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Xerophyte posted:"I'll just make this tiny, tiny change to the environment sampling, what could go wrong?" Cool matrix shader
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# ? Jul 17, 2015 14:02 |
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# ? May 16, 2024 18:45 |
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If you can get that to render into another texture, add some blur, and render it atop the finished image it would look hipster, cyber distopia as gently caress.
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# ? Jul 19, 2015 01:54 |
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# ? Jul 19, 2015 23:37 |
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I see that breeding a horse with MissingNo worked as intended.
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# ? Jul 20, 2015 00:57 |
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That is some Japan World Cup 3 poo poo right there.
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# ? Jul 20, 2015 12:42 |
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Sauer posted:If you can get that to render into another texture, add some blur, and render it atop the finished image it would look hipster, cyber distopia as gently caress. It's not really a good cyber dystopia room.
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# ? Jul 20, 2015 13:32 |
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We updated the horse mesh but the server or CDN or whatever had cached a JS file that wasn't compatible. Web devvin'
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# ? Jul 20, 2015 14:45 |
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Looks to be some Katamari Damacy style bullfighting game.
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# ? Jul 24, 2015 21:05 |
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Yo I think my plasma ball bounce code is kinda busted https://vine.co/v/eHZMrIQwpLi
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# ? Aug 2, 2015 02:14 |
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Tried to add a ragdoll and clearly I messed up my skinning somewhere - I call 'em glitch bear (thus the weird texture)
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# ? Aug 6, 2015 21:41 |
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That's... not quite how I intended buildings to come out.
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# ? Aug 12, 2015 00:58 |
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DeathBySpoon posted:
This is really cute and I love the style and want to play this a ton!!
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# ? Aug 12, 2015 01:21 |
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clockwork automaton posted:Tried to add a ragdoll and clearly I messed up my skinning somewhere - I call 'em glitch bear (thus the weird texture) It's like it's falling through jello.
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# ? Aug 12, 2015 02:58 |
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DeathBySpoon posted:
I tried to do something with that tileset myself some time ago and had a bunch of troubles getting the walls to look nice.
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# ? Aug 12, 2015 13:03 |
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Looks like I got my butt falling physics working PERFECTLY. No problems here!
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# ? Aug 13, 2015 02:18 |
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Bert of the Forest posted:Looks like I got my butt falling physics working PERFECTLY. No problems here! Even emaN retcarahC seems to be impressed with your handiwork!
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# ? Aug 13, 2015 03:20 |
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Bert of the Forest posted:
drop it like it's hot
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# ? Aug 13, 2015 17:23 |
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Factor Mystic posted:
Me again, same project, but this time instead of gifs I'm trying to encode webm's I failed. (warning, ) http://gfycat.com/MetallicActiveElver
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# ? Aug 23, 2015 03:48 |
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Factor Mystic posted:
Factor Mystic posted:Me again, same project, but this time instead of gifs I'm trying to encode webm's Diggin this new maximalist operating system.
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# ? Aug 23, 2015 22:34 |
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Factor Mystic posted:Me again, same project, but this time instead of gifs I'm trying to encode webm's The real glitch is the Zune logo in there.
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# ? Aug 23, 2015 22:37 |
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Music Theory posted:The real glitch is the Zune logo in there. Using the Zune now playing screen as input frames for encoding is intentional, because the smooth animation & crossfading color washes present challenges for capturing & encoding correctly.
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# ? Aug 24, 2015 17:01 |
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I'm porting some legacy code that will eventually be in airplane cockpits. It's probably the spaghettiest code I've ever encountered, and in its previous environment it was the only thing running on the processor, so there's a ton of cryptically-named files to remove (and #includes and function calls), including a lot of talking to flash memory and an fpga, and now there are a ton of configuration defaults that would be changed in a menu that I also had to remove, to track down and get airspace maps to appear. But at least I finally got it to display something... it actually looked better than this before I kept fixing it to show the map. I swear I have something that clears the screen buffer every frame.
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# ? Aug 25, 2015 22:14 |
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Stinky_Pete posted:I'm porting some legacy code that will eventually be in airplane cockpits. That's something I've always been curious about. What kind of validation standards do people have for airplanes? Do you need to do any rigorous regression or are we all flying around with software written by someone on a 72 hour soda binge?
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# ? Aug 26, 2015 07:43 |
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Storgar posted:That's something I've always been curious about. What kind of validation standards do people have for airplanes? Do you need to do any rigorous regression or are we all flying around with software written by someone on a 72 hour soda binge? it might be one of those things where the binaries were actually tested well, but the source files are full of spaghetti written by some mechanical engineer
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# ? Aug 26, 2015 13:52 |
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Storgar posted:That's something I've always been curious about. What kind of validation standards do people have for airplanes? Do you need to do any rigorous regression or are we all flying around with software written by someone on a 72 hour soda binge? According to my superiors, a lot of our existing products were just badly written by people who are no longer here. I don't know any more than that. To be fair, it was like one of the first of these indicators that even had an LCD screen. Nonetheless, we do have very rigorous testing that's mandated by the FAA, and we have to trace every test on every unit of code (I think the function level) to a requirement that we've defined and linked to more general FAA guidelines, along with industry standards. So we have dedicated test engineers and a few people whose whole job is to know all about the relevant FAA documents and keep track of how we're fulfilling them. We also flight test in our own airplane as part of the certification process, and every engineer involved has to be on the plane. It turns out that's a pretty good motivator to not cut corners. We're also not allowed to use, for instance, dynamic memory allocation. Everything has to be completely deterministic. Anyway, I made a ton of progress yesterday, but lost some time with this little lesson in the order of operations: code:
E: I finally fixed it for good. It is a humbling fact that everything wrong with it was just me doing unit conversion wrong (from engineering units to scaled integers, and between struct and byte sizes of buffers), which was hard for me to see because of a maze of #defines Stinky_Pete fucked around with this message at 22:20 on Aug 28, 2015 |
# ? Aug 26, 2015 16:44 |
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Stinky_Pete posted:Anyway, I made a ton of progress yesterday, but lost some time with this little lesson in the order of operations: For me it's gotten to the point where I have zero trust for my understanding of what the order of operations is in any given language, and so I always enforce it with lots of parentheses. Sure they may be redundant in some cases, but order of operations bugs can be hellish to trace down. If an extra two characters can save me an hour of debugging, man, that's so worth it. Do you have simulated cockpits to do basic testing on?
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# ? Aug 26, 2015 17:05 |
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TooMuchAbstraction posted:Do you have simulated cockpits to do basic testing on? No shake machines, if that's what you're asking, but we're using Xplane and I believe its SDK to substitute in our own autopilot/flight director (which I finished implementing from a savant-like mech eng's design, we're talking hundred of diagrams, a few months ago) to test it. We also have a portable setup with a throttle stick and all the buttons for pilot controls. The CEO's son has a pilot's license and has been working on that end.
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# ? Aug 26, 2015 18:31 |
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Stinky_Pete posted:No shake machines, if that's what you're asking, but we're using Xplane and I believe its SDK to substitute in our own autopilot/flight director (which I finished implementing from a savant-like mech eng's design, we're talking hundred of diagrams, a few months ago) to test it. We also have a portable setup with a throttle stick and all the buttons for pilot controls. The CEO's son has a pilot's license and has been working on that end. I meant some kind of software-only (or minimal-hardware) setup that would give you a simulation of what the plane is doing so you can test your software against realistic inputs and outputs without actually having to go up in the air. And it sounds like you do, so cool!
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# ? Aug 26, 2015 18:39 |
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Stinky_Pete posted:Nonetheless, we do have very rigorous testing that's mandated by the FAA, and we have to trace every test on every unit of code (I think the function level) to a requirement that we've defined and linked to more general FAA guidelines, along with industry standards. So we have dedicated test engineers and a few people whose whole job is to know all about the relevant FAA documents and keep track of how we're fulfilling them. We also flight test in our own airplane as part of the certification process, and every engineer involved has to be on the plane. Good luck!
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# ? Aug 26, 2015 20:06 |
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Stinky_Pete posted:We also flight test in our own airplane as part of the certification process, and every engineer involved has to be on the plane. It turns out that's a pretty good motivator to not cut corners. i've heard of pilot programming but this is ridiculous!!
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# ? Sep 3, 2015 01:31 |
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Not exactly what I was after.
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# ? Sep 5, 2015 06:38 |
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I like how it becomes absolutely unrecognizable once you get to the third floor. It also looks like a Banjo-Kazooie level.
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# ? Sep 5, 2015 08:01 |
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I'm getting shades of the cinema in Duke Nukem 3D's first level, and Super Mario 64's castle
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# ? Sep 5, 2015 09:09 |
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It's the castle in super mario 64 for sure.
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# ? Sep 5, 2015 16:05 |
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Yeah, it's the entire upper section, including the "endless staircase."
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# ? Sep 5, 2015 16:14 |
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help my matrices have gone wrong https://www.youtube.com/watch?v=W-O4vkcrCSU
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# ? Sep 7, 2015 20:58 |
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Well, no screenshot for this one, but I just hunted down one of the weirder bugs I've had in a while. I'm working on a roguelike. Totally randomly, the game would freeze on startup. It would get to drawing the HUD, so it wasn't hanging on map generation. For a while I thought the player wasn't getting added to the active entities for some reason, but the actual solution was way better. All of my game objects are just collections of attributes, like "flying" or "alive". This makes modifying stats really easy; I just add up all of the matching attributes for an object, its equipment, and statuses. A Ring of Strength might have "STR=3", the player has STR set to whatever their base stat is, and the Crippled status has "STR=-2". Well, this backfired on me. I use one of these attributes to determine turn speed. I had some Dash Boots with a negative turn speed. Well, every time they spawned, they would get the first turn and time would never advance because their turn took negative time. The boots were so fast time stood still in comparison. Whoops.
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# ? Sep 11, 2015 05:50 |
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Roguelike glitches are the best glitches.
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# ? Sep 13, 2015 03:57 |
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Wizards!! Totally use this as a feature of a chaos magic floor.
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# ? Sep 13, 2015 04:32 |
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# ? May 16, 2024 18:45 |
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My pathfinding could be going a little better. Still really happy with my progress though! Been coding it in my spare time, and it's already the most ambitious project I've ever gotten this far. EDIT: Already figured it out: the circle's grid (not world) co-ordinates are never being updated, so each path is being made assuming that it's still where it began. EDIT EDIT: It looks like that was a problem, but there's still lots wrong with my code. EDIT EDIT EDIT: I wasn't flushing the old pathfinding data. It seems to work perfectly now! DStecks fucked around with this message at 16:04 on Sep 26, 2015 |
# ? Sep 26, 2015 15:30 |