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Holy crap, Unity is kind of awesome. Always wanted to build a Tetris Attack clone. This is how far I got on a lazy weekend: I may have slightly overengineered things.
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# ? Mar 2, 2015 07:13 |
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# ? May 9, 2024 17:04 |
I've been plugging away at my own version of Roger Alsing's famous EvoLisa. My version completes evolutionary cycles much faster, but, at least on smaller images, there doesn't seem to be much difference in image fitness over wall-clock time. My version seems to pull way out ahead on larger images. If you're not familiar with the project, the gist of it is that you throw polygons at a canvas until it starts to resemble a reference image. Here is my version climbing its way toward a moonlight scene I grabbed from Google Image Search. A couple others: If you know anything about the SVG file format, or about the math involved in generating filled polygons, please check out the General Programming Questions thread. I am having some issued with SVG exporting and I will be posting a question in there. Edit: Question is here. Centripetal Horse fucked around with this message at 21:43 on Mar 2, 2015 |
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# ? Mar 2, 2015 21:21 |
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Centripetal Horse posted:I've been plugging away at my own version of Roger Alsing's famous EvoLisa. [...] Awesome! I've been playing with this over the years as well, my last attempt used circles to mimic an impressionist's painting: - https://github.com/aerique/vbwga The input could be anything but in this case it was used to compete in a competition about Mondrian's Victory Boogie Woogie.
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# ? Mar 2, 2015 21:35 |
That would make an amazing screensaver.
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# ? Mar 2, 2015 21:36 |
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Manslaughter posted:That would make an amazing screensaver. especially if it didn't wipe the previous result and just started layering the next image over so you'd see a morph of sorts.
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# ? Mar 3, 2015 00:29 |
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I tried my hand at GPGPU with WebGL this weekend and managed to make a particle field thing. It's rough, but it's doing all the math in the shader which is what counts (at least that's what I keep telling myself). https://www.youtube.com/watch?v=nCBP0yyhVjg
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# ? Mar 3, 2015 07:43 |
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The 10 hour release process for BeagleSNES is complete! Still need to work on the last thing on the list, though. Much to my surprise, Hackaday jumped on the new release pretty much immediately. The editors must be actively watching the project now. I need to hustle and update the documentation before all of the support mails start rolling in. I changed the XML format on the main config file just enough to trigger some questions, though the new config is a superset of the old config. I just know that people are going to clobber the example XML file I provided and then ask me what to do after they have erased it. Oh well. The BeagleSNES image also is, to my knowledge, the only Linux OS pre-made install for the BeagleBone Black that has the OpenGL ES in it. People may end up downloading BeagleSNES just to have a development environment with GLES support. Protip: When preparing microSD card images for download, cat /dev/zero into a dummy file until you fill the entire partition. Then, sync the filesystem in the partition, delete the dummy file, and then sync the filesystem again. You'll zero out all of the empty space and it will compress much better. My 7.6 GB microSD card image compressed down to 300 MB with xz.
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# ? Mar 3, 2015 14:31 |
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I doubt it, but do you have any intention of actually releasing your emulator forks as standalone projects on GitHub or similar? You've worked on them so much and I'd hate for them to just be a long-term fork, instead of pushing these improvements back upstream.
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# ? Mar 3, 2015 18:02 |
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Suspicious Dish posted:I doubt it, but do you have any intention of actually releasing your emulator forks as standalone projects on GitHub or similar? You've worked on them so much and I'd hate for them to just be a long-term fork, instead of pushing these improvements back upstream. My modifications would not be suitable for inclusion within the original emulator codebases. I used older versions of VBA-M and Nestopia as a base because the newer versions target GUI widget frameworks and add so many bells and whistles that they run too slowly. All emulators have the hooks in place for the BeagleSNES save state GUI, which isn't needed because it duplicates the hotkey/GUI functionality in the original emulator codebases. My gamepad hotplugging detection code is BeagleBoard/Bone specific and would not be of interest to desktop users. The various optimizations that I made come at the expense of disabling existing features used on the desktop (like movie recording/playback) or are ARM-specific (such as using r12 as a scratch register). I doubt the emulator projects would be interested in the changes.
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# ? Mar 3, 2015 18:23 |
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Stuff like the GLES rendering though, I'd imagine they would be?
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# ? Mar 3, 2015 18:33 |
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Suspicious Dish posted:Stuff like the GLES rendering though, I'd imagine they would be? Nah. Some of the emulators render to texture with OpenGL, but most treat the rendering as a linear framebuffer and use libretro to dump that to a GLES texture and render it transparently to the emulator. My changes toss out any existing GL_QUADS and display lists (which aren't in GLES). I also have flags to cache pixel data into a buffer prior to binding it to a texture because there is no glGetTexImage() in GLES and I know ahead of time if I need to make a snapshot of the current screen this way for the preview image. I talk directly to GLES via EGL. For inclusion into an open source project, the libretro way is much cleaner. My way is messier and not portable, but performance is better. I'm very much favoring performance on one platform versus portability and maintainability on several.
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# ? Mar 3, 2015 19:04 |
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hendersa posted:Protip: When preparing microSD card images for download, cat /dev/zero into a dummy file until you fill the entire partition. Then, sync the filesystem in the partition, delete the dummy file, and then sync the filesystem again. You'll zero out all of the empty space and it will compress much better. My 7.6 GB microSD card image compressed down to 300 MB with xz. There are tools in many OS and file systems to do this for you, e.g. zerofree for ext2/3/4. Also of note, partimage is a smart version of dd that only copies the used section of a partition. MrMoo fucked around with this message at 02:51 on Mar 4, 2015 |
# ? Mar 4, 2015 02:45 |
aerique posted:Awesome! I've been playing with this over the years as well, my last attempt used circles to mimic an impressionist's painting: Circles are high up on my list of things to implement. That's why I implemented them. Do you have any screenshots from yours? I'm interested in seeing it, but it seemed like a hassle to get it up and running.
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# ? Mar 4, 2015 04:53 |
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Centripetal Horse posted:Do you have any screenshots from yours? I'm interested in seeing it, but it seemed like a hassle to get it up and running. Yeah, I should have pointed out that in the link I posted there's a couple of PDFs with example output. Here's some actual images and a PDF: Hmm, I see that the images I uploaded for Victory Boogie Woogie are pretty old and had a bug in the lower right corner. I screwed something up with the coordinates or flipped a sign somewhere. Also, for reference, these are the input paintings:
aerique fucked around with this message at 09:12 on Mar 4, 2015 |
# ? Mar 4, 2015 09:05 |
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I wanted to throw this out to all of you in case anyone is interested. The BeagleBoard.org folks asked me to be a mentor for their organization in the upcoming Google Summer of Code program. So, if anyone was thinking of giving GSoC a shot this year and wants to do something BeagleBone-related, check out the project ideas page to see some projects that have already been suggested. Feel free to come up with your own project and pitch it, too. Now is the time to ask the bb.org folks questions on IRC and get some feedback on your ideas. Not only is this a pretty sweet way to pump up your resume, but you also get to have me as your drunken father figure for eight weeks (you poor, poor souls). You'll also get an actual paycheck from Google for participating, a BeagleBone Black board, a t-shirt, and probably more hardware (like display capes and stuff) if you can justify it for your project. If, for some reason, you really want to start down the questionable path of coffee-dependence, 18-hour days of hacking, and a desk that looks like a Radio Shack store exploded there, here is your golden opportunity. You'll also have a pile of awesome screenshots by the end of GSoC that you can share in this thread, and I know the rest of us will be all over that. It will be like Christmas!
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# ? Mar 5, 2015 00:43 |
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I'm always a little weary to post in here since everyone has such cool technical projects, but screw it. Here's a little rom manager I started working on for fun: e: just realized there was a typo on compatibility. Knyteguy fucked around with this message at 05:48 on Mar 6, 2015 |
# ? Mar 6, 2015 03:10 |
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Hah, got my WebGL particle simulator to have velocity and stuff. Looks much better imo.
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# ? Mar 6, 2015 05:55 |
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The game my buddy and I have been working on is officially released! So happy. https://itunes.apple.com/us/app/dungeon-slammers-drop/id962292082?ls=1&mt=8
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# ? Mar 7, 2015 11:49 |
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Centripetal Horse posted:I've been plugging away at my own version of Roger Alsing's famous EvoLisa. My version completes evolutionary cycles much faster, but, at least on smaller images, there doesn't seem to be much difference in image fitness over wall-clock time. My version seems to pull way out ahead on larger images. I made one of these too. I started with triangles but switched to circles because they're pretty.
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# ? Mar 7, 2015 13:21 |
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That's clever, and pretty convincing at thumbnail size.
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# ? Mar 7, 2015 15:00 |
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Here's the first prototype video of my open source multiplayer game inspired by Luftrausers: https://www.youtube.com/watch?v=DWbOnrrJGNI
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# ? Mar 8, 2015 06:47 |
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Mithaldu posted:Here's the first prototype video of my open source multiplayer game inspired by Luftrausers: Looks cool! Seems chaotic but controllable.
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# ? Mar 8, 2015 12:51 |
Nippashish posted:I made one of these too. I started with triangles but switched to circles because they're pretty. Hey, that's cool. That's an excellent choice of picture, too. It has all the right elements to be a good subject for the circle method. I implemented circles in mine, too. I think I want to give that picture a shot, now that I've seen yours. Edit: I had actually intended to do a water lilies picture. I like the bridge in that particular one.
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# ? Mar 8, 2015 16:32 |
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Pigmassacre posted:Looks cool! Seems chaotic but controllable. The chaoticness right now is mostly because i simply keep spawning bots to a maximum of 10, with random settings. I still need to figure out how to implement an algorithm that handles proper game flow, but before that i actually need to implement a variety of enemies that are actually made up of different parts and have more than one type of gun.
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# ? Mar 8, 2015 17:56 |
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Centripetal Horse posted:Hey, that's cool. That's an excellent choice of picture, too. It has all the right elements to be a good subject for the circle method. I implemented circles in mine, too. I think I want to give that picture a shot, now that I've seen yours. Thanks. The circles turned out really nice I think. They work really well for Van Gogh paintings. If you use enough circles they even do a pretty good job with photos. I also implemented rectangles. Most of the time they just end up looking like jpg artifacts, but this one came out nice. I have yet to make anything not-hideous with triangles. (ed: here's the bridge image, in case you haven't found it already: http://i.imgur.com/XbL9T81.png). Nippashish fucked around with this message at 01:40 on Mar 9, 2015 |
# ? Mar 9, 2015 01:38 |
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Nippashish posted:Thanks. The circles turned out really nice I think. They work really well for Van Gogh paintings. So here's a challenge for your software: Process an image then kick it through google image search and see if it comes back with the original image.
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# ? Mar 9, 2015 03:54 |
Nippashish posted:
That one came out really great. I like it. I did find the original picture, thanks. That brings me to... kayakyakr posted:So here's a challenge for your software: Process an image then kick it through google image search and see if it comes back with the original image. It does. Edit: to be fair, it returns to original original, without the Beatles.
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# ? Mar 9, 2015 04:01 |
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Tie dyin' spaceships
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# ? Mar 13, 2015 00:46 |
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I'm back to play with hardware so I soldered a second POV device and then hooked both of them to a hula hoop and this happened: It's a little blurry but it's hearts and stars.
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# ? Mar 13, 2015 04:01 |
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A system for organizing who's playing in our weekly golf group. The "edit" is an admin feature to say what the teetimes are.
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# ? Mar 21, 2015 01:55 |
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I spent my Friday evening writing a MIDI parser in standard Java, and then I connected the result to an old wave exporter I wrote years ago. It's missing huge chunks of the fancier MIDI features, but it's reached the point where you can start recognising what song is playing! Be warned that there's no support for instruments, just really loud square waves. In the future I hope to let it turn MIDI files into optimised guitar tabs. poor waif fucked around with this message at 02:07 on Mar 21, 2015 |
# ? Mar 21, 2015 02:02 |
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Sorry, parsing as in parsing midi data into sound or as in parsing sound into midi data? I assume the former, but still, it's hella fun to get to the point where you can see or hear the difference. Implementing filters&poo poo is gonna be a blast.
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# ? Mar 21, 2015 02:29 |
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Snapchat A Titty posted:Sorry, parsing as in parsing midi data into sound or as in parsing sound into midi data? Parsing MIDI data into data structures that are easier to work with. The actual parsing is mostly done, but there are tons of little details to playback that are going to get really tricky. The next big step is going to be semi-realistic instruments with some form of ADSR implementation.
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# ? Mar 21, 2015 02:48 |
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Nice. You're over that big base functionality hurdle where now its about polish & presentation. Well done. Some projects I didn't even get there. E: fuckin hell thats arrogant. sorry didnt mean it that way Carthag Tuek fucked around with this message at 03:08 on Mar 21, 2015 |
# ? Mar 21, 2015 02:58 |
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If you want that authentic Windows 95 feel, implement a DLS loader and read from C:/Windows/System32/drivers/gm.dls. That's what contains the instruments for Windows.
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# ? Mar 21, 2015 04:08 |
Suspicious Dish posted:If you want that authentic Windows 95 feel, implement a DLS loader and read from C:/Windows/System32/drivers/gm.dls. That's what contains the instruments for Windows. If you want that authentic Adlib sound card feel, implement a .sf2 soundfont loader and read from this. It's an OPL-3 FM synth soundfont I found online years ago, and have been using with a Winamp plugin for nostalgic MIDI playback.
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# ? Mar 21, 2015 05:20 |
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I've added basic instruments to MIDI playback. My implementation of an instrument is basically ADSR with a couple fourier series coefficients for waveform synthesis. It seems to sort of work, but I haven't bothered designing very many instruments yet. I'm going to look into loading SF2 files, at a first glance it seems like a proper implementation will require a far snazzier instrument implementation. Most MIDI files seem to sort of work at the moment, but some of the more complicated ones don't sound good at all. I'm thinking they're making heavy use of controller events or pitch bends, which I haven't implemented at all yet.
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# ? Mar 22, 2015 01:01 |
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Azazel posted:The game my buddy and I have been working on is officially released! So happy. I played a few games of this, it was fun! Congrats on releasing.
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# ? Mar 23, 2015 14:26 |
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Fun with shaders. Animated GIFs: Pulsing with particles Inside the singularity Weighted with particles
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# ? Mar 23, 2015 15:38 |
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# ? May 9, 2024 17:04 |
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There's a stuffed bunny on the right being pulled into that black hole Looks pretty cool though.
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# ? Mar 23, 2015 17:05 |