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It's Unity + C#. I'm using DOTween for animations. I tried to use Unity's built in animator for about half a day before getting frustrated and dropping it to do everything in code.
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# ? Jul 12, 2016 00:53 |
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# ? May 19, 2024 12:50 |
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Finally got around to learning how to do shadow mapping. http://magcius.github.io/pbrtview/src/pbrtview.html It doesn't look 100% right -- the texture isn't projected to where the hole "should" be. But it looks good enough for a first pass.
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# ? Jul 14, 2016 09:23 |
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TastyShrimpPlatter posted:I added sounds and more animations to my game. It's still pretty rough, but it's getting there. That looks amazing and I'm immediately intrigued by the gameplay shown. A suggestion though, maybe an easier way to see which way the cars are facing at a glance? Perhaps an alternative design to the car or arrows?
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# ? Jul 14, 2016 16:04 |
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LP0 ON FIRE posted:That looks amazing and I'm immediately intrigued by the gameplay shown. A suggestion though, maybe an easier way to see which way the cars are facing at a glance? Perhaps an alternative design to the car or arrows? This indeed looks amazing. Another option would be to give them slight cones of light (just yellow-ish), since that would already mark directions.
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# ? Jul 15, 2016 14:54 |
hendersa posted:BeagleSNES stuff Are you still working on BeagleSNES? When I contacted you a couple of months ago to drag you back into these threads, you mentioned that you had something in the works. Is that still going on? The BeagleBone Black I bought for BeagleSNES was, frankly, poo poo. It would shut off randomly, the connectors were all finicky, etc. I'm thinking about buying another one, but I want to find out if the project is still live before I do.
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# ? Jul 15, 2016 17:51 |
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Centripetal Horse posted:Are you still working on BeagleSNES? When I contacted you a couple of months ago to drag you back into these threads, you mentioned that you had something in the works. Is that still going on? The BeagleBone Black I bought for BeagleSNES was, frankly, poo poo. It would shut off randomly, the connectors were all finicky, etc. I'm thinking about buying another one, but I want to find out if the project is still live before I do.
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# ? Jul 15, 2016 18:11 |
hendersa posted:The short answer is "yes". The longer answer is "not right at the moment, since I'm wrapping up my dissertation for my PhD." The last time I has some breathing room to work on any of my projects was back in March. Hopefully, I'll get my PhD defense out of the way sometime in September and be able to get back to work on it. I did get my gamepad firmware running on the Black's PRU and verified that it worked with the native controllers via my BESCape, so that is good. I also got the new web interface for configuring/loading/removing ROMs working in March, so much of the new plumbing is done. I just need to integrate everything, regression test, and rewrite the manual. I don't know why you academic types always make this sound so hard.
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# ? Jul 15, 2016 21:15 |
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Hollow Talk posted:This indeed looks amazing. Another option would be to give them slight cones of light (just yellow-ish), since that would already mark directions. I definitely need to make another pass at readability/accessibility, but that will come after I figure out some more gameplay and rules fixes. I have an idea to add some sort of sim-city-like RCI city building system on top of this too, but I have to make sure this part is solid first.
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# ? Jul 15, 2016 22:45 |
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Centripetal Horse posted:I don't know why you academic types always make this sound so hard. And to think that my parents thought that fiddling with old video game hardware was a waste of my time.
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# ? Jul 15, 2016 23:29 |
hendersa posted:Would you believe that my thesis is actually on emulation? It's true! I want to read more of this!
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# ? Jul 16, 2016 20:14 |
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Back-face culling, Z buffering, and flat shading! 2 FPS!
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# ? Jul 17, 2016 01:28 |
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Man, that makes me disappointed my current spare time project got side-tracked with studying for work-related certifications instead.
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# ? Jul 20, 2016 11:20 |
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ErIog posted:Man, that makes me disappointed my current spare time project got side-tracked with studying for work-related certifications instead. I've been reading up on geometry and asking dumb questions in YOSPOS. I changed the triangle rasterization from using barycentric coordinates to the much faster method of splitting the drat things in half and rendering them as a series of horizontal lines instead, with the added bonus of being able to dump the barycentric Z calculation for each pixel and solving a much faster plane equation instead! Now it's infinitely fast
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# ? Jul 21, 2016 03:41 |
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Luigi Thirty posted:I've been reading up on geometry and asking dumb questions in YOSPOS.
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# ? Jul 21, 2016 12:57 |
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My graphics knowledge ends somewhere around 1989. Currently I've got four 320x200 layers that get overlaid to produce the final framebuffer: Background, polygons, UI widgets, and text. I suppose this architecture could be a problem if I figure out VBE and upgrade the framebuffers to 640x480.
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# ? Jul 21, 2016 15:32 |
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Luigi Thirty posted:My graphics knowledge ends somewhere around 1989. Currently I've got four 320x200 layers that get overlaid to produce the final framebuffer: Background, polygons, UI widgets, and text. I suppose this architecture could be a problem if I figure out VBE and upgrade the framebuffers to 640x480. As far as drawing triangles goes, the Barycentric approach is simpler, lets you avoid clipping most of the time, gets you nice things like gradients for free, and is trivial to vectorize/parallelize, but it lacks the intangible element of fun that scan line algorithms have.
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# ? Jul 21, 2016 21:49 |
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I mean, you can still do Barycentric in a scanline-like approach by doing triangle setup and inching 1/w, 1/s, and 1/t forward as you march across. But it's not as ridiculously stupid and fun as the classic Hecker method, I agree.
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# ? Jul 21, 2016 22:05 |
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When I was doing demoscene coding in the late 90's (right before accelators became widely used) this article really helped me out. Basically anything by Paul Nettle around that time was gold. This article gives a basis for a pretty accurate (perspective-correct) rasterizer and I think it's a good starting point if you want to do more complicated things.
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# ? Jul 22, 2016 09:52 |
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Probably going to abandon this because its just too big of a project to get it to replace my normal tools. Swift intellisense was not to hard to get rolling in VSCode.
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# ? Jul 23, 2016 06:17 |
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im appe arr
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# ? Jul 23, 2016 06:31 |
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At least I used more than one letter
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# ? Jul 23, 2016 06:57 |
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I'm working on a 2.5d game in pure C, because I hate myself apparently. Raycasting is fun!
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# ? Jul 27, 2016 03:08 |
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space kobold posted:I'm working on a 2.5d game in pure C, because I hate myself apparently. So good! Ahh this makes me want to play with raycasting!
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# ? Jul 27, 2016 13:21 |
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BLAM BLAM BLAM BLAM. Video games can be so violent.
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# ? Jul 30, 2016 17:38 |
space kobold posted:BLAM BLAM BLAM BLAM. Video games can be so violent. That second rat seems awfully blase about what's going on next to him.
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# ? Jul 30, 2016 17:47 |
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He was spinning around in a circle earlier. I should probably put in some actual game AI.
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# ? Jul 30, 2016 17:55 |
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Raycasting is dope and so are those gifs.
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# ? Jul 31, 2016 01:55 |
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Awesome work. Are you making the graphics too, space kobold?
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# ? Aug 1, 2016 20:46 |
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steckles posted:Raycasting is dope and so are those gifs. I like the graphics - they have a "Sam and Max" meets "Duke Nukem 3D" feel to them
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# ? Aug 2, 2016 02:29 |
Bob Morales posted:I like the graphics - they have a "Sam and Max" meets "Duke Nukem 3D" feel to them Please go this route.
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# ? Aug 2, 2016 17:29 |
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Bob Morales posted:I like the graphics - they have a "Sam and Max" meets "Duke Nukem 3D" feel to them That's the plan! LP0 ON FIRE posted:Awesome work. Are you making the graphics too, space kobold? The graphics are done by my art I'll post more updates later when there's something worthwhile to show off. Also, more of you should mess around with raycasting!
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# ? Aug 3, 2016 04:16 |
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space kobold posted:I'm working on a 2.5d game in pure C, because I hate myself apparently. It's a ridiculous amount of fun. Everyone should at least try to make one, at least once. I really think building one piecemeal over the course of a semester could be a great firstish year CS course. But gently caress doors. Bob Morales posted:I like the graphics - they have a "Sam and Max" meets "Duke Nukem 3D" feel to them At one point I had the idea of making a hyper violent fps where the main character from Math Blaster fending off an invasion of Trogs from Word Muncher. Final level would reveal the invasion was a plot by Reader Rabbit to destroy math forever. Now I want to dig that code out. Vvv I periodically try again. Last time I got north/south doors working, but not east/west. I'm sure I'll get it some, but still Blue Footed Booby fucked around with this message at 17:50 on Aug 3, 2016 |
# ? Aug 3, 2016 17:24 |
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Blue Footed Booby posted:But gently caress doors. (i still don't know how to do stuff like moving entire wall cubes like in wolfenstein )
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# ? Aug 3, 2016 17:30 |
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I'm making an application that takes input from your webcam and messes around with it. Last night I developed GUI, customisable bitwise filters and base image tweaking. Here are some results : https://www.youtube.com/watch?v=ONTQrX3e_60 https://www.youtube.com/watch?v=OXz-FJKkk5A Gallery of some weird things: http://imgur.com/a/uAQkd Sourcecode: https://bitbucket.org/TZer0/videowaves (still in development, Download for windows (updated periodically): http://underhound.eu/tzer0/public_www/VideoWaves.zip (requires https://www.microsoft.com/en-us/download/details.aspx?id=48145 - pick the x86 version, but try to just run the application first in case you already have it) TZer0 fucked around with this message at 23:53 on Aug 11, 2016 |
# ? Aug 11, 2016 08:47 |
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netcat posted:
just make a door with wall texture and make sure its flush not setback
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# ? Aug 11, 2016 08:52 |
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TZer0 posted:I'm making an application that takes input from your webcam and messes around with it. Last night I developed GUI, customisable bitwise filters and base image tweaking.
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# ? Aug 11, 2016 17:37 |
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Shalinor posted:If you aren't already planning this, try and set it up as something a streamer could wire into OBS or the like. You'd likely have a customer base there, for doing weird poo poo in their face cam feed. You could just run the program and do a window/region capture on it. I've already done it.
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# ? Aug 11, 2016 23:38 |
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I've been writing this hobby program that makes my computer real hot for hours on end and also simulates liquid fluids. Right now I'm using the program to animate fluid flowing through portals. This one's been taking my tiny laptop about 5-10minutes to simulate and 12-15 minutes to render each frame. Here's a frame rendered in Blender: Liquid is falling into the orange portals and exiting through the blue portals on the wall. I've got a GitHub repository for the project here: https://github.com/rlguy/GridFluidSim3D And some animations created with the program here: https://www.youtube.com/watch?v=zdTcAg_G0Go
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# ? Aug 13, 2016 09:37 |
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RexJericho posted:I've been writing this hobby program that makes my computer real hot for hours on end and also simulates liquid fluids. Right now I'm using the program to animate fluid flowing through portals. This one's been taking my tiny laptop about 5-10minutes to simulate and 12-15 minutes to render each frame. gently caress yeah. this is proper use of cpu/gpu time
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# ? Aug 13, 2016 11:56 |
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# ? May 19, 2024 12:50 |
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The grid on the first picture is really making me think of Marble Madness.
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# ? Aug 13, 2016 18:04 |