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Just have all of the impacts make their own littler particle clouds.
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# ? May 19, 2015 20:33 |
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# ? May 9, 2024 16:10 |
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HappyHippo posted:I'm enjoying these screenshots but it seems like this game will end two minutes in when the entire earth is destroyed. Maybe not two minutes, but the working idea is that each game will not last very long. Skirmishes with nukes or other ordinary weapons can happen in a back and forth way without without causing too much damage, but when the real superweapons come into play it will get out of hand pretty quickly (This will take time for research or building, so you cant start by dropping an asteroid on your opponent for example). And even as overpowered as the superweapons are, none of them on their own is enough to wipe out the other player in one shot.
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# ? May 20, 2015 01:02 |
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The clear solution is to have the players move to successively larger planets each time the current planet gets decimated until meteors are doing nothing and players need to hurl planets into other planets in order to win.
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# ? May 20, 2015 01:44 |
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Katamari Damacy in reverse.
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# ? May 20, 2015 09:55 |
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Decided to go back to this thing and crack open more formats: You can read all about it in my upcoming book: "What The gently caress Am I Doing With My Free Time".
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# ? May 30, 2015 19:37 |
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munce posted:Maybe not two minutes, but the working idea is that each game will not last very long. Skirmishes with nukes or other ordinary weapons can happen in a back and forth way without without causing too much damage, but when the real superweapons come into play it will get out of hand pretty quickly (This will take time for research or building, so you cant start by dropping an asteroid on your opponent for example). And even as overpowered as the superweapons are, none of them on their own is enough to wipe out the other player in one shot. unless of course you add the genesis device to the game,
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# ? Jun 1, 2015 08:27 |
Does the world really need another IRC client? In my case, yes. http://chunjee.github.io/LoneIRC/ Why? My friends and I were playing a game long ago and we used Ventrillo to communicate. We somehow found ourselves in the text chat portion of the application and had a lot of fun messing with Microsoft Anna's text to speech (TTS). Eventually we stopped using the voice aspect of Vent altogether and it was really annoying to continually pay for the serverspace, some couldn't connect from work, couldn't easily connect from phones, etc. I started looking around for a TTS plugin for an IRC client, but wasn't very successful and getting everyone to download and configure mIRC is a huge hassle. Finally forked an IRC bot and turned it into our own client that has been working great. In that game that we eventually all quit; there was a mod that played different sound effects or music based off /commands, I recently started incorporating that idea as well. Haven't messed with Slack yet but I want to take a look at connecting. Also noticing its a little rough when connecting to freenode. Got some things to work on. I'd be super happy if anyone else found this at all useful. Download compiled
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# ? Jun 1, 2015 20:24 |
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Slack has pretty good API documentation (as far as I've seen) and they put out https://github.com/slackhq/node-slack-client that has an example bot to get you started if you like to develop in node/js. Looks like they also have a python version on their GitHub if you prefer.
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# ? Jun 1, 2015 22:51 |
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Finally trying to get back into unity stuff. I made everything pink/purple because I was tried of grey. Not much to show at this point, but I was amused.
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# ? Jun 5, 2015 04:29 |
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clockwork automaton posted:Finally trying to get back into unity stuff. I made everything pink/purple because I was tried of grey. Reminded me of this video for some reason. https://www.youtube.com/watch?v=HOfll06X16c
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# ? Jun 5, 2015 07:23 |
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Baloogan fucked around with this message at 08:42 on Jun 8, 2015 |
# ? Jun 8, 2015 08:39 |
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I've been working on a cloth simulator with some friends. The physics are computed using the stretch and strain of each triangle, instead of spring/mass forces. For now it only uses symplectic euler integration, but I'm working on getting it to use implicit instead.
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# ? Jun 8, 2015 19:47 |
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NorthByNorthwest posted:I've been working on a cloth simulator with some friends. Super cool! Reminds me of the days I spent playing in 3D studio max's cloth simulator!
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# ? Jun 8, 2015 19:53 |
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I'm building a little thing that lets you "draw" using HTML and CSS. You click and drag to create rectangular divs in draw mode, then play with their border-radius and background properties in select mode to make them look like stuff: I just made an evil catface using it! The interface is quite spartan at the moment but I'm trying to nail down the functionality I want first. Ultimately I want to use it to build complex animated stuff, but that's a good ways off yet.
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# ? Jun 8, 2015 23:46 |
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clockwork automaton posted:Finally trying to get back into unity stuff. I made everything pink/purple because I was tried of grey. I've made a little bit of progress keepin' it obnoxiously colored
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# ? Jun 9, 2015 03:36 |
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dadrips posted:I'm building a little thing that lets you "draw" using HTML and CSS. You click and drag to create rectangular divs in draw mode, then play with their border-radius and background properties in select mode to make them look like stuff: This is pretty neat have you seen http://make8bitart.com/
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# ? Jun 9, 2015 03:39 |
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clockwork automaton posted:This is pretty neat have you seen http://make8bitart.com/
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# ? Jun 9, 2015 12:51 |
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What's this going to be? Looks like modern-ish era units, but the "Space Empire" stuff at the top makes me think it might be an EOFS-like?
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# ? Jun 9, 2015 17:15 |
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bgreman posted:What's this going to be? Looks like modern-ish era units, but the "Space Empire" stuff at the top makes me think it might be an EOFS-like? Space Empire! http://spaceempire.baloogancampaign.com/ My stupid moon: EOFS + Aurora = timesink. Using this project to teach myself a bunch of web technologies: - jQuery - AngularJS - LeafletJS - SignalR - ASP.NET MVC 5 - Entity Framework - Leaflet.Hexagon Using signalr and angular I aim to make a 'Single Page Application' that updates when other players do things in game.
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# ? Jun 10, 2015 01:23 |
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My rambling, terribly formatted design doc: http://spaceempire.baloogancampaign.com/Readme.html
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# ? Jun 10, 2015 01:36 |
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I've been making this over the last two or three weeks. Its an audio/visual noise synth thing. Maybe turn your speakers down if you don't enjoy Merzbow. http://laptophell.tumblr.com/
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# ? Jun 11, 2015 14:47 |
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Potential goon project spotted.
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# ? Jun 12, 2015 12:47 |
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Interceptors doing their thing against incoming missiles.
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# ? Jun 13, 2015 05:13 |
dadrips posted:I'm building a little thing that lets you "draw" using HTML and CSS. You click and drag to create rectangular divs in draw mode, then play with their border-radius and background properties in select mode to make them look like stuff: I like the cat face. Years ago, I wrote an application that turned images into HTML tables. It was cool, but the pages it produced were hilariously large, and absolutely smashed most browsers if the source image was big.
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# ? Jun 14, 2015 12:03 |
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Gravy Jones posted:Potential goon project spotted. Someone should make a game where you yank the tablecloth off without knocking over the stuff on the table. As the levels get harder the stuff on the table gets more expensive and more prone to tipping over.
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# ? Jun 14, 2015 15:54 |
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I'd really like to properly learn graphics programming so I had my first run on ray tracing. It was supposed to be bigger, but I got distracted on a video game binge. Progressive pictures The last render:
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# ? Jun 15, 2015 12:20 |
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Very cool. How do you go on about making something like that? (I know next to nothing about programming, both for graphics or otherwise.)
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# ? Jun 15, 2015 13:07 |
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noggut posted:Very cool. How do you go on about making something like that? (I know next to nothing about programming, both for graphics or otherwise.) I started by reading some lecture notes on ray tracing (a lot available via google), reading a few books and reading the code I could find. Ray tracing is inherently quite heavy on mathematics, but the coding side is quite straightforward. An easy way to start would be to write a program that spits out an image (I use ppm files due to the simplicity), add a sphere, some lighting and go from there. The best source at start for me was this old siggraph paper. I have the code on github but it isn't really the straightforward way (it has a lot of Windows API stuff, I draw the image first as an openGL texture etc). The actual ray tracing stuff is probably 1k lines at most.
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# ? Jun 15, 2015 14:48 |
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munce posted:
This is cool. Nicely done.
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# ? Jun 15, 2015 17:27 |
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schme posted:I'd really like to properly learn graphics programming so I had my first run on ray tracing. It was supposed to be bigger, but I got distracted on a video game binge. I'm always impressed when someone in this thread just decides to make a ray tracer. Seems like something that would be almost impossible to make all by yourself, but seeing these more and more makes me want to try it too. Fun fact: Back when 3D computer graphics began, they had LP0 ON FIRE fucked around with this message at 20:54 on Jun 15, 2015 |
# ? Jun 15, 2015 20:24 |
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I made a three.js application for playing conway's game of life on a geodesic ball
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# ? Jun 15, 2015 23:37 |
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LP0 ON FIRE posted:I'm always impressed when someone in this thread just decides to make a ray tracer. Seems like something that would be almost impossible to make all by yourself, but seeing these more and more makes me want to try it too. Fun fact: Back when 3D computer graphics began, they had It's actually really simple and easy to start with strangely. The core of it is just a loop through every pixel of what will be your final image, sending out a ray for each pixel, and seeing how those rays interact with the scene. From there it's just adding on parts of it to make the final image nicer.
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# ? Jun 15, 2015 23:58 |
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Mr Shiny Pants posted:This is cool. Nicely done. Thanks. I made the missiles fly a lot higher than they were before, so the ballistic curves are really exaggerated. I think that improves the feel a lot.
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# ? Jun 16, 2015 04:53 |
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piratepilates posted:It's actually really simple and easy to start with strangely. Ray-Tracer on the back of a business card code:
Hubis fucked around with this message at 11:18 on Jun 16, 2015 |
# ? Jun 16, 2015 11:14 |
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piratepilates posted:It's actually really simple and easy to start with strangely. That's pretty much it. I find it also teaches the fundamentals of graphics programming a lot better than going straight for the real-time OpenGL/D3D stuff. Most of it applies to both, but the learning material is usually better so you end up with a better understanding of the physics behind it, what's going on and why are things done a certain way.
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# ? Jun 16, 2015 14:35 |
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schme posted:That's pretty much it. I find it also teaches the fundamentals of graphics programming a lot better than going straight for the real-time OpenGL/D3D stuff. Most of it applies to both, but the learning material is usually better so you end up with a better understanding of the physics behind it, what's going on and why are things done a certain way. I think the hard parts are the matrix maths to translate the rays to the origin - I think of you are told about those then the rest follows naturally - but if you never did any formal cs to come to the conclusion you need to do matrix transforms, then work out how to do them, all off your own back is pretty impressive. Edit: I hope I got the terminology right - its literally been 18 years since I took that paper.... klen dool fucked around with this message at 03:51 on Jun 19, 2015 |
# ? Jun 19, 2015 03:49 |
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Continuing with my theme of reverse engineering lots of random game formats... http://magcius.github.io/zelview.js/zelview.html
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# ? Jun 19, 2015 19:47 |
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Suspicious Dish posted:Continuing with my theme of reverse engineering lots of random game formats... Hey this is rad!
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# ? Jun 19, 2015 22:38 |
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Suspicious Dish posted:Continuing with my theme of reverse engineering lots of random game formats... This owns. I've hosed around with some image & sound formats from old games, but never anything 3D. You got any hints as to process aside from setting breakpoints and disassembling rendering code? Like, patterns that may point in some direction & what not.
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# ? Jun 20, 2015 01:44 |
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# ? May 9, 2024 16:10 |
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Suspicious Dish posted:Continuing with my theme of reverse engineering lots of random game formats... Oh wow this is really cool. I've been just trying to get a basic UI on what might be the worst most boring game ever.
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# ? Jun 21, 2015 16:39 |