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movax posted:Goddamn, I could have used that module a few months ago movax posted:PetaLinux was bought by Xilinx as I'm sure you know, and they're big with the folks doing Linux on MicroBlaze and now the Zynq; I've been pretty happy with Xilinx Linux so far. Patches come fast from their guys (I'm pretty sure they hired on Michal Simek as soon as they humanly could), they reply to e-mails (I emailed them saying thanks once, and they replied back with their phone numbers and confusion that someone was willing to say 'thank-you'), and they're generally on top of their poo poo. movax posted:mnd: how many layers is the EX-800?
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# ? Apr 2, 2014 20:54 |
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# ? May 9, 2024 08:20 |
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hendersa posted:I've been banging away with gprof to generate timing info for callgraphs of various emulators. Use oprofile and the same gprof tools to view the results, you will get significantly more useful and accurate results.
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# ? Apr 3, 2014 00:32 |
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Finally finished adding multi document support to this xml editor i've been making, and it saves documents in the browser when leaving a webpage
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# ? Apr 3, 2014 10:50 |
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please post butts.xml i need it for a project ps It looks really great
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# ? Apr 4, 2014 06:55 |
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I've been working on a custom decoration for an application that I'm writing. My goal was to use the default Java look and feel Metal but to have the windows' decoration consistent across platforms. I tried to choose a palette that was complementary with Metal. Over all, I kinda feel like I missed the mark. I'm going to abandon this 'feature' of my application in favor of something more maintainable and manageable. I also want to abandon the multi-window structure in favor of a single main window that with a tabbed pane.
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# ? Apr 4, 2014 07:16 |
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-- APOD is really, really cool and I loving love space pictures. They make absolutely fantastic desktop wallpapers very often, so I'm working on an application that automatically makes the new picture my desktop wallpaper each day at logon: So far it seems to be functional and I'm working on fleshing out the options. The Automatic version check doesn't do anything right now, same with 'About' and I need an icon and to make some tooltips and I'd really love to make the Style something the user could really customize based on image dimensions. The storage management is probably a horrific coding nightmare of inefficiency to boot, but it's something I wanted to mess with a bit rather than an imminently necessary feature yet. If anyone is interested in giving it a try, you can download it from here via the SourceForge link; the source code is available on that Git repo as well. Coded in C# using VS2012 Express, if anyone runs into any bugs or has suggestions I'm all ears. Mo_Steel fucked around with this message at 01:36 on Apr 6, 2014 |
# ? Apr 6, 2014 01:11 |
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This might be surprising for some, a basic scrolling ticker takes up a lot of CPU and GPU time in a browser, example: http://miru.hk/tmp/nyse/png/2cpu8.html Maxed out single core and GPU surprisingly hitting hard, presumably just bit bltting. Now offload the animation to the GPU but hook up with the CPU for content change at various animation points http://miru.hk/tmp/nyse/svg/baa~timeditem.html Less than 5% on CPU and GPU. Using fancy new web animations API which is in draft and running in 100% javascript but surprisingly well. I think this is where it is supposed to end up, 8x1 set of monitors in the middle and left, and the bottom of the big 4x4 on the right. MrMoo fucked around with this message at 02:44 on May 11, 2014 |
# ? Apr 6, 2014 04:06 |
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Screw "screenshot" saturday, my game shows better in video anyways, woo! https://www.youtube.com/watch?v=HSUu-VY3Nkc https://www.youtube.com/watch?v=nj5qHWwxrcM
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# ? Apr 6, 2014 05:09 |
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Shalinor those (new?) features look great, and the graphics including the blur and lighting have always looked awesome. I know we've exchanged thoughts on this before, but I think there could be a lot of improvement when the hero takes a hit and the visibility toggles on and off. It's mainly that the character's visibility turns off for too long at first, but I think it could have a graphical element added to it. Have you considered adding a spiky flash graphic and having the character look a bit surprised? Then after do the quick visibility on/off effect. The characters that came to mind that have this sort of effect are Kirby and Megaman, but could only find a Megaman sprite animation in particular.
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# ? Apr 7, 2014 20:22 |
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LP0 ON FIRE posted:Shalinor those (new?) features look great, and the graphics including the blur and lighting have always looked awesome. I know we've exchanged thoughts on this before, but I think there could be a lot of improvement when the hero takes a hit and the visibility toggles on and off. It's mainly that the character's visibility turns off for too long at first, but I think it could have a graphical element added to it. Have you considered adding a spiky flash graphic and having the character look a bit surprised? Then after do the quick visibility on/off effect. Dunno. The answer might just be to, as you say, tighten up the blink rate to something quicker, and drop the taper at the end. The taper was meant to give you some feedback as to when you were about to be "hittable" again, but strictly speaking, I don't know if that's necessary info. It isn't like players are going to sit there going "nah man I can sit here for at LEAST another half second, see, the blink is still going!", outside of speedrunners that would memorize the timing anyways. Either way, you're dead on that Mega Man is what I'm emulating here (a lot of my movement mechanics come from that too), so I probably just need to fire it back up and emulate it more closely. (EDIT: I'm not ignoring your guys' feedback from earlier, I just haven't touched the blink since I posted it way back - I've been getting rolling on content design, implementing the stuff you see up there, conveyors and push zones most recently, and using them to build out the obstructions you hit in platforming, etc) EDIT: Though on the 2D thing, one thing I am struggling with right now is that the FOV is such that to give objects noticeable depth when they're near dead-on, they're REALLY thick as they pan to the left or right of center screen. The chat bubbles look silly when they pop at the edges of the screen, for instance, and I'm not sure where I want to strike that balance. Eh. We'll see. Shalinor fucked around with this message at 20:36 on Apr 7, 2014 |
# ? Apr 7, 2014 20:29 |
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Don't stress too much about it, because it's not a major thing that's breaking the game. You'll figure something out, and maybe what I see is totally wrong and what you have will be fine. I actually never thought of the gameplay being similar to Mega Man until you mentioned it. I just thought of the way it looks when the player takes damage in that game. I understand what you mean about the difference of taking damage in that game vs yours. Since you can still move in your game while taking damage, maybe you could have an exclamation point in a spiky bubble above his head, or white lines indicating surprise coming from all directions of his body or head, and they could still be 3D.
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# ? Apr 8, 2014 01:57 |
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Spent a weekend in Belarus (about 12 hours from Estonia by bus) taking part in a 48-hour hackathon (Friday to Sunday evening) called Garage48. It was a lot of work, a lot of stress but also a lot of fun and I think that the result was great, I'm very satisfied with how our app came together in the end. We managed to win the Microsoft special prize so I'll have a Lumia to play around with and to try some dev on soon (I suspect part of the reason we didn't get first place was because the first place prize was a trip to some events... in Estonia) Our team consisted of 9 people, with me being the sole programmer on the game. I mostly worked together with our two designers and the only local we had in our team, a Belarusian girl who was actually a folk dancer - I have no idea how we'd have done the dance stuff without her help since none of us knew anything about that. The rest of the team was basically a bunch of marketers and a lead... I didn't have much time to interact with them. Here's a video of our final pitch from Sunday evening. Check it out if you enjoy puns and can stand some slightly awkward English. https://www.youtube.com/watch?v=Y2JD6Y2-iFI Wrote it using LibGDX so Android and desktop versions were easy to make. Haven't had a chance to test the iOS porting capabilities - I don't have access to the necessary Apple products Oh yeah, the game - it's a basic rhythm game with the idea of using folk songs from around the world for the songs. The author of the idea (our pitcher) had an idea for this to be a part of his final thesis in cross-media, revolving around the Estonian Song and Dance Celebration in July and so supposedly we're going to get some cool promotion from them and Estonian Public Broadcasting In any case, I'm going to be working on this for a while still to get it ready for the celebrations. Need more content! If you'd like to try it then here's a link to a .apk for Android and also a Java .jar for desktop. The Android version should have leaderboards from Google Play Services but I don't think they work in the non-store version and it's a bit early to share our beta store link just yet. Just keep in mind that this was made almost entirely from scratch (we had the idea and I had been thinking of code a bit in my head but we had no designs or any code written down or anything like that) in less than 48 hours.
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# ? Apr 8, 2014 22:18 |
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For the past three years, I have been working on an emulation platform for the purpose of analyzing malware. It is called DECAF (Dynamic Executable Code Analysis Framework). It is an instrumented emulator based on QEMU with a plugin mechanism that allows you to construct tools to find stack and buffer overflows, keyloggers, backdoors, etc. on x86 and ARM (and soon MIPS) for Linux, Windows, and Android. It is open source and available here: https://code.google.com/p/decaf-platform/ I recently had a paper on DECAF accepted to the 2014 International Symposium on Software Testing and Analysis (ISSTA): Our lab also published a technical report on the details of the data flow propagation logic used in DECAF: There is no project that can't be made fancier by formally defining its behavior with first-order predicate calculus. Scaevolus posted:Did you have a look at gpsp? It's less mature than VBA, but has more aggressive optimizations (including a dynarec). I haven't dug too deeply into gpsp yet, but I did pull out the ARM Neon asm scaling routines and tried them out with some of the other emulators I am working with. They are working really well! I did have to fiddle around with them to get them to properly integrate with the other modules built by my ARM toolchain, though. MrMoo posted:Use oprofile and the same gprof tools to view the results, you will get significantly more useful and accurate results. I still need to look at this, but I'll definitely check it out. Thanks! See, this is why I talk about this stuff here with you guys. You seem to always throw things out there that I have not heard of that I can integrate into my bag of tricks.
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# ? Apr 10, 2014 16:38 |
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Finally got the domain name I wanted, so here's a fun little project I did over my winter break. Because why the hell not. placecosby.com edit: For shits and giggles, here's a quick JS script I slapped together to replace all images on a page with Cosby. code:
Dad Jokes fucked around with this message at 17:27 on Apr 11, 2014 |
# ? Apr 11, 2014 16:10 |
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Placeholder? I'm going to start using as a section separator.
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# ? Apr 11, 2014 16:50 |
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You should make your service return a random Cosby by default, and only give out a specific one if asked for.
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# ? Apr 11, 2014 18:05 |
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It actually does, but the randomization is limited to once a day to try the reduce the average number of images being generated. I'm on a free AWS hosting tier, and I want to avoid overloading it until I get a better feel for how much this service will be used. edit: vvv I've never been prouder. Dad Jokes fucked around with this message at 21:26 on Apr 11, 2014 |
# ? Apr 11, 2014 21:14 |
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Dad Jokes posted:edit: For shits and giggles, here's a quick JS script I slapped together to replace all images on a page with Cosby. This is great! I linked it to a friend and well, there's now a Chrome extension version.
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# ? Apr 11, 2014 21:24 |
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Angryhead posted:This is great! Aaaaand Something Awful just got better
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# ? Apr 11, 2014 21:38 |
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Dad Jokes posted:edit: For shits and giggles, here's a quick JS script I slapped together to replace all images on a page with Cosby. Awesome. Feature request: detect if an image is already a picture of Cosby and, if so, don't replace it.
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# ? Apr 11, 2014 22:12 |
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Additionally please replace any profanity with zips, zops and zoops.
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# ? Apr 11, 2014 22:14 |
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Here is a Greasemonkey script for Firefox users: Luv Cosby. I'm limited by the way Greasemonkey scripts are loaded so it will load the page first and then start replacing all the images with Cosby.
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# ? Apr 11, 2014 22:21 |
Internet Janitor posted:Additionally please replace any profanity with zips, zops and zoops. I'm envisioning a fully functional word filter. Complete with puddin pops, jello, ghost dads, and clippity cloppity.
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# ? Apr 11, 2014 22:22 |
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Modern Pragmatist posted:Aaaaand Something Awful just got better Cosby AV looking pretty good.
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# ? Apr 11, 2014 22:34 |
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My little Java OpenGL 2D engine is starting to resemble something usable!
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# ? Apr 12, 2014 02:02 |
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I've been working on a level of detail system for my voxel renderer. Its not quite fast enough and uses to much memory but it mostly works:
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# ? Apr 12, 2014 16:53 |
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MarsMattel posted:I've been working on a level of detail system for my voxel renderer. Its not quite fast enough and uses to much memory but it mostly works: What is the source of the data; is the data a real-world sample or generated?
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# ? Apr 12, 2014 17:57 |
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I use a ridged multifractal 2D noise plus a high frequency noise 2D, scaled 80:20. That gives me a heightmap, which I can use to fake a density field. For any 3D point x,y,z density = y - (heightmap(x,z) * MAX_HEIGHT).
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# ? Apr 13, 2014 10:29 |
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munce posted:Can i ask what made you like what you saw? how much was based purely on nostalgia for the old game vs the gameplay shown? It's incredibly clever, although probably not my kind of game
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# ? Apr 14, 2014 11:50 |
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First time posting something in a long while. I've started work on a BSP File parser: So far, loading planes, vertices and edges and thats all. Surprisingly the documentation is quite useful.
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# ? Apr 14, 2014 23:46 |
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An achievement calendar I am making for mobile browsers. Currently non-functional, but you can see how it actually looks in a browser here: http://bit.ly/1hJbJgy
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# ? Apr 16, 2014 14:05 |
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Cross pic post from Making Games Megathread.... I've been working like a dog for 3 months on a huge new update for my game NeonXSZ. If you haven't heard of it before it's a cyberspace spaceship dogfighter. Think Quake meets Descent with some Diablo thrown in and then dump the whole thing into Tron with a rocket up it's rear end. Here's the fruits of my labor in pic form: Even better news, the game got Greenlit yesterday!
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# ? Apr 17, 2014 16:39 |
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Vankwish posted:Cross pic post from Making Games Megathread.... I've been watching your progress for a long while now and this is some pretty wicked sick stuff. It looks like you've added some new crafts, yeah? Man, every time you post screenshots I think of how awesome it looks, but remarkably it somehow looks better and better each time. Most importantly, the game is fun as hell! Congrats on getting Greenlit!
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# ? Apr 18, 2014 02:37 |
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Mapping project, d3.js + topojson + music. I've done d3 stuff before, but not anything with regards to cartography or topojson, so that's been interesting to play with. It's pretty awesome how simple it is to get a map going.
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# ? Apr 18, 2014 03:54 |
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Woodsy Owl posted:I've been watching your progress for a long while now and this is some pretty wicked sick stuff. It looks like you've added some new crafts, yeah? Man, every time you post screenshots I think of how awesome it looks, but remarkably it somehow looks better and better each time. Most importantly, the game is fun as hell! Congrats on getting Greenlit! No new crafts. I try to limit what I show in screenshots so that those who eventually play have plenty of surprises. So I generally show off the same ships and areas. This time I needed to show off a couple of the new areas though because that's what the latest update was all about - adding new environments and challenge arenas. Thanks for the support. Do you have the game on Desura? Sounds like you've played it.
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# ? Apr 18, 2014 19:49 |
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I spilled a drink on my keyboard earlier this week and was worried if that killed any buttons. Since I couldn't find a direct way to test it, I decided it'd be the perfect way to learn Dreamweaver/HTML5/CSS3. I got that part down, now it's just a matter of getting the button presses registered and shown. I'm going to try and do it using Jquery/Ajax, but that's something for tomorrow.
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# ? Apr 19, 2014 00:34 |
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Making an Asteroids Clone.
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# ? Apr 19, 2014 04:09 |
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Vankwish posted:No new crafts. I try to limit what I show in screenshots so that those who eventually play have plenty of surprises. So I generally show off the same ships and areas. This time I needed to show off a couple of the new areas though because that's what the latest update was all about - adding new environments and challenge arenas. Yeah I had it on Desura about maybe a month ago? Is the version available for DL now the most updated version?
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# ? Apr 19, 2014 13:51 |
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Factor Mystic posted:
'sup d3.js + topojson buddy! I made a thing for the united way at a thing last weekend. They and a group in town that tries to get people to hire immigrants wanted a neighbourhood map that let people visualize what ethnic background people have so that they could try and convince businesses to hire more diverse sets of people.
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# ? Apr 19, 2014 16:19 |
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# ? May 9, 2024 08:20 |
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EAT THE EGGS RICOLA posted:'sup d3.js + topojson buddy! I made a thing for the united way at a thing last weekend. Nice. Although it may be interesting to represent the % breakdown visually as well as hard numbers, just to make scanning easier. Also: my thing has music now
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# ? Apr 20, 2014 00:53 |