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feld posted:That looks curiously like RRDTool's graphs... the fonts, layout, everything... ZenOSS actually. It also uses RRDtool on the backside I'm also working on another front end for the data that shows statistics either by NPA or LATA/OCN through RRDtool graphs. Right now we don't have the call volume to make it statistically significant though.
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# ? May 15, 2008 05:35 |
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# ? Apr 25, 2024 16:04 |
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Avenging Dentist posted:My stuff isn't nearly as cool as other people's (yet!), but I'm working on a Subversion repository browser for Windows that looks like a network drive (god I hate COM programming). It doesn't do anything with Subversion yet, but you can browse an infinite set of useless directories! theres a dot net version of fuse. If its anything like the linux version, its probably awesome.
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# ? May 15, 2008 07:31 |
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duck monster posted:theres a dot net version of fuse. If its anything like the linux version, its probably awesome. I've heard of a couple different bindings to FUSE for Mono on Linux; but nothing to implement a userspace filesystem in Windows. What were you referring to here?
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# ? May 15, 2008 15:55 |
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I am the only one who's been coding this drat thing. It only gets updated when someone needs a new function and generally they need it right away (within a few hours typically). It keeps morphing and UI has always been way down list of priorities. It's only used in house so it is full of profanity and inside jokes.
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# ? May 15, 2008 16:32 |
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Doublethink posted:
What is it?
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# ? May 15, 2008 16:48 |
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csammis posted:What is it? It's a set of tools to manipulate and fix data from an e-discovery / document review application we use. Most of the main page UI is just project and table browsing. The rapper icons are various tools to manipulate data, George bush allows you to run raw SQL against the selected table, Cheney deletes projects, the eightball is our estimate tool, the hardrive launches our data check-in application. edit before i get nerd raged, my primary job is NOT software development, I just happen to be the only one in my company that has any skills with programming. Doublethink fucked around with this message at 17:29 on May 15, 2008 |
# ? May 15, 2008 17:15 |
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I got sick of how all available music-visualization plugins had really poor spectrograms, so I made my own. This is someone playing the piano and singing. This is tremolo at the end of a guitar solo. Unfortunately glDrawPixels() takes up an ungodly amount of CPU time for some reason; at the size above it's already using 100% of one core. Still trying to find a good way to draw lots of pixels to the screen very fast... It's written in Haskell and uses PortAudio for the backend. For the screenshots above I connected it to the output of Amarok using JACK.
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# ? May 15, 2008 17:44 |
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I'm developing a very simple charting library in .Net. There's probably a billion of those already, so I'm only doing it for the fun. It's all plain c#, supports a bunch of different chart types, and a has a few features like: - "Understands" equations. Adding new EquationItem("x/pi + tan(cos(x)") adds a new graph. - Automatic fitting (not having to set a x & y range) - Automatically picks matching(somewhat) colors if you don't specify how to color stuff. Uses a similar solution to that of http://colorblender.com/ A sample of stuff it can chart (without matched colors..) Here's a sample of what i used it for today. This image shows some tax-data for ~60 people. X-axis is year of birth(1940->1990) and Y-axis is income for 2006. The same data colored for gender (each vertical step is $10000).
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# ? May 15, 2008 18:17 |
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Nomikos posted:I got sick of how all available music-visualization plugins had really poor spectrograms, so I made my own.
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# ? May 15, 2008 22:54 |
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Madox posted:That's all my own UI library and texture. It's still inefficient in dealing with text, but I think that's mostly DirectX's fault If you're using ID3DXFont it's going to be slow and there's just no way around it. I spent a while working on my own XML/Lua scriptable UI system for a game project that I'm working on and after a while I came to the conclusion that ID3DXFont was just far too slow to be usable for anything text-heavy. I ended up writing my own simple bitmap font renderer that uses FreeType to generate glyphs and the improvement is absolutely ridiculous. I got something like a 20x decrease in frametime when displaying large amounts of text. I'd post some screenshots of the project it's a part of, but it's fairly unremarkable looking at the moment since I'm saving most of the display-related code for later. Paradoxish fucked around with this message at 01:14 on May 16, 2008 |
# ? May 16, 2008 00:58 |
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Nomikos posted:I got sick of how all available music-visualization plugins had really poor spectrograms, so I made my own.
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# ? May 16, 2008 11:43 |
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I'm working on linux full time and I can't even remember the last time I wrote something with a resepctable GUI. I avoid captive interfaces like the plague nowadays so I can pipe output wherever. The only thing user friendly about the scripts and programs I write now is --help. My latest projects include a swatch-like logfile analyzer (the performance hit for swatch is TERRIBLE so my script runs either in cron or as part of logrotate) and a multi-threaded website validation tool that performs scripted actions against websites (think jmeter/gomez hybrid).
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# ? May 16, 2008 13:28 |
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Paradoxish posted:If you're using ID3DXFont it's going to be slow and there's just no way around it. I spent a while working on my own XML/Lua scriptable UI system for a game project that I'm working on and after a while I came to the conclusion that ID3DXFont was just far too slow to be usable for anything text-heavy. I ended up writing my own simple bitmap font renderer that uses FreeType to generate glyphs and the improvement is absolutely ridiculous. I got something like a 20x decrease in frametime when displaying large amounts of text. Ya I'm using ID3DXFont mostly because I'm lazy. The biggest benefit of it is that it does word wrapping and clipping for me without me caring about font metrics, but it prevents me from firing out the entire UI in a single call, because I have to stop and make seperate calls to font->DrawText().
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# ? May 16, 2008 15:38 |
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Thanks for the suggestions about glDrawPixel alternatives. From my initial look at the GLSL tutorials, synchronizing the scrolling action between my program and the shader sounds difficult so I'll probably try the enormous-stream-of-vertices idea first. I also came across the Wikipedia article on wavelet transforms as an alternative to the Fourier transform, providing better frequency resolution without sacrificing time resolution. "Scalogram" instead of spectrogram. Once I free up some CPU time from drawing this should be a fun area to investigate
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# ? May 16, 2008 15:39 |
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Nomikos posted:Thanks for the suggestions about glDrawPixel alternatives. From my initial look at the GLSL tutorials, synchronizing the scrolling action between my program and the shader sounds difficult so I'll probably try the enormous-stream-of-vertices idea first. a fragment shader is probably the "right" way to go, but it's definitely trickier. If you want to give it a try, feel free to PM me if you've got any questions. For the "Enormous Stream of Vertices/Points" version, make sure you use the glDrawArrays or glDrawElements version; you won't save a lot by issuing 10,000 glVertex() calls each frame
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# ? May 16, 2008 16:42 |
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This is an open source 4X game project started a while ago because Master of Orion 3 sucked so very hard. I'm the main developer. These shots are from the 3D combat system, which is still under heavy development (it's essentially nonfunctional so far, but looks pretty).
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# ? May 16, 2008 17:22 |
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Wuen Ping posted:This is an open source 4X game project started a while ago because Master of Orion 3 sucked so very hard. I'm the main developer. These shots are from the 3D combat system, which is still under heavy development (it's essentially nonfunctional so far, but looks pretty). Very neat. I judge from the image names that you're using OGRE as your base engine? If you don't mind me asking, what algorithm are you using for the sky color of the planets?
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# ? May 16, 2008 17:34 |
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Nomikos posted:Thanks for the suggestions about glDrawPixel alternatives. From my initial look at the GLSL tutorials, synchronizing the scrolling action between my program and the shader sounds difficult so I'll probably try the enormous-stream-of-vertices idea first. The way I'd implement this is: Render into a texture, using an orthographic projection: * a thin quad with the new column of data all the way on the left * next to it, filling the rest of the frustum a quad with the old data, change the texture coordinates on the right to cut off the oldest column of data render to your main view: * a quad with the texture created above You don't even need a fragment shader. Make sure to not use texutre filtering in the first pass.
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# ? May 16, 2008 18:34 |
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Nuke Mexico posted:Very neat. I judge from the image names that you're using OGRE as your base engine? Yes, we are using Ogre. I was very resistant to using it at first, because when I first looked at it, it did stupid things like reinvent a substantial portion of the STL. Fortunately, those kinds of defects have been remedied, and now I can go on record as saying it is fantastic to work with. If "sky color" means the atmosphere glow at the edge of each planet, I did this: 1) Rendered the planet surface. 2) Rendered the atmosphere as a second sphere at the same location. 3) Mutated the atmosphere sphere's vertices to envelope the planet surface by some small amount (4% in my case). 4) Calculated the dot product corresponding to the angle from the center to the edge of the planet from the camera. 5) Calculated similar dot products for the outer and inner angular extents of the atmosphere, and the angular extent of the current vertex. 6) Calculated the coefficient of sun-glow, based on the angle the sun and camera make with the current vertex. 7) Interpolated the color based on the current vertex's dot product's position between the inner and outer angular extent dot products, then modulated the result by the sun-glow coefficient. You can look at the shader source here (it's GPL'd). You're looking for planet_atmosphere.vert and planet_atmosphere.frag.
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# ? May 16, 2008 19:43 |
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Wuen Ping posted:That looks very cool, how far are you into the project?
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# ? May 16, 2008 22:44 |
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I'm coding a web-based MMO forthe Urban Dead goons who are sick of Urban Dead I really wanted to clean up the UI, Urban Dead sucks balls on this, there's a dozen forms on-screen and you always have to search when you want to do something. I decided to go a bit Web 2.0-style and I'm using javascript popup menus. Plyaers can interact with their environment by clicking on elements showing a drop-down arrow, and a menu pops up. I'm not sure how standard it is, but it makes a really clean UI and is really easy to use, compared to UD. Main game screen: Inventory screen, with popup activated: Thread: http://forums.somethingawful.com/showthread.php?threadid=2819930
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# ? May 17, 2008 15:42 |
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A pretty lovely shot, but it's the new release of my password strength meter. I've been watching Doug Crockford's videos on JavaScript, and this plugin represents re-writing to his specifications. I really like how now I have each validation rule as a lamda's, and a method to easily add your own methods, making the plugin really dynamic. For example it's really easy to add an ajax dictionary validation rule to check the word is not a common word. It's pretty much my only visual thing to show at the moment, although I have another couple of things coming up in the pipeline. You can try a demo here
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# ? May 17, 2008 18:05 |
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j4cbo posted:
I wrote an OS kernel, created a tiny libc and ported some minor unix programs to it for my 4th year CS project. I'm warning you now, a kernel is NEVER done. You'll always be adding "one more feature".
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# ? May 18, 2008 01:40 |
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Zagrod posted:That looks very cool, how far are you into the project? We have a roadmap that has about 8 major milestones in it. We're on the 4th and biggest right now, the combat system. We've been working on the project about 3 and a half years.
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# ? May 18, 2008 05:12 |
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I'm going to patiently wait, because I too think that MoO3 was a crime against humanity
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# ? May 18, 2008 10:10 |
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I decided the best way to make a Battlefield-ish game was to start with the Quake 3 engine and make a few minor modifications: Vertex/pixel shader support, new material system, radiosity (which uses GPU acceleration to compile), directional lightmaps, terrain, skeletal models, load-time asset compilation, blah blah... Oh yeah, and I suck at recruiting so I'm stuck in tech demo hell. OneEightHundred fucked around with this message at 03:55 on May 19, 2008 |
# ? May 19, 2008 03:05 |
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Digital Picture Frame/Clock/Weather Machine/News Machine/Calendar using WPF and C#. These images are just the mockups I did in Photoshop. Current build isn't very exciting, just the window background, power button and the bars on the top and bottom.
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# ? May 19, 2008 13:36 |
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OneEightHundred posted:I decided the best way to make a Battlefield-ish game was to start with the Quake 3 engine and make a few minor modifications: How do you learn to do stuff like vertex shaders? I assume there's an "accepted" way of doing it. I'm really curious about all this neat graphics programming after spending years in Linux command-line hell.
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# ? May 19, 2008 14:55 |
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ashgromnies posted:How do you learn to do stuff like vertex shaders? I assume there's an "accepted" way of doing it. I'm really curious about all this neat graphics programming after spending years in Linux command-line hell. The Orange Book and the GPU Gems series are good places to start.
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# ? May 19, 2008 17:41 |
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ashgromnies posted:How do you learn to do stuff like vertex shaders? I assume there's an "accepted" way of doing it. I'm really curious about all this neat graphics programming after spending years in Linux command-line hell. If anything I'd say the easiest way is to "just use them." They're not that hard to pick up on as long as you understand what they do, understand the math behind the operations you already do, and understand how the rendering pipeline works. OpenGL in particular makes it dirt easy, it's not much harder in D3D except you have to calculate the projection matrix yourself and they'll try tempting you to do everything with their lovely FX framework. There are a metric shitload of samples out there, if anything I'd recommend downloading the Cg toolkit because it has a ton of useful samples (Cg is almost identical to HLSL and 90% the same as GLSL), more of the difficulty comes in understanding how processes like normalmapping and those stupid water shaders everyone has nerdgasms over work than understanding how to use them in place of existing systems. I haven't read GPU Gems but I've seen a ton of good code snippets with it cited as the source so if there's one book to pick up on the subject, that's probably going to be it. If you want to get out of command-line hell then the best place to start would be pick up GLUT or SDL. GLUT is easier to get in to, SDL scales better. OneEightHundred fucked around with this message at 19:15 on May 19, 2008 |
# ? May 19, 2008 19:03 |
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I wanted to learn Java, so I had to think of something that would be useful to someone. Hence I present : SuperCheckMate. SuperCheckMate is my Magnum Opus, it will definitely end my life. Basicly it's something like an online virus-scanner, only it doesn't scan your puter for viruses but for pr0n, and reports it's findings. ...So your girlfriend has evidence you've downloaded pictures of squid fisting midgets. Why ? Because no one else did. (And because this way, I could make sure that the leading program doing this has a backdoor so it wont report anything on my own PC) Led fucked around with this message at 01:58 on May 25, 2008 |
# ? May 25, 2008 01:47 |
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That reminds me of various IRC scripts and apps which scanned for filenames of known cheats. It was always amusing to see some player or another start spouting confessions against his will, having run the script by mistake.
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# ? May 25, 2008 01:57 |
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Alex007 posted:I'm coding a web-based MMO forthe Urban Dead goons who are sick of Urban Dead Actually I find your interface harder to discern places that I can click on stuff, as well as having to search for which thing that I should click on to do something. Additionally UD is currently using a better font than you are which is easier to read. I suggest you get a small test audience to try it out and give you a more detailed review of the progress.
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# ? May 26, 2008 02:33 |
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Not much programming behind this project, but it's been fun to get away from the code and do some designing for once.
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# ? May 26, 2008 22:28 |
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It's a bit strange the writing on the chalkboard has a drop shadow, I like it though.
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# ? May 26, 2008 23:39 |
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Nolgthorn posted:It's a bit strange the writing on the chalkboard has a drop shadow
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# ? May 27, 2008 02:54 |
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Working on a documentation template for Prototype and PDoc (inline documentation for JavaScript).
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# ? May 27, 2008 07:06 |
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This is my hobby project, a MPD client for windows mobile. It doesn't actually PLAY music, it just controls the server that does the playing. It also launches a real music player pointed at the shoutcast stream generated by my server. My music is available to me anywhere my phone gets EVDO or wifi access. The UI gets album art from amazon and has those nifty "kinetic" scrolling lists, where you flick your finger across the screen to make the list fly in that direction. I still want to do more to the UI, like caching album thumbnails and using them within the lists. Dromio fucked around with this message at 14:53 on May 27, 2008 |
# ? May 27, 2008 14:50 |
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savetheclocktower posted:
That's quite pretty, it would be nice to group categories together like Apple. Unfortunately I don't have the imagination to create a unique style set:
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# ? May 27, 2008 15:03 |
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# ? Apr 25, 2024 16:04 |
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Dromio posted:Pocket mp3 controller
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# ? May 27, 2008 15:43 |