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Sebbe posted:I've been working a bit on some sorting algorithm visualization, á la these Java ones. I've always enjoyed watching sorting algorithms at work.
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# ? May 14, 2010 05:11 |
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# ? May 28, 2024 14:36 |
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Pfhreak posted:I've always enjoyed watching sorting algorithms at work. Heap sort was pretty trippy.
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# ? May 14, 2010 05:46 |
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Sebbe posted:I've been working a bit on some sorting algorithm visualization, á la these Java ones. Have you considered using Cairo to render instead? It seems to work well for static sorting visualizations: http://corte.si//posts/code/visualisingsorting/index.html
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# ? May 16, 2010 01:55 |
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Scaevolus posted:Have you considered using Cairo to render instead? It seems to work well for static sorting visualizations: http://corte.si//posts/code/visualisingsorting/index.html I mostly went with PyGame because of the sheer simplicity of doing what I wanted in it, really. Based on what I can see in libsortvis, Cairo looks quite a bit heavier to dance with. For instance, to set the background of my canvas: code:
code:
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# ? May 16, 2010 02:47 |
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Not really a screenshot, but it's my topic so I get to post whatever I want! :P For a university project, I'm working on making "learn how to play a song" device that accepts any MIDI-compatible keyboard. Right now I'm only showing the midi messages on the LEDs but soon it will tell you which note to play, make a sound and show a "check" or a "cross" on the LED array on the right depending on if you played the note correctly. It's so much fun
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# ? May 16, 2010 18:51 |
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First results from a terrain generation project. The texturing looks like rear end right now, but it runs. I also have working tech demos that do LOD adjustment and quadtree culling so once the texture issues are cleaned up I'll be ready to combine them all. edit: Worked on it a bit more, textures now look slightly less terrible. PDP-1 fucked around with this message at 01:31 on May 17, 2010 |
# ? May 16, 2010 19:08 |
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A beginning. SPACE CARBS fucked around with this message at 07:55 on May 18, 2010 |
# ? May 18, 2010 07:09 |
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^^^^ I love those stars, how did you make them/where did you find them? Finally have something postable, this is my first nice looking 3d L-system. Next step is to find a few aspects to randomize the growth a bit and then lay a couple of these bushes randomly on top of some uneven terrain.
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# ? May 18, 2010 07:43 |
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reasonable form posted:^^^^ I love those stars, how did you make them/where did you find them? 1) took a picture of some outer space from google images 2) inverted it 3) brought the darkest black down to a grey 4) crushed the levels until the space between the stars was mostly white 5) used a feathered selection to fade out to alpha-channel 6) CSS-pinned them to the corner and background layer I am almost graduated with a major in graphic design, but I programmed from early childhood to high school. I'm rediscovering my coder roots. It makes for a pretty nice combo.
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# ? May 18, 2010 07:58 |
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A little HTML scrabble game. It lets you register and play against another registered user, assuming you know their username. I've got it running at http://www.leisurelyletters.com
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# ? May 20, 2010 23:05 |
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SPACE CARBS fucked around with this message at 10:38 on May 21, 2010 |
# ? May 21, 2010 05:28 |
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leedo posted:
How are you implementing chat? Is it real time?
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# ? May 21, 2010 10:55 |
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drcru posted:How are you implementing chat? Is it real time? I'm just polling for new messages every ~3 seconds. I also get any new messages when an action is taken (letter placed, message sent, etc.) Not perfect, but most chatting here is just leaving a message for the person when they come back for their turn.
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# ? May 21, 2010 15:54 |
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leedo posted:
That's pretty awesome. I'd be careful though, Hasbro might sue you. http://news.bbc.co.uk/2/hi/7525085.stm
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# ? May 21, 2010 18:26 |
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Crazak P posted:That's pretty awesome. They seem to be okay with it as long as you don't use a Scabble-like name for it. It also helps if the bonus squares are placed differently on the board compared to the official version. (See Literati, for instance, which has existed for ages without any problems I've heard of.)
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# ? May 21, 2010 20:58 |
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That was big news awhile back, so I thought Hasbro was insanely protective of their IP. I guess they're not. Good to know.
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# ? May 21, 2010 22:26 |
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Well, that would be pretty dickish to sue me since I am not making any money (from ads or otherwise) and all the source code is up on github. I guess I shouldn't be terribly surprised, though.
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# ? May 21, 2010 22:32 |
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Crazak P posted:That was big news awhile back, so I thought Hasbro was insanely protective of their IP. I guess they're not. Well, the thing is, Scrabulous was pretty huge on Facebook a while back, with a name similar to that of Scrabble, and a completely identical board. That and Hasbro wanted to launch their own official Scrabble app, so they took down their biggest competition.
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# ? May 21, 2010 22:41 |
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Making massive progress (goons make great testers). Those spaceport entries won't be in the final version.
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# ? May 23, 2010 23:54 |
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I'm taking my time with this, but I have a week and a half before my internship starts, so I have boat loads of free time. I just have to implement event editing/deleting and my calendaring system will be done! I actually enjoyed fixing Time Zones and DST issues What I really like about the new system I'm making is how you will be able to view the calendars separately, but also all of them together. Fundamentally it's a simple thing, it's just that it's nice when things work. As you all can see, I'm not a designer nor am I going for it right now. Developing is where it's at currently Doh004 fucked around with this message at 05:37 on May 27, 2010 |
# ? May 27, 2010 05:33 |
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Version 1.1 of my game is now available, with some awesome new graphics by a friend of mine. I've also changed the code to dynamically load in different Python scripts to change the types of objects in the game. It's wonderful how easy it is to do this kind of stuff in Python. [img]https://wi.somethingawful.com/ee/ee40a4045a15ea295cbfbea9c14c34bf0a9ceee3.png[/imgx] Edit: attachment is finally working Test Pilot Monkey fucked around with this message at 18:43 on Jun 3, 2010 |
# ? May 28, 2010 09:27 |
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I got my terrain renderer running with adjustable level of detail (LOD). Its set up right now to adjust details much closer to the camera than normal and to draw in greyscale so that the LOD switches are easier to see for debugging. The changes in detail 'pop' a lot less on more normal settings. http://www.youtube.com/watch?v=7Hybq_n-e6c
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# ? Jun 3, 2010 18:41 |
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PDP-1 posted:I got my terrain renderer running with adjustable level of detail (LOD). Its set up right now to adjust details much closer to the camera than normal and to draw in greyscale so that the LOD switches are easier to see for debugging. The changes in detail 'pop' a lot less on more normal settings. Cool stuff, I'm thinking of writing a terrain renderer as well. What kind of technique are you using for your LOD?
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# ? Jun 3, 2010 18:50 |
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Right now the terrain is split into a set of 32x32 square patches. If a patch is close to the camera position it is drawn with full resolution, if its a bit further away its drawn using every other point, further away yet and it uses every 4th point etc. The only tricky bit is that you need to track cases where a high-detail patch is placed next to a low-detail patch because the difference in detail can cause tears to appear (pic below). To avoid this you have to adjust the verticies of the high-detail patch to match the low-detail patch on the borders by interpolating between the two closest verticies of the low-detail patch.
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# ? Jun 3, 2010 19:34 |
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I'm working on a game for iPhone called KittyBall:
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# ? Jun 6, 2010 06:33 |
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Cuteness overload. You will make a fortune off of preteen girls.
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# ? Jun 6, 2010 06:50 |
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I imagine your boss like Spiderman's newsroom boss, clenching a cigar between his teeth while he growls "Why don't the hills have faces? Put some cute loving faces in those goddamn hills!"
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# ? Jun 6, 2010 18:30 |
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But a secret pent up hatred for tree-huggers, the trees are lifeless without a face.
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# ? Jun 7, 2010 02:56 |
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I made a visual history of the development of KittyBall: KittyBall evolved!
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# ? Jun 7, 2010 05:44 |
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Luminous posted:You will make a fortune off of preteen girls. So many ways to misinterpret that.
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# ? Jun 7, 2010 14:46 |
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One step up from hello world. broke the table by attaching the wrong sized image - sorry. Can't edit the attachment. The Eyes Have It fucked around with this message at 21:31 on Jun 7, 2010 |
# ? Jun 7, 2010 21:23 |
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EPWING dictionary reader, made w/ PyQt
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# ? Jun 17, 2010 15:52 |
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An iPhone app for Tapout (huge MMA-related clothing company, basically the Nike of MMA). Full mobile store with PayPal integration. Also news, radio, gallery and stuff from their site. It's so close to being finished. Took me somewhere between 5 and 6 months of solid dev time (I had a little bit of help towards the end of the project). I can't loving wait to get this bad boy released.
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# ? Jun 17, 2010 17:07 |
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Finally reaching some sort of stability. Thanks goons!
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# ? Jun 19, 2010 15:14 |
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Re-attempt at a game engine I have been working on for some time, sans project partner I did not work well with. The UI is using CEGUI, I made my own looknfeel from scratch (painful experience, but still interesting). I also have async resource loading working rather well (immediate return of future-promised resource objects, which become valid later). There are functions to load synchronously and others to load whenever, they are tested and it is awesome. The interesting thing about this screenshot is that I have embedded python into the executable, so the engine sets up the environment, and then you can execute scripts. I have disabled import, all functions/classes currently exist in scope by the time these scripts are run. Here's an example of the script that makes that screenshot possible: code:
I also programmed pong in my engine entirely by python script, (that menu is part of it), but it's less interesting than the tech behind the engine so far. a cyberpunk goose fucked around with this message at 14:28 on Jun 21, 2010 |
# ? Jun 21, 2010 14:26 |
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EDIT: (changed screenshot) INTERFERENCE is new video of my Fallout-influenced isometric project showing our new travel map and a random encounter blatantly copying a famous scene from Fallout 2. Previous videos: Early Continuous Gameplay Character Build Prototypes monsterland fucked around with this message at 22:03 on Jun 25, 2010 |
# ? Jun 25, 2010 19:06 |
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That looks really nice in motion, which the screenshot just doesn't capture.
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# ? Jun 25, 2010 21:37 |
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I am writing/finishing up a Text Adventure Module Engine ("TAME") in Java. It uses its own custom language, and programmers can define their own commands (without being limited to "use", "examine", "go", etc.). The engine itself works like a transactional database: taking a command, building a response, and sending it back, so it can be tailored to fit different clients (or programs) easily. The language compiles to a serialized module that is loaded by the client. Below is a pretty terrible example of it in action - I'm afraid I'm only good at building tools and not stories. I'll probably release it plus a user's manual when I have an actual game. Not shown are the player and room elements (they aren't required to build a module, anyway). Click here for the full 1259x887 image. I tried to engineer a better language for describing worldly constructs. If you have seen ZIL, it's a pretty ugly language. I hoped to make at least what I feel is a better looking language, and I think I succeeded.
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# ? Jun 26, 2010 04:42 |
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Mista _T posted:... That brace style would drive me absolutely insane.
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# ? Jun 26, 2010 06:26 |
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# ? May 28, 2024 14:36 |
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TheSpook posted:That brace style would drive me absolutely insane. You can put the braces anywhere, really. I just have a bizarre way of placing curly braces - left on next line, right indented with code. I forget who did it first, but it was in some ACS tutorial way back when that I picked up the style, and I found it to be the most readable. The start and end are easily found while reading the code. code:
code:
Mista _T fucked around with this message at 15:30 on Jun 26, 2010 |
# ? Jun 26, 2010 15:28 |