is all in javascript, and the tech demo is hosted here: http://rdennis463.github.io/lambic/ - Angular JS with a lot of tests: http://angularjs.org/ - Angular UI Bootstrap: http://angular-ui.github.io/bootstrap/ - Taffy DB for querying/filter all of the MTG cards printed: http://www.taffydb.com/ - used Tutor to dump all of those MTG from the official source (http://gatherer.wizards.com): https://github.com/davidchambers/tutor You can currently, add cards (with typeahead) and get some examples of them being "lazily" filtered into relevant panes.
|
# ? Aug 3, 2013 03:52 |
|
Uh, animated gif sunday? Coldrice posted his coins, which reminded me I'd added coins last week too. I guess it was a coin kind of week. (those are greybox, totally placeholder, etc - I have no idea what the artists will do with them, but they'll at least be colorful)
|
# ? Aug 4, 2013 19:56 |
|
Kick
|
# ? Aug 4, 2013 20:30 |
|
A photographer friend of mine came over and filmed Xylobot for a while. I'm working on editing the video and making it great for YouTube. But while we're waiting, here's a few images of what he filmed. He is really good. I have a 15 hour plane ride soon so hopefully I can find a socket to charge my laptop and I'll just edit it in the air
|
# ? Aug 4, 2013 21:57 |
|
Lasers! Melting! Kinda! Computational geometry is tough, but the feeling when you make it work is totally .
|
# ? Aug 8, 2013 02:41 |
|
I'm developing a next-generation image board as a side project. It uses a tagging system rather than isolated boards to categorize content. The response from the closed-beta community so far has been very positive, really looking forward to seeing where this goes. The address is http://1chan.us if you're interested in this sort of thing.
|
# ? Aug 8, 2013 04:24 |
|
Not a screenshot, but a random video of stuff I added to my game, like dashing and kicking things into enemies and stuff. https://www.youtube.com/watch?v=Vy9_GA7LkE4&hd=1
|
# ? Aug 9, 2013 04:28 |
|
so I gave a talk in a field and I ran a tiny workshop to prototype python lessons. teaching is hard. improvising lessons is hard. python is actually quite hard to teach to beginners, but not for the reasons I thought
|
# ? Aug 9, 2013 13:51 |
|
tef posted:teaching is hard. improvising lessons is hard. python is actually quite hard to teach to beginners, but not for the reasons I thought Care to elaborate, teffu?
|
# ? Aug 9, 2013 14:11 |
|
I also think python is not a good choice for teaching people completely new to programming. It's a great language but very idiomatic and text based stuff is an additional conceptual leap for people completely new.
|
# ? Aug 9, 2013 14:13 |
|
unixbeard posted:I also think python is not a good choice for teaching people completely new to programming. It's a great language but very idiomatic and text based stuff is an additional conceptual leap for people completely new. What do you mean by "text based stuff"? You mean writing console programs? What do you think is a good alternative - Logo-like languages?? (That's not meant to be a snide jab, if it comes off that way. I enjoyed playing around with WinLogo at school.)
|
# ? Aug 9, 2013 14:22 |
|
unixbeard posted:I also think python is not a good choice for teaching people completely new to programming. It's a great language but very idiomatic and text based stuff is an additional conceptual leap for people completely new. Are you sure you don't mean idiosyncratic? (Not that it is particularly so )
|
# ? Aug 9, 2013 14:25 |
|
Otto Skorzeny posted:Care to elaborate, teffu? I'll make a thread in the project.log forum I guess
|
# ? Aug 9, 2013 14:37 |
|
Hammerite posted:What do you mean by "text based stuff"? You mean writing console programs? What do you think is a good alternative - Logo-like languages?? I mean sitting there and looking at console output is something that takes getting used to. It is second nature to us, but for someone used to seeing a computer respond visually to everything they do it can be quite foreign. Jerry Cotton posted:Are you sure you don't mean idiosyncratic? (Not that it is particularly so ) Yes thats a good word too. Many of the ways you do things in python are particular to python. If you have something like this for (i = 0; i < 10; i++) { ... } at a fairly high level that construct could be valid for lots of languages. It is an idiom (afaik im not a thesaurus). for x in thing: spacespacespacespace is very particular to python. If someone signs up to a learn to program course and you teach them python they will have a hard time even reading something like javascript. I taught some people python and I taught some people Java. Neither are particular good as introductory languages. Next time I will use processing, which is basically java but with some of the syntactic awkwardness (and complexity of IDEs) removed. It's also very visual, and easy for new people to write programs that actually do something. Hey look that circle is changing its radius based on my mouse position. I can easily map "lines of code" to "stuff i do" and "what the program does." It's easy to demonstrate the concepts and easier for people to understand them when they get immediate visual results, because that has been their experience whenever they have interacted with a computer in some way previously. I know you can do all that in python or java (processing is java) but explaining all the junk you would need to add to be showing interactive graphics to someone completely new gets a bit involved. Kinda like when I found myself installing mysqld and explaining the difference between HTTP POST and GET to people who had no idea you could edit the url in the url bar in the browser when I was trying to teach them web programming in python.
|
# ? Aug 9, 2013 14:41 |
|
tef posted:I'll make a thread in the project.log forum I guess I didn't realize movax set that up already
|
# ? Aug 9, 2013 14:54 |
|
tef posted:I'll make a thread in the project.log forum I guess The what now?
|
# ? Aug 9, 2013 15:01 |
|
http://forums.somethingawful.com/forumdisplay.php?forumid=265
|
# ? Aug 9, 2013 15:03 |
|
unixbeard posted:I mean sitting there and looking at console output is something that takes getting used to. It is second nature to us, but for someone used to seeing a computer respond visually to everything they do it can be quite foreign. I started them on turtle graphics, most of them have used scratch before. I did get them using a repl for a bit but they asked me to switch to an editor asap and we used IDLE (because it was there). quote:for x in thing: is very particular to python. (Similar iteration concepts are in many other languages ) A couple things came up, not all of it was python related. - Why is there a ':' at the end - People confused '-' for '_' a lot of the time. - Things that seemed obvious to me were hard to explain in terms - Error messages make people cry (esp if their brother is being a showoff next to them) - Indentation is weird and awful outside an editor, and still weird and awful when i'm asking people to copy/paste. I'm sure semicolons would be the bugbear in other languages. and a bunch of other stuff
|
# ? Aug 9, 2013 15:22 |
|
tef posted:I started them on turtle graphics, most of them have used scratch before. I did get them using a repl for a bit but they asked me to switch to an editor asap and we used IDLE (because it was there). What was the average age? That kid in the foreground looks kinda small/young tef posted:(Similar iteration concepts are in many other languages ) I'm just a dumb C programmer forced to work in a cruel and unfamiliar world. quote:- Indentation is weird and awful outside an editor, and still weird and awful when i'm asking people to copy/paste. I'm sure semicolons would be the bugbear in other languages. The pain of indentation can be useful for new people, if only to help keep things vaguely readable. The aesthetics of a well written program take some time to realise. But hey it's PEP8 not PEP88
|
# ? Aug 9, 2013 15:56 |
|
unixbeard posted:What was the average age? That kid in the foreground looks kinda small/young As young as 7 and as old as 13. quote:I'm just a dumb C programmer forced to work in a cruel and unfamiliar world. It must be weird to have libraries and not just including files all over the place. quote:The pain of indentation can be useful for new people, if only to help keep things vaguely readable. The aesthetics of a well written program take some time to realise. But hey it's PEP8 not PEP88 On the other hand I am yet to see a scratch programmer argue about tabs vs spaces
|
# ? Aug 9, 2013 16:05 |
|
I like teaching people about programming, but never know where to go to be able to be given a chance at teaching a lesson. I'd have those kids running the infinminer source by week 2.
|
# ? Aug 9, 2013 16:09 |
|
tef posted:so I gave a talk in a field
|
# ? Aug 9, 2013 16:10 |
|
tef posted:It must be weird to have libraries and not just including files all over the place. namespaces are for the weak ... ly linked
|
# ? Aug 9, 2013 16:18 |
|
SupSuper posted:I want those slides. The slides aren't much, most of my talk is actually me talking. It was very similar to the talk I gave last year at emfcamp, but more coherent, more organized and more optimistic. To a larger crowd too. The Q&A as per usual, was the best part of my talk, as the audience catches my mistakes and contributes some important ideas I missed or skipped over. The earlier talk was recorded, I'm not too sure if this was recorded (there were /many/ fuckups) on site. https://www.youtube.com/watch?v=csyL9EC0S0c I started with my terrible code, moved onto some group mistakes, then went onto what makes a good and bad programmer in my eyes. I then made fun of other people's definition, talked about corporate problems with interviews and culture, and conways law. Finally I talked about teaching — Seymour Papert, Mindstorms, Logo, view-source and the remix culture, before concluding with the work I'm now doing at CodeClub.org.uk and CodeClubWorld.org. I have my keynote file kicking around, but if you can read it and guess the content of my talk, I'll be amazed.
|
# ? Aug 9, 2013 16:22 |
|
|
# ? May 9, 2024 10:18 |
|
I should note that there are many languages which are not whitespace sensitive and lack semicolons as statement separators/terminators. The syntax of Logo is not entirely an accident.
|
# ? Aug 9, 2013 17:08 |