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I'm making a multi-player/competitive version of conways Game Of Life. It still needs work, but the current version is available here: Game of Life: Total War
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# ? Oct 28, 2014 12:54 |
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# ? May 27, 2024 10:34 |
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Working on CS:GO stuff again. Click for gyfcat.
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# ? Oct 31, 2014 18:06 |
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I just organized a successful CHIP-8 themed game jam! The results are in and all fully playable in the browser. Special thanks to SharpenedSpoonv2 for help building the jam webpage and everybody who participated. You can try the games here: http://octojam.com/games
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# ? Nov 1, 2014 14:16 |
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Turnover '77 is legit fun to play.
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# ? Nov 1, 2014 16:11 |
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Ahah, yeah, these are really neat! I like that you let people pick their own palettes in chip8, good decision.Sauer posted:Turnover '77 is legit fun to play. Did you make that Internet Janitor? (Asking because it has no name set) It's actually based off a real game! Edit: BOULDER DASH (rockto) Jewel fucked around with this message at 22:58 on Nov 1, 2014 |
# ? Nov 1, 2014 22:53 |
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Nope, I intentionally sat the jam out for the sake of fairness (even though it isn't really a competition) and bided my time with bugfixes and work on some fancy new features for Octo. The credit for Turnover '77 all belongs to Dr. Stab. If it looks like fun, please don't let the end of the jam stop you from doing a bit of tinkering- I fully intend to organize another Octojam next year and the Chip8 thread would love to hear about any projects you guys come up with in the meantime.
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# ? Nov 1, 2014 23:08 |
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Centripetal Horse posted:They are great fun. In fact, I decided to roll another L-System thingamabob of my own. The triangle one i learnt how to program that as part of my CS course. Take 3 points then randomly choose one of the 3 points and move 1/2 the distance to that point, rinse and repeat. we were taught it as a simple fractal.
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# ? Nov 3, 2014 12:44 |
I've done some more fiddling with the L-System toy I posted about, earlier. I've added new features. Draw the curve one segment at a time, instead of updating after each iteration: Draw using ellipses instead of line segments: Adjust the x- and y-radius of the ellipses for some cool effects: I love working with these, but I am not sure if there is any practical application. Maybe I could make an L-System interpreter for creating cool images and animated gifs. I could clean it up and put into a proper library, but I don't know if there's any practical application for that. TheresaJayne posted:The triangle one i learnt how to program that as part of my CS course. The figured generated by L-Systems are created by recursion and are self-similar. They are fractal in nature, but there are no calculations involved. Instead, you provide a set of instructions (move forward, turn left, etc), and turn them loose.
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# ? Nov 4, 2014 20:29 |
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Centripetal Horse posted:I love working with these, but I am not sure if there is any practical application. Maybe I could make an L-System interpreter for creating cool images and animated gifs. I could clean it up and put into a proper library, but I don't know if there's any practical application for that. This always impressed the hell out of me.
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# ? Nov 4, 2014 21:10 |
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Centripetal Horse posted:I love working with these, but I am not sure if there is any practical application. I'm really surprised no one's made a killer farming sim for the German market, for instance.
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# ? Nov 4, 2014 21:35 |
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Finally got around to implementing sprites. As usual, overdraw is the enemy. Sorting the sprites near to far and using a z-buffer is almost 25% faster than drawing them in arbitrary order and almost 40% faster than drawing them back to front without a z-buffer. The world scale is different, so ol' Caco here is looking a little more squat here than in Doom. steckles fucked around with this message at 22:27 on Nov 4, 2014 |
# ? Nov 4, 2014 22:25 |
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Thats awesome...utterly awesome. Is there still overdraw on sprites that partially occlude each other though? Or are there ways around that? Also how does your lighting work? I've got so many questions but I don't really want to ask them because I don't want my engine to be a total rip-off of yours (if I ever get round to writing it).
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# ? Nov 5, 2014 12:17 |
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Steckles, you could investigate span buffers if you want to get rid of overdraw but with better cache usage.
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# ? Nov 5, 2014 15:46 |
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Sereri posted:You should make a Windows Phone version of Awful.app out of spite i unironically need a better Awful windows phone app. does bootleg robot (the app says its from him) post around here? I guess i could make it myself
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# ? Nov 5, 2014 17:14 |
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Started playing around with Perlin Noise. Shaders are way too much fun.
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# ? Nov 5, 2014 18:07 |
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steckles posted:
You're lucky that the Doom world is completely devoid of tinted glass panes and jelly monsters.
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# ? Nov 5, 2014 19:54 |
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# ? Nov 5, 2014 20:12 |
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toiletbrush posted:Thats awesome...utterly awesome. Is there still overdraw on sprites that partially occlude each other though? Or are there ways around that? Also how does your lighting work? I've got so many questions but I don't really want to ask them because I don't want my engine to be a total rip-off of yours (if I ever get round to writing it). As for questions, ask away. I was thinking of releasing the source code, assuming I can get it clean enough. Sagacity posted:Steckles, you could investigate span buffers if you want to get rid of overdraw but with better cache usage. Suspicious Dish posted:You're lucky that the Doom world is completely devoid of tinted glass panes and jelly monsters.
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# ? Nov 5, 2014 20:20 |
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NorthByNorthwest posted:Started playing around with Perlin Noise. Shaders are way too much fun. That's a super slick animation. Mmmm that 90s plasma texture...
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# ? Nov 5, 2014 23:24 |
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Zaphod42 posted:Mmmm that 90s plasma texture... I still want to experiment with palette rendering / rotation in shader space, someday. You could do some truly trippy things with that at the base of some shader code.
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# ? Nov 5, 2014 23:39 |
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Shalinor posted:Plasma and fire demos were the best. THE BEST. Doing trippy poo poo with palette rotation is how I learned to use shaders in the first place
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# ? Nov 5, 2014 23:49 |
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NorthByNorthwest posted:Started playing around with Perlin Noise. Shaders are way too much fun. That would make an amazing Teleport Effect in a game.
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# ? Nov 6, 2014 10:10 |
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Zaphod42 posted:Doing trippy poo poo with palette rotation is how I learned to use shaders in the first place Perhaps you might be of help with my palette based shader question in the 3D thread? I feel like i'm missing something important about sampler lookups http://forums.somethingawful.com/showthread.php?threadid=2897255&userid=0&perpage=40&pagenumber=47#post437237097
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# ? Nov 6, 2014 12:38 |
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For everyone who was talking about L-Systems earlier: There's a twitter bot that generates random L-Systems, draws them, then tweets them You can find it here: https://twitter.com/LSystemBot Some of the latest ones aren't that great but keep going back and there's some wonderful ones. Just click any of them and then you can use the right arrow to cycle quickly along. Jewel fucked around with this message at 00:43 on Nov 9, 2014 |
# ? Nov 9, 2014 00:40 |
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NorthByNorthwest posted:Started playing around with Perlin Noise. Shaders are way too much fun. Perlin Noise Best Noise. The guy got an Academy Award for coming up with that stuff.
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# ? Nov 9, 2014 01:38 |
Jewel posted:For everyone who was talking about L-Systems earlier: There's a twitter bot that generates random L-Systems, draws them, then tweets them Oh, come on. Really? I was so pleased with my little project, and then this. I thought my thing was so cool, but it is not. LSystemBot is cool. I don't want to poo poo up the thread with too much of my L-System fun, but I think these two are pretty nice: NorthByNorthwest posted:Started playing around with Perlin Noise. Shaders are way too much fun. This is also cool.
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# ? Nov 9, 2014 04:42 |
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NorthByNorthwest posted:Started playing around with Perlin Noise. Shaders are way too much fun. Is that oldschool Perlin Noise or the updated Simplex Noise algorithm? http://en.wikipedia.org/wiki/Simplex_noise
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# ? Nov 9, 2014 22:09 |
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I wrote a blog about implementing Dual Contouring: http://ngildea.blogspot.co.uk/2014/11/implementing-dual-contouring.html
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# ? Nov 9, 2014 22:38 |
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Schmerm posted:Is that oldschool Perlin Noise or the updated Simplex Noise algorithm? I'll admit I cheated a bit and used GLSL's implementation (https://www.opengl.org/sdk/docs/man/html/noise.xhtml), which I quickly found out wasn't supported on all cards. Looks like i've got some more reading to do!
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# ? Nov 9, 2014 23:07 |
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NorthByNorthwest posted:I'll admit I cheated a bit and used GLSL's implementation (https://www.opengl.org/sdk/docs/man/html/noise.xhtml), which I quickly found out wasn't supported on all cards. Which cards is the noise function actually supported on?
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# ? Nov 10, 2014 02:42 |
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Better bounding boxes for my game thing. At first I calculated them by hand, and then my friend clued me in that I was being dumb and I could just check for the transparent edges in the PNG file and build the bounding boxes from that which I am doing now.
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# ? Nov 10, 2014 10:16 |
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clockwork automaton posted:
Really really cute style, I'm digging this a lot!!
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# ? Nov 10, 2014 10:18 |
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clockwork automaton posted:
bbbut hit polys are the way of the future! Loving the art style, it reminds me of something but I can't put my finger on it.
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# ? Nov 10, 2014 14:35 |
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clockwork automaton posted:
Is this a bounding box for collision? I found collision boxes that change shape in 2D games can cause issues and it's better to have a rectangle that stays the same size, and it's okay to have some of the animation not detect collision. Also wouldn't the lower right detect a collision, even though a lot of the time it's not a part of the bird?
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# ? Nov 10, 2014 15:48 |
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Generally try to make the collision box smaller than the object it is attached to (unless you are doing an FPS or otherwise want to actually hit a thing). You don't want the player to get frustrated when they clip something by a pixel, give them some leeway instead.
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# ? Nov 10, 2014 16:27 |
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Superschaf posted:Generally try to make the collision box smaller than the object it is attached to (unless you are doing an FPS or otherwise want to actually hit a thing). You don't want the player to get frustrated when they clip something by a pixel, give them some leeway instead. Right. A few examples where it would be noticeably unfair, is if you hit something in these areas: Looks silly, but the best collision box would be something like this: That, or have multiple rectangles, as long as you aren't detecting collision that stops the bird from moving, because then you can get hung up on a corner.
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# ? Nov 10, 2014 16:40 |
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LP0 ON FIRE posted:Right. A few examples where it would be noticeably unfair, is if you hit something in these areas: Yeah, I can give that I try. Luckily this is just a collision check with another single rectangle that will cause a game over so it won't cause it to get hung up. Though, oddly when I was looking up how to check transparent pixels in PNGs with love2d I found someone that was using that entirely for their collisions so they were comparing the pixels of two pngs, which seems so nuts.
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# ? Nov 10, 2014 20:08 |
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clockwork automaton posted:Yeah, I can give that I try. Luckily this is just a collision check with another single rectangle that will cause a game over so it won't cause it to get hung up. Though, oddly when I was looking up how to check transparent pixels in PNGs with love2d I found someone that was using that entirely for their collisions so they were comparing the pixels of two pngs, which seems so nuts. I guess it depends on how busy your game is doing checks. It might be worth the expense if not much else is going on. You might as well give it a try if you think it would be neat to have it that accurate, and you can see how much it slows things down, if at all. Otherwise, you should use multiple rectangular areas that are fair. I guarantee you that part of a feather that doesn't have a bounding box going through a wall won't look weird to the player. Or, if you don't mind doing the extra research of how to check for collision, maybe a polygon with angles would be good to use.
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# ? Nov 10, 2014 20:20 |
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shodanjr_gr posted:Which cards is the noise function actually supported on? From what I can tell, no NVidia cards, and only a few ATI. IOS might've supported it for a while too. I guess I'll give texture lookups or simplex a try next. Seems a bit more flexible anyway.
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# ? Nov 10, 2014 21:55 |
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# ? May 27, 2024 10:34 |
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NorthByNorthwest posted:From what I can tell, no NVidia cards, and only a few ATI. IOS might've supported it for a while too.
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# ? Nov 10, 2014 23:44 |