|
LP0 ON FIRE posted:Making a strange cellular automata thing that uses ascii as they said in the other post calculate the next generation onto a back buffer and switch your "bug" is where char 1 is generated and char 2 is using the new value of char 1 in its generation rather than the old value causing the issue.
|
# ? Apr 11, 2018 07:39 |
|
|
# ? May 14, 2024 09:31 |
|
lord funk posted:I mean, I'm get unreasonably annoyed at unnecessary clicks / taps, but considering there will be a corresponding 'mode' switch, I'm betting the swap will go over just fine. I'm glad it was mentioned, because it really made me consider that it felt unnecessary. I can see how the user would tap the button and then it moves, and be like "What the heck? I just tapped that! Why did it move away?" It's an extra step, but at the same time there's the advantage of giving the user context on where they are. I think I'm going to add some kind of indication of static box where the largest button is supposed to be to show more what is selected than just a larger button. Then again I can't decide for the user's what makes sense. TheresaJayne posted:as they said in the other post calculate the next generation onto a back buffer and switch your "bug" is where char 1 is generated and char 2 is using the new value of char 1 in its generation rather than the old value causing the issue. I really want to get back into this. I tried over and over and it turned into a clusterfuck of confusing problems. I'm going to go back to my original, buggy version and try again. There's certain rules that made it unexpectedly harder. One was the vector of a newborn where another species is occupied and needs to change it's attack vector to it's birth vector and try attacking. Doing this backwards where each surrounding character is making the result of one character instead of each character individually playing out its simple rules gets so complex.
|
# ? Apr 11, 2018 16:20 |
|
LP0 ON FIRE posted:I'm glad it was mentioned, because it really made me consider that it felt unnecessary. I can see how the user would tap the button and then it moves, and be like "What the heck? I just tapped that! Why did it move away?" It's an extra step, but at the same time there's the advantage of giving the user context on where they are. I think I'm going to add some kind of indication of static box where the largest button is supposed to be to show more what is selected than just a larger button. Then again I can't decide for the user's what makes sense. The built-in camera app takes care of this by having one action button and the swipe-to-change mode thing. I like the idea of getting rid of that -- I dislike the mode switching when I'm frantically trying to take a video and not a picture, or it's moved to square picture, etc., and I'm not in the right mode. So the multi-button approach is good, it should just feel natural no matter what state (recording / idle) we're in.
|
# ? Apr 11, 2018 16:39 |
|
lord funk posted:Well here's my question: if I hit record (video), is the camera (snapshot) button still active? Can I take a picture while the video is recording, or is it disabled? Does pressing it stop the video recording, but not take a picture? No, the snapshot, settings and photo library buttons disable while taking video. I think the built in camera's swipe menu makes sense because there are so many modes, but you're right it does make it harder to get to the right mode quickly enough. I've had so many times where I missed a photo of a bird or something I needed to capture quick because of this. I think since my app only has two capture modes (photo import not included), the user can still navigate quickly enough to get to the correct one where it's only one tap in a predictable place. I already have a sideways UIPickerView under that for the filter selection.
|
# ? Apr 11, 2018 16:53 |
|
Yesterday I whipped up a simulator on JSFiddle for the game Pokémon GO. It's supposed to help you build intuition about the spread that's out there in the world, specifically of hidden stats out of random Pokémon spawns that come from the game server. It's for people who know what hidden stats are. Press "calculate" to watch it animate: https://jsfiddle.net/bx45mphh/embedded/result/ Anyway as a program it draws some graph bars that smoothly grow, and it continuously runs new random trials and redraws the graph by calling requestAnimFrame once you tell it to start. Even with the math and graphing it's also a really short piece of code (hardly a page). https://jsfiddle.net/bx45mphh/embedded/
|
# ? May 11, 2018 00:45 |
|
Me and a guy made a thing as a learning project. It takes a keyword, gets related news articles and builds a graph. It performs a bunch of basic operations on a Storm pipeline and updates the resulting graph as data comes back. It's recursive so it can build a graph up to an arbitrary maximum depth, depending on hardware limitations. unpacked robinhood fucked around with this message at 09:03 on May 29, 2018 |
# ? May 29, 2018 09:01 |
|
I like the keyword choices
|
# ? May 29, 2018 09:09 |
|
I have constructed a game; FUTBALL: I find it very stressful to play, but fun enough (in short doses). Also, writing the ray tracer for the graphics was fun. That does mean it requires a pretty beefy GPU to run.
|
# ? Jul 7, 2018 14:18 |
|
Mezzanine posted:I will pay you money if you can do something similar with Mario Kart 8 or Super Mario 3D World. I would just LOVE to be able to fly around and look at the stages from MK8 because some of them are gorgeous! I have no idea if you still read this thread. DM me for PayPal details.
|
# ? Jul 23, 2018 18:51 |
|
Holy poo poo that rules
|
# ? Jul 23, 2018 18:55 |
|
Dumb Lowtax posted:Holy poo poo that rules Not emptyquoting
|
# ? Jul 23, 2018 21:08 |
|
What magical combination of browser does that work on? No luck with Chrome, Firefox, Safari, or Edge 💩
|
# ? Jul 24, 2018 00:22 |
|
I know it works on my machine in Chrome and Firefox on Windows. Check Developer Tools console, make sure you have hardware acceleration and GPU enabled, and triple-check that this page says WebGL 2 is supported.
|
# ? Jul 24, 2018 00:29 |
|
I presume something about texture limits because it's an Intel GPU, I'm just surprised it doesn't really show anything I presume that last one needs a few extra passes to raise the graphics from Quake 2 level? What is it missing, it is extra lighting? It makes me think of the cool breakdowns of doom and gta v MrMoo fucked around with this message at 01:27 on Jul 24, 2018 |
# ? Jul 24, 2018 01:15 |
|
The "there is no texture bound" is Chrome complaining about my workaround for WebGL's API stupidity. Retro uses quite a number of textures in Metroid Prime, and texture bind and draw call overhead is expensive in WebGL. That shouldn't break Intel Integrated graphics, but given the quality of graphics drivers, I'm not surprised. EDIT: the logo.png 404 is Parcel stupidity. Every single one of these dumb JavaScript bundlers is broken and untested out of the box. Web development sucks.
|
# ? Jul 24, 2018 02:59 |
|
The Metroid map does take a couple of seconds to render here (I assume due to the textures), the rest are instant. The failure on Edge seems to be due to this: https://caniuse.com/#search=textdecoder
|
# ? Jul 24, 2018 04:50 |
|
Edge probably breaks in the Metroid Prime code first because of TextDecoder, but it likely breaks everywhere else because of https://caniuse.com/#feat=webgl2 Similarly with Safari. I love the web platform, it's bad rear end. Metroid Prime's levels probably also take a while to load because they're downloaded from my servers instead of GitHub's, and the files are ~100MB downloads instead of ~10MB for every other level.
|
# ? Jul 24, 2018 05:02 |
|
Is the mouse supposed to be inverted on both axes?
|
# ? Jul 24, 2018 13:49 |
|
Not unless you turn the camera upside down yourself. Hit "B" to reset the camera to the origin.
|
# ? Jul 24, 2018 17:31 |
|
No luck in Xubuntu Chromium:
|
# ? Jul 25, 2018 00:22 |
|
Your OS doesn't support multisampling. Get a better OS. Should also be fixed in an hour or two, hopefully. Blind check though
|
# ? Jul 25, 2018 00:45 |
|
MrMoo posted:What magical combination of browser does that work on? No luck with Chrome, Firefox, Safari, or Edge 💩 Works fine for me in chrome, you might just have to wait longer than you expected to load everything.
|
# ? Jul 25, 2018 15:11 |
|
Suspicious Dish posted:Not unless you turn the camera upside down yourself. Hit "B" to reset the camera to the origin. Is it possible to turn the textures off completely? I am curious about the raw geometry, I took a look around but could only find the textures used.
|
# ? Jul 26, 2018 09:09 |
|
Mr Shiny Pants posted:Is it possible to turn the textures off completely? I am curious about the raw geometry, I took a look around but could only find the textures used. Not really. Well, you could take a capture with renderdoc or nvidia nsight and look at the Geometry tab I suppose. But chances are you don't want that -- a lot of geometry is alpha-blended planes, or alpha-tested stuff. So you'll just see a lot of random junk in the way of what you want to look at.
|
# ? Jul 26, 2018 18:23 |
|
Suspicious Dish posted:Not really. Well, you could take a capture with renderdoc or nvidia nsight and look at the Geometry tab I suppose. But chances are you don't want that -- a lot of geometry is alpha-blended planes, or alpha-tested stuff. So you'll just see a lot of random junk in the way of what you want to look at. First things first though, it is really impressive. Could you flatshade it?
|
# ? Jul 26, 2018 21:47 |
|
I could, yes, similar to what I do for the Dark Souls Collision Data viewer. Would take some time and refactoring to be able to "hack in" a flat shade bit though. Is there any reason you want that feature though?
|
# ? Jul 26, 2018 21:58 |
|
Suspicious Dish posted:I could, yes, similar to what I do for the Dark Souls Collision Data viewer. Would take some time and refactoring to be able to "hack in" a flat shade bit though. Is there any reason you want that feature though? No reason, I was just interested in how much geometry they use to get the levels look that good. I just checked the dark souls one, that is exactly what I was looking for.
|
# ? Jul 26, 2018 22:01 |
|
That's super cool to see! Happy people are enjoying it. Shoutouts to the Digital Foundry intern that had to hold "A" on my model viewer for 20 seconds to record that wide pan.
|
# ? Aug 5, 2018 19:32 |
|
I wanted to experiment a bit with Vue.js, so I decided to implement Heckmeck am Bratwurmeck (aka Pickomino) in it. It's playable on http://heckmeck.brohr.dk . Not the prettiest thing, but it should be fully functional.
|
# ? Aug 9, 2018 12:46 |
|
This is awesome. 2 bugs: 1) if you have already selected all of the dice you still have the option to roll, resulting in a certain fail 2) players without worms do not cause the top worm piece to be discarded on a fail according to the rule book.
|
# ? Aug 9, 2018 13:43 |
|
Sereri posted:This is awesome. 1 was actually intentional laziness, but I just fixed it up so you can't do it anymore. 2 was me not knowing the rules correctly, and just implementing it as I usually play it. I've fixed it so it matches the rulebook. (I.e, no worm turned over on grill if you fail without any worms, and no worm turned over on grill if you return the topmost worm to grill.)
|
# ? Aug 9, 2018 14:20 |
|
Sure, it's a very small project at the moment, but it compiles without warnings. That's a start, right?
|
# ? Aug 9, 2018 14:32 |
|
I've been learning about state machines and message queues at work lately. My project has been building a new Engineering Change Order process that's primarily web based. The fun part is that it needed to connect to the Solidworks EPDM system, which can only be done in .Net on a Windows computer actually running EPDM, but all of our primary development is done in PHP on Linux servers. I setup a RabbitMQ server to take messages from the PHP app and built a .Net application that can consume the messages. I then got the .Net app to handle round-robin load balanced workloads. Once a workload is finished it sends back an API call to my PHP application to tell it to execute the next state machine transition. Now I can fire up as many instances of my app that are needed, and it they'll chug through the workloads we send them. It's been really fun, but now I'm a bit paranoid being the only person that knows how this whole system functions, let alone can do any .Net development. The actual state machine's workflow is kind of ridiculous. I heavily simplified it on the user interface side of things.
|
# ? Aug 9, 2018 15:23 |
|
Sebbe posted:1 was actually intentional laziness, but I just fixed it up so you can't do it anymore.
|
# ? Aug 9, 2018 16:40 |
|
Edward_Tohr posted:
|
# ? Aug 9, 2018 17:48 |
|
Star War Sex Parrot posted:You forgot -Wpedantic I won't say it doesn't belong in the Coding Horrors thread, but it still compiles without errors.
|
# ? Aug 9, 2018 18:15 |
|
|
# ? May 14, 2024 09:31 |
|
In a similar "not that interesting of a screenshot" but I think it's cool: Google Benchmark numbers from my laptop of inserting 100 million tuples 10x...code:
Tomorrow comes concurrency control though, which will take a nice bite out of performance. Star War Sex Parrot fucked around with this message at 03:58 on Aug 10, 2018 |
# ? Aug 10, 2018 03:46 |